May 30th 2024, 16:42:18
I'm looking for ideas on things to implement as part of the quick actions functionality to make playing the game easier. I'll share my current ideas as well.
Add support to RESEARCH and WAR ROOM pages. The biggest issue with the war room page is some versions of it use a different web technology to optimize it for speed. Players wanting to attack as quickly as possible works counter to the idea of quick actions.
All strats:
* Cash for readiness
* Build cs for readiness
* Explore for readiness
* Build income buildings for readiness
Techer
* tech 1 turn of bus/res using current ratios
* tech up to 10 turns of bus/res using current ratios
* turn 1 turn of agri/indy using current ratios
* turn up to 10 turns turn of agri/indy using current ratios
* tech 1 turn using current ratios of all tech
* tech up to 10 turns using current ratios of all tech
* tech for readiness
Farmer
* Sell food on public market using your lowest price
* Stock food on public market using your highest price (stockpiling)
Non-oiler:
* buy oil (premium only)
Non-techer
Buy income tech (premium only) - The challenge here is figuring out how much money players would want to spend. Might be better as a management option?
Premium only: management page option to automatically destroy buildings over a certain number after grabs if a country's money allows for it. So a primary casher could auto destroy any research labs that it grabs. Maybe an alliance casher would want to keep some number of research labs to maximize building gain from techers. So for example, an alliance casher specifies to destroy any labs above 2k. It currently has 2k labs. If it grabs more labs and has enough money it will automatically destroy the new labs.
Add support to RESEARCH and WAR ROOM pages. The biggest issue with the war room page is some versions of it use a different web technology to optimize it for speed. Players wanting to attack as quickly as possible works counter to the idea of quick actions.
All strats:
* Cash for readiness
* Build cs for readiness
* Explore for readiness
* Build income buildings for readiness
Techer
* tech 1 turn of bus/res using current ratios
* tech up to 10 turns of bus/res using current ratios
* turn 1 turn of agri/indy using current ratios
* turn up to 10 turns turn of agri/indy using current ratios
* tech 1 turn using current ratios of all tech
* tech up to 10 turns using current ratios of all tech
* tech for readiness
Farmer
* Sell food on public market using your lowest price
* Stock food on public market using your highest price (stockpiling)
Non-oiler:
* buy oil (premium only)
Non-techer
Buy income tech (premium only) - The challenge here is figuring out how much money players would want to spend. Might be better as a management option?
Premium only: management page option to automatically destroy buildings over a certain number after grabs if a country's money allows for it. So a primary casher could auto destroy any research labs that it grabs. Maybe an alliance casher would want to keep some number of research labs to maximize building gain from techers. So for example, an alliance casher specifies to destroy any labs above 2k. It currently has 2k labs. If it grabs more labs and has enough money it will automatically destroy the new labs.