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Jan 13 2015 9:50 am

Well resource conception is now live. I have moved conception into overview where it makes more sense. Military units are not destroyed when you hit 0 resources yet.

Everyone needs to start taking resources seriously now.
I think the setting I have it at right now is pretty good. 10 resources per slave camp a cycle plus bonuses. I'll add some bonuses for status too.

Resources will be consumed once an hour but are produced each cycle.

Also there will be a decay for players who store resources that is not set yet.



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  • Allan1991
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Jan 13 2015 10:00 am

when will a option be added to steal resources sence there isnt one as of yet that i have seen of.


Suntzu
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Jan 13 2015 10:11 am

Going to try to get it added in 24 hours


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  • Excellion
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Jan 13 2015 10:43 am

Resource consumption is presently set FAR too high.

I have 20 planets on Abydos, the max.
Building Slave Camps on SS is not an option.
My total Slave Camp count is 810.
I have an average of over 40 camps per planet.
My efficiency on every planet but one is 165%. The last planet is 140%.
My effective slave camps per planet is 67.
I presently show as NEGATIVE 29k resources per hour
My fleet is relatively not even that large at all

Here is the challenge. I have the max number of planets. 18 planets of mine have both warsats and efficiency buildings. The last two planets do not as I choose to be able to drop planets in case of war. I can't put naq into my depot as it is max'd so I am forced to spend naq on military units.

Yes, I realize that pyramids now increase food, but there are several issues.

a. The planets where I did not have Pyramids show they increase food production by 25%

b. The planets where I have pyramids show they increase military limit by 25%. Something is wrong as they did not switch over to food.

c. I checked and the planets with Pyramids do increase production, but not by 25%. My planets without pyramids produce 1320/hr with 40 slave camps, with pyramids produce 1485/hr with 40 slave camps and the same efficiency of 165%. The difference is 165/hr. The math shows 1 camp has a base of 20 units per hour so the +25% bonus should provide 200/hr.

Numerous fixes should be made before allowing this change to impact the game.


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Jan 13 2015 10:52 am

is this on Abydos Excellion?

Actually the over view is blinking red when it shouldn't. I'm looking at your account right now. I forgot to times cycle by 6


you are actually gaining like 150,000 resources an hour
Also keep in mind this is why this topic was made to make adjustments before I set a date of military units being lost.

refresh the game to fix the pyramid not showing resource production when hovering over the icon


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Jan 13 2015 11:01 am

Yes, this is on Abydos

I refreshed and cleared cache. It still shows "military limit" on the planets with Pyramids.

I tried logging in fresh using a Chrome Incognito window, same result.

The red flashing is gone but the numbers are still the same. My production shows as 28,650 per CYCLE then it shows -29,278 per HOUR


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Jan 13 2015 11:03 am

right you are making 28k every 10 minutes and using 29k every hour


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Jan 13 2015 11:06 am

OK, so I am producing about 5x more than I need? That sounds much more reasonable.

Can these resources be saved indefinitely?

Based on these numbers, I would guess average players need roughly 10 slave camps per planet.


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Jan 13 2015 11:09 am

Like to have very large players more around 50 per planet
No your decay will increase the more you store


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  • Joe12
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Jan 13 2015 12:12 pm

i have 100 slave camps per planet and im blinking red dose this mean i have to destroy half


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Jan 13 2015 12:42 pm

I agree with the 50 count for large players.

I keep my fleet as small as I can, and I have 165% efficiency + a lot of pyramids so my production is close to double. Then again, most large players will also have a similar setup. You probably need to double consumption to be where you want.

You do run into the problem of the largest players ultimately not being able to build fleet with their naq but we are not there presently.


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Jan 13 2015 6:46 pm

I see Decay but what exactly is it and how does it work?

It seems the more resources you make per hour, the higher the decay rate. If that is the case, why not just eliminate decay and have less resources produced per hour?

I *thought* the concept of decay was supposed to apply to stored reserves. Even then, a small percentage of stored extra should decay each hour, not more than you own.


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