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Topic Started: Nov 29 2015, 11:38 PM (238 Views)
Rufus T. Firefly
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We intend to start sometime this week, weather permitting. As in "weather" or not I can finish the few remaining features, like colonial investment.
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Rufus T. Firefly
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Most likely the start will be in the Tuesday-Thursday range. We still have a few people missing it seems.
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France
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Sounds good. I hope the weather is good.
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Rufus T. Firefly
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We have now begun.

Each person has been sent the username of their nation account and its associated password. I recommend you change the latter to something more memorable after you log in. If you have any problems, let me know.
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Rufus T. Firefly
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Also, I am sorry, but I did not have time to put in proper national mottoes, party affiliation data or the names of the historical political parties. However, that is fairly easy to do yourself.
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France
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How do the secondary resources work again?
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Rufus T. Firefly
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The total resource output is determined by literacy rate, the number of people you have employed in the "other private / tertiary" sector, and national infrastructure.

Which is to say, the fewer people you employ in industry, the more that will go into other activities, and the higher the secondary resource output. You can also increase it by raising literacy rates or building more roads, railroads etc.
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France
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Okay. I will say I was startled as to how stable my country is. :P
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Rufus T. Firefly
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There is no risk of revolution in France this year. That may change.

I would suggest everybody turn off Full AI control, if it's on, unless you plan to be away a while. We will all need to set up trades before the market settles down.
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France
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Is the starting debt the real debt rate? And is there a use for military supplies yet?
Edited by France, Dec 3 2015, 10:41 PM.
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Rufus T. Firefly
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The starting debt is the real debt, but it is sadly easier to address than it was in real life by simply raising taxes.

Supplies still have no use yet. That would probably be the next thing I would add to the game.
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Empire Of Brazil
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I am trying to trade with the U.S. And that's because I am trying to feed my people .
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France
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Is each country's ruling party correct? And if so, which would be the Radical Party?
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Rufus T. Firefly
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I wouldn't say it is 100% correct, but a rough estimate. It depends very much on where the historical parties fall.
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France
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I will have to work on kicking those radicals out all the way to Algeria! :P
Edited by France, Dec 4 2015, 12:52 AM.
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Rufus T. Firefly
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As much as I love the Headline skin, I had to change it to Empires (see bottom left of screen). It was too difficult to read.
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Ottoman Empire

Ottoman Markets are open and ready to accept cash offers! We sell Artillery, Luxuries, and Cement!
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France
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Rufus T. Firefly
Dec 4 2015, 01:25 AM
As much as I love the Headline skin, I had to change it to Empires (see bottom left of screen). It was too difficult to read.
Wow, that is much easier.
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France
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What time of the day does the clock update?
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Rufus T. Firefly
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Advice: You can trade with AI nations so do not be shy about sending trade deals, even to your own colonies. However, they will cancel the deal if it no longer benefits them, so it is best to offer more value in return so that it is not subject to the whims of shifting market prices.

Quote:
 
What time of the day does the clock update?

Whenever we feel like it. It is on manual control since the server task program at pythonanywhere is not compatible with the web2py program, chron. However, it is best to do it every day around the same time.
Edited by Rufus T. Firefly, Dec 4 2015, 01:49 AM.
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Empire of Japan
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I have a feeling that I'm well on my way to breaking the game.
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France
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Know this everybody, I will NOT permit trading with my colonies with out me making a profit. :P
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Rufus T. Firefly
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Breaking the game is encouraged so that the rules can be refined further. :P

Just do not brake the game. It took long enough as is.
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Empire of Japan
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How does the trade deal screen work? Could you describe it in detail?
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Rufus T. Firefly
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Some of the pages are poorly designed. That one was one of the first I coded, so it is probably among them.

In a nutshell, each nation has its own Trade Capacity. To move 1 unit of any resource around uses 1 trade capacity. When you buy goods off the market, the transaction uses trade capacity. However, selling goods, or accepting trade offers sent to you, does not use it. (The sender of the trade pays the capacity, rather like shipping at a post office.)

Furthermore, trades are limited by vehicle: using the land vehicles means you are limited to trading with nations next to yours or geographically on the same continent. With merchant freighters and airplanes you can trade with anybody.

They are also subject to different types of destruction in war. Ships can be sunk by subs and enemy fleets, which makes up for them being the most efficient means of transport. Land units can be bombed by aircraft.

Many, many of these systems are based on the original Project Terra game of which this began as a clone. That is why we have schools, hospitals and so forth. The trade vehicles are one of those designs. However, I nicked the trade capacity idea from a different one.

If I had it to do over again I'd probably design it differently, but this was, after all, the first thing I ever attempted, so I didn't know that it would turn out to be this popular.
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