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General / Re: Funded Cities
« Last post by Knogle on Yesterday at 06:40:29 am »
I'm not really sure if it does violate rule 3, because there is tunnels leading in and out of the city center and he did buy the town himself.
It is 4 different stations, so it's not really done to increase coverage.

Maybe it could be said that it violates rule 4, but the intention doesn't seem to be to block others out, they could still transfer via busses/trucks to the outside via the already built tunnels.

I would love to hear other admins opinion.


Rule #3: Don't build stations or station parts that serve the sole purpose of increasing the coverage area, sabotaging other players, increasing the station/town rating or decreasing the distance to another station.

Rule #4: Don't block other players. Reserving land to keep others out of a place is also considered blocking, as is placing obstructions in front of where others are currently building.Occupy at maximum 50% of the space around a PRIMARY industry/town.
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General / Re: Funded Cities
« Last post by ST2 on Yesterday at 03:04:00 am »
@Kyrre I'm glad you shown that screenshots:

You just showed us how to keep competition out of a City Center! Even if a funded town!

I truly hope that admins see it on how it is. Personally I'm sad that Kyrre, after all this years, have no ide how a City grows!

Now admins can judge, by the screenshots, how the RED player had a bunch of vehicles, inside a square, and with roads made, keeping it unreachable on the same terms.

Well, I just pointed it - but the same players keeps doing it - in the "fair" way as shown! (several places now - this time of game)

So, as I asked previously: Is squaring a City like this allowed?
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General / Re: Funded Cities
« Last post by Kyrre on August 14, 2018, 11:11:12 pm »
Hiya, I'm providing a better screenshot, given I'm present when ST2 quite rightly has identified this as a potential rule break,
Whilst it could be said I'm dominating the stations around a city, that's not entirely true since the city is growing through the "boundary" (which is a well-designed station) via tunnels, made before the city was purchased.
Anyways, here's the screenshot:  See Attached
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General / Funded Cities
« Last post by ST2 on August 14, 2018, 10:59:00 pm »
just to clarify among admins:
Is squaring a City like this allowed?
https://imgur.com/a/FeZUBBN
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Suggestions / Re: Not bigger, but....
« Last post by Kyrre on August 11, 2018, 01:30:30 am »
It would have the potential to Spell out "N-ice" in bloated joined up text to make up a map, which can then be used as a template for the random generator, not forcing the generator to make a map itself.
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Server 9 Temperate Steamer World (35 Milion Goal) / Suggestion/s for
« Last post by Kyrre on August 11, 2018, 01:25:45 am »
In the light it's called "steamer world", I think it would be better to start earlier, say 1930 AD.  1935 AD means everyone gets the first train (128 km/h), and seldom changes.
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New Server Proposals / The Epic Server (based on x4)
« Last post by Kyrre on August 11, 2018, 01:04:39 am »
Heh, messed up the picture, but it's simple, so not so worrisome.  See attached, the "x" denotes a circle which the player will be presented with when they join.  In every game so far I enter in normal view (for me), but in this setup, it would be better to force players into a zoomed out view, so that they can fully utilise the circle.
The circle makes every industry within it the same town name, and the largest town within the "x" gets to be the significant town for the industries. if no towns in the circle, placement should be restricted.
The circle placement doesn't cost any money, and if the player is bankrupt the circle reverts industries back to their previous names.

A CB barrier will exist around the edges of the much larger circumference, but a suitably big map will help (1048x1048).

From there onwards, the player has to transport as many units as possible to their area to as many accepting industries (and they can be bought) in that "x" area.
I'd prefer it to be timed for a duration of 25 years.
The goal to be the total number of units transported into area "x", excluding pax.  Resources can be purchased (none cheaply).

Game Start year: 2010
Game End year: 2035
Max Loan: £400,000
Interest Rate: 4%
Aeroplane limit: 50
Train limit: 400
Road Vehicle Limit: 200
Boats limit: 40
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Suggestions / Not bigger, but....
« Last post by Kyrre on August 11, 2018, 12:35:48 am »
See attached, I think it would be possible, however, coding required for aeroplanes mainly, a bit for boats, would make for interesting games, especially if a random generator is possible for that in some way.
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New Server Proposals / The Transporter (dual conditional win)
« Last post by Kyrre on August 11, 2018, 12:14:31 am »
First off I've made a screenie to make it easier to explain, see attached (ideally first).

This is an idea is similar to x2/x3 but in reverse; instead of transporting to a city chosen by the player, whereupon a secondary industry is created upon claiming a town, we instead have a secondary industry created within a red centre, see "x" on attachment/picture.  That industry will have the same name as the town, regardless of it being nowhere near it, and it is only created by one player, it can only accept cargo by the owner of the town.  Primary and secondary industries can be used with the exception of oil since refineries won't place well in the centre of the map.  Cleansed companies take their industry with them, otherwise goaty could potentially fill up the "x".

In the picture, everything within the "x" is where the players' industry is created, a news item will let the player know where it is, but they can also look it up.  Within the "x" a player can not claim a town.
Within the "y" section, a player can also not claim a town but can build freely (like they can in "x"), these areas can be identified or not (up to whoever wants to code it), similar to how CB is currently defined.  The purpose of "x" & "y" is to stop camping.

Whether or not we should incorporate a dual conditional win or not again is up to you guys, but if we were to have a set amount of transported goods as one goal, along with a CB population target for a town claimed less than 500 population, and have the landscape set as desert (water towers needed), (where we can also buy sawmills, like on s3), that would hasten the game somewhat.

Finally "z" in the picture is everywhere a player can claim a town, the usual conditions apply for a claim.

If it's decided that it's primary industries only then the above is for that eventuality.
If it's decided that it's for secondaries industries only, then it would make sense for the created industry to be specifically tied to the CB requirements of claimed town, ergo, non-named cargo from a source bearing any other name than it's own CB town, would not go towards it's required goods tally (so infinity goods could be delivered for example, but only those from the linked factory will count). Others remain unchanged, so that steel, valuables, water etc requirements function as normal for CB.

Start year: 1970
Max Loan: £200,000
Aeroplane Limit: 10
Road Vehicle Limit: 75
Train Limit: 50 (it's CB)
Controversially I'd also put breakdowns on.
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Testserver x1 - Temperate 1 Bilion Goal / Suggestions for this server (#1)
« Last post by Kyrre on August 10, 2018, 10:58:00 pm »
Hi, this is my 3rd favourite N-ice server (after s9, x4), so I've played it a fair bit.  Whilst the setup is rewarding as it stands, just for the hard slog pre-2000, yet the score's derived via its equation does not promote early starts.
The average score for everyone finishing before 2000 AD (850 perf), is approx 165 pts, average score for starting/finishing post-2000 AD; 200+ pts.
What takes approx 25-35 years at the start takes 10-15 years, later.  This is largely due to ever-growing cities and productions of industries, along with increases in speed and capacity for trains/vehicles.

Therefore as it's a test server, could we make some changes?
Not that I'm in a position to, but, if I were, this is what I'd change:
The x1 server

Start Year: 1945
End Year: 1999
Initial loan: £150,000
Interest rate: 3%
Train limit: 250
Road Vehicle limit: 250
Boats (enabled) limit: 25
Construction costs: Medium
Water construction/landscaping: Expensive

As this server is significantly harder than previous, I'd expect some tweaking on how the score is worked out, so an 8-hour game (perf 850) would net around 350 pts.
I'd also try to get a score decreaser which affects the score received for starting later (one may already exist).

The x1b server

Start Year: 1998
End Year: 2020 (try it ^^)
Initial loan: £300,000
Interest rate: 2%
Train limit: 150
Road Vehicle limit: 250
Boats (enabled) limit: 25
Construction costs: Reduced

I'd also allow a takeover of other companies, via shares, where a takeover can only take place if they are receiving profit warnings (we'd still have to wait to be offered though), a proportionate reduction in cost allocated if owning shares in the company offered.

These tweaks for "x1b" should make the server frantic :). and the score would be justified.  Especially annoying (in a good way) is the transition from electric rail to monorail, and if the player waits to start with monorail, then others potentially could have the opportunity to buy them out via shares, knowing they're likely to get profit warnings in the early days :) (we'd have to allow share buying immediately, but after loan is paid off).  Every day counts on this server, very much akin to x4.

-------------------------

I attach an example of the annual leaderboard from x1, I wonder if you notice a trend...
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