indeed, minerva is nice for playing impossibru. i also discovered the beauty of blackmailing. finished sole survivor as impossibru north korea (where did s.korea drop off the map?) and as impossibru greenland with double my starting pop :)
Well with North Korea it's actually a strange thing... first I had both Koreas but they were to small to be targeted on smartphones. Then I thought about combining them to one country (as I did with other countries) but I was uncomfortable with that obviously. I thought about removing Korea completely but as it plays such an... erm... interesting role in global politics I felt like it would be missed. Still not sure if it's the best solution... but I can't think of anything else at the moment. :D
thanks for the "spoiler warning* --- i did in fact manage to figure most of it out over time. your darn game is so engaging at this early level, it cost me half my workday yesterday!!! some questins remain, maybe other players can help... does surveillance improve defense against terror on a base level or only bring terror levels down as a single event? is there a way to increase anti terror defense over all? how much does propaganda increase points per round? (helps to decide whether the higher level upgrades are worth it) maneuvers are a very interesting tool, but a single use usually wont trigger a peaceful country to war - up that effect a little? plus the increase in cooldown goes to pretty extreme lenghts after a while. finally, i havent quite figured out what exactly triggers the game ending when there are still other survivors. some lodge positions seem very underpowered - patriarch, knight, minerval,
when compared to awesome novice, templar and priest.
Thanks for the feedback. :) Yes I also figuered that the Lodge is not perfectly balanced. (Actually I will have to nerf the Novice in the next update) I will try to bring them closer together. Though as you earn more and more points I think it's ok if there are some weaker talents that you might taker later on. ;)
And I would argue that Minerval is quite useful when you are playing "Impossibru" Countries with less than a million start population. ^^
i love it at first and second glance - promising!!
main problem at the moment is that theres too little insight into what the actions do. so you're not making things more complicated as long as we are pretty much guessing. infrastructure is the one powerful measure i can see at work, as it also raises the level to which your army force shifts to - whereas armament is pretty much a waste, since its just a short boost to stats that reverts back to the level determined by your infrastructure.
it seems many other mechanics work similar.. an action to raise the base level of something, another for a short boost. just lacking some insight here. how does income distribution work? does anything affect the rate we gain influence points? what does leveling do for me?
but pick a high infrastructure country, stay out of wars and just boost the infra, take down the remaining competitors in the end.
***spoiler warning***
Ok to give you some hints on how the sim works:
-Income distribution determines how much wealth you need to make your people happy
-Propaganda increases the number of influence points you get every round as well as the Novice from the Lodge
-Leveling grants you new positions in the Lodge. There you can spend these to unlock bonuses
-Even short boosts can help you. e.g. you save some points, boost your military force and then declare war on another country.
-Infrastructure creates wealth, wealth creates happiness, happiness creates stability... though there are some other factors influencing each individual attribute. e.G. terror reduces happiness.
the ui quick fix did a world of good. still not pretty or professional in terms of graphics, color scheme, design - but pretty cleanen up and efficient now.
I agree that what caught my attention at first - the variety and "surprise" in upgrade costs and rewards has been sorely lacking the last few updates. good thing the game itself is still solid at the core.
be that as it may. i guess these parameters are now hard set deep into end-game area. hard to retro-actively change prices/rewards since some players have already progressed that far :(
As so often with unity games, all my progress was lost after days of playing - was just about to get my lvl 4 City.. very frustrating. I like this game so much however, that i will start over.
I'm sorry, the game should autosave every 30 seconds, are you perhaps playing from a location that doesn't allow Unity to save preferences OR connect to an outside server? (the game connects to another server to get the time in order to track your offline progress)
@ken ok enough. you are good, i am stupid. please lets reserve this board for game improvement rather than private bickering. when i pick up a manual, each page looks different. i don't tend to read a page again that looks like ive already seen it. perhaps we are being tested not on the stated goal at all, but our response to the instruction visuals lol.
@ken i have a background in cog science, design and advertising. merely pointing out an obvious flaw. I keep all instructions i get my hands on on record so i can make fun of poor translations. sustains my sense of superiority. I cant program games myself though and so I'm glad guys like David do what they do. thumbs up. I'm too drunk to read the instructions on Drink-It-Yourself items, usually.
1. the followup instruction screen "note that some words have changed"
was completely lost on me in the see of colors. since the screen looked the same overall, i did not notice the change at all and hence kept giving opposite responses as intended. Fix the visual. The part about changing words must be *********EMPHASIZED*******
2. There are people in this world who play without sound or even speakers. So sadly, the explanation was lost on me. needs subtitles.
Hoping the as of yet empty website from the facebook link will provide.
3. great idea testing on real game sites. kudos & keep it up!
income from conquered countries is still utterly pointless. costs are insane, profits a laugh... either rebalance or RATHER consider adding successful conquests as multipliers for next rebirth
regarding the idea of recruiting trpops just to sacrifice-kill them on the altar... thats a bit too sinister and evil just from a storyline point of view
maybe you can have them "march through the otherworld portal" instead or something like it.
Our internal discussions have turned away from that direction. Instead troops will be the 'currency' used to invest in captured countries. Thanks for the suggestion!
This happens to a few people for some reason =/. Unfortunately its not something we have control over, as we have discovered no way to reliably reproduce it, or have any influence over it in code (since the player has to actually load for our game to even run line 1 of code). We are sorry for the inconvenience. If you could send us some information in PM, we can forward it to Unity Technologies as a bug report and hopefully speed up the fix! primarily need OS version, and browser type/version!
rewards from conquering are still so miniscule, that it makes good sense to not waste any money on soldier production before you do several rebirths with hundreds of thousands ..or more.. dark knights in place.
Well with North Korea it's actually a strange thing... first I had both Koreas but they were to small to be targeted on smartphones. Then I thought about combining them to one country (as I did with other countries) but I was uncomfortable with that obviously. I thought about removing Korea completely but as it plays such an... erm... interesting role in global politics I felt like it would be missed. Still not sure if it's the best solution... but I can't think of anything else at the moment. :D