Something is up with my browser so posting in installments
Note that numbers are given tentatively since it is a big suggestion and in practice things rarely happen as we might expect. I put this together in only a few hours of boredom so take the exact details with a grain of salt, these numbers could obviously change. Also, certain concepts link together so if something doesn***65533;t make sense at first, it may later.
I probably wouldn***65533;t have bothered posting, but since magpie has taken the reigns, **** might actually happen. I also probably won***65533;t discuss this because I***65533;m too lazy. Nor do I really expect people to read this long post. So why post? Because **** you, that***65533;s why.
ALLIANCE LAND
Firstly I would like to introduce the concept of alliance land. I am aware it has been suggested before, but so far all suggestions regarding the HQ have been inadequate due to the degree of change required to make such suggestions feasible.
Alliance land is just like regular land, except that only HQs can buy it, and only HQs can steal it. Also, HQs cannot steal player land, nor can a player steal alliance land. Just like normal land, the initial cost of land is low, and increases exponentially. The function of alliance land is to provide funds towards the cost of developments (which will be more expensive), the cost of alliance troops and additional player income (discussed later).
The cost of alliance land must be taken into careful consideration. Alliance land will be assumed to have exactly the same production and yield as normal land. The cost however will be exactly one quarter that of normal land. For example, it may cost a player with 500 land 20 billion to buy another 100 land (this is just an example since I don***65533;t know where my spreadsheet to calculate it and am not interested anyway). However, for an alliance with 500 alliance land, it will only cost 5 billion to buy 100 land. Thus whilst it is generally feasible for a player to buy up to 3k land, the alliance can easily buy up to 12k land for the same cost. Also, an alliance can benefit from member donations and so it could easily buy more. However, for the same reasons that buying land over 3k is not feasible, for an alliance with 12k land, players would be better off spending that money on troops. It would actually be interesting to see how an alliance would judge the value of land.
Having the cost one quarter that of normal land means that it can provide significant income to an alliance, and thus there is great incentive to buy and steal land from enemies. Note that this will provide a neat bonus over solo play, so instead of nerfing solos, we have buffed alliances.
A key issue with the suggestion as it is so far is what would happen at round start? Would not all the players donate funds to HQ, effectively quadrupling the land at round start? It is indeed likely, however I dislike the idea of limits or restrictions. Instead this ability to distribute income will be enabled by an alliance development which cannot be developed until 1 week in due to tech times.
FUNDS
Any player can donate to the HQ as usual. However, the HQ will generate its own income from land. As mentioned, it will be possible for the HQ to distribute income to players. This transfer will actually involve the transfer of generated seeds to individuals every tick. It will not be possible for players to gain HQ funds by any means.
This involves splitting a portion of the seeds equally amongst all alliance members. The portion of seeds distributed will be determined by the leader or anyone with the appropriate permission and can have a value of anywhere between 0 and 100%. The limits will actually be increased by alliances techs (discussed later).
For example, assume the alliance has 20 members, is getting 1000 tree, 2000 bush, 4000 flower and 8000 grass every tick and the distribution is set at 50%. 500 tree, 1000 bush, 2000 flower and 4000 grass would be distributed amongst 20 players. Thus each player would get 25 tree, 50 bush, 100 flower and 200 grass each tick.
If we look at it another way, assumed each player has 4k land, and the HQ has 16k (since it is a quarter the price). If the distribution was set at 100% this is like each player have an extra 800 land. This is not excessive, but it is nonetheless very useful and desirable.
NB: You cannot gain seeds from HQ whilst in sleep mode. This is a great incentive to stop people using sleep-mode excessively. Alliance techs may have to be increased in cost to balance extra income.
Note that numbers are given tentatively since it is a big suggestion and in practice things rarely happen as we might expect. I put this together in only a few hours of boredom so take the exact details with a grain of salt, these numbers could obviously change. Also, certain concepts link together so if something doesn***65533;t make sense at first, it may later.
I probably wouldn***65533;t have bothered posting, but since magpie has taken the reigns, **** might actually happen. I also probably won***65533;t discuss this because I***65533;m too lazy. Nor do I really expect people to read this long post. So why post? Because **** you, that***65533;s why.
ALLIANCE LAND
Firstly I would like to introduce the concept of alliance land. I am aware it has been suggested before, but so far all suggestions regarding the HQ have been inadequate due to the degree of change required to make such suggestions feasible.
Alliance land is just like regular land, except that only HQs can buy it, and only HQs can steal it. Also, HQs cannot steal player land, nor can a player steal alliance land. Just like normal land, the initial cost of land is low, and increases exponentially. The function of alliance land is to provide funds towards the cost of developments (which will be more expensive), the cost of alliance troops and additional player income (discussed later).
The cost of alliance land must be taken into careful consideration. Alliance land will be assumed to have exactly the same production and yield as normal land. The cost however will be exactly one quarter that of normal land. For example, it may cost a player with 500 land 20 billion to buy another 100 land (this is just an example since I don***65533;t know where my spreadsheet to calculate it and am not interested anyway). However, for an alliance with 500 alliance land, it will only cost 5 billion to buy 100 land. Thus whilst it is generally feasible for a player to buy up to 3k land, the alliance can easily buy up to 12k land for the same cost. Also, an alliance can benefit from member donations and so it could easily buy more. However, for the same reasons that buying land over 3k is not feasible, for an alliance with 12k land, players would be better off spending that money on troops. It would actually be interesting to see how an alliance would judge the value of land.
Having the cost one quarter that of normal land means that it can provide significant income to an alliance, and thus there is great incentive to buy and steal land from enemies. Note that this will provide a neat bonus over solo play, so instead of nerfing solos, we have buffed alliances.
A key issue with the suggestion as it is so far is what would happen at round start? Would not all the players donate funds to HQ, effectively quadrupling the land at round start? It is indeed likely, however I dislike the idea of limits or restrictions. Instead this ability to distribute income will be enabled by an alliance development which cannot be developed until 1 week in due to tech times.
FUNDS
Any player can donate to the HQ as usual. However, the HQ will generate its own income from land. As mentioned, it will be possible for the HQ to distribute income to players. This transfer will actually involve the transfer of generated seeds to individuals every tick. It will not be possible for players to gain HQ funds by any means.
This involves splitting a portion of the seeds equally amongst all alliance members. The portion of seeds distributed will be determined by the leader or anyone with the appropriate permission and can have a value of anywhere between 0 and 100%. The limits will actually be increased by alliances techs (discussed later).
For example, assume the alliance has 20 members, is getting 1000 tree, 2000 bush, 4000 flower and 8000 grass every tick and the distribution is set at 50%. 500 tree, 1000 bush, 2000 flower and 4000 grass would be distributed amongst 20 players. Thus each player would get 25 tree, 50 bush, 100 flower and 200 grass each tick.
If we look at it another way, assumed each player has 4k land, and the HQ has 16k (since it is a quarter the price). If the distribution was set at 100% this is like each player have an extra 800 land. This is not excessive, but it is nonetheless very useful and desirable.
NB: You cannot gain seeds from HQ whilst in sleep mode. This is a great incentive to stop people using sleep-mode excessively. Alliance techs may have to be increased in cost to balance extra income.