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The income restriction

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seaborgium
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The income restriction Empty The income restriction

Post by Vesper Mon Oct 11, 2010 8:13 am

With the update that admin has that forces people to have a certain percent of their army as income units, it now prevents me from training idle units if you want to keep most of your army ready for war. I thought the purpose of the idle units update was to protect units. I want to protect my units but don't feel like training all of my units back into income only to untrain them all again later. The income restriction shouldn't even apply to idle units, spies, or assassins since none of these drain the income at all like weapon upkeep.

"Train more income units first.
Your military expenses are already too high.
Your income units are barely able to cover your current upkeep costs."

I don't like being forced to play a certain way and I don't think anybody does. Why does this update even exist?
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Post by Admin Mon Oct 11, 2010 9:51 am

well it's either that or I make the following 2 changes:

Once you hit negative Total Realm Production you kick all officers immediately and cannot have any more officers until you're in the positive again.
Once you hit negative Empire total you will start selling 10% of all your weapons each turn until you have a positive income, that gained kuwal may or may not go into bank.

I really figured the current implementation was better since it avoided that "wtf all my weapons are gone and no one had sabotaged or attacked me, and someone farmed me for 30 bil kuwal even though i have no clue where these weapons came from"
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Post by SovietMan Mon Oct 11, 2010 12:37 pm

i've gotten this error even when my army expenses aren't even more than 30% of total income! main and reset

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Post by Admin Mon Oct 11, 2010 1:28 pm

you get it when you reach 40%, officer and commander income excluded
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Post by Vesper Tue Oct 12, 2010 5:49 pm

My income is 50% of what it would be without weapons. The point I was saying is idle units have nothing to do with weapon upkeep or any drain on the income what so ever besides having a higher AE. Why would you restrict that particular unit? Or spies or assassins. I can understand limiting strike and defense supers but not the others.
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Post by seaborgium Tue Oct 12, 2010 5:55 pm

Training idles lowers your income. As uu gives 20 income

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Post by ian Tue Oct 12, 2010 7:15 pm

seaborgium wrote:Training idles lowers your income. As uu gives 20 income

Using that logic, your saying training the UU as idles lower's your income because its not trained as income units.

Based on the same logic - selling UU lowers your income because they aren't trained as income units.

Perhaps admin should prevent selling untrained units as well once someone hits the "too many military/idle units" limit?

I am, of course, not being serious. I understand why admin's done it for supers/soldiers & weapons - but not for idle units. I also think if someone goes into negative income due to too many weapons - then the weapons should start getting sold off and the kuwal placed into the bank - rather than *actively* restricting player's game play strategies more so than the consider restrictions already put inplace.

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Post by seaborgium Tue Oct 12, 2010 8:08 pm

when they are UU they give income, but when trained as idles they give nothing. I understand the point of the update, I just think that none of the 3 options admin had/has are worth it. This what happens when you change the "norma" of games like these. I personally would rather see it kick officers, then start selling weapons as the way to fix it. With a note left saying. I would say if we do go that way that you start with the most costly officer first and work your way down, so that they can "fix" it before they lose everything.

** Kicked so and so due to unable to pay them**
** Kicked so and so due to unable to pay them**
** Sold X amount of weapons due to unable to pay upkeep**

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Post by Nomad Tue Oct 12, 2010 10:35 pm

I think that would piss off and effect more people then the present set up, but honestly I agree thats how it should be.
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Post by Admin Tue Oct 12, 2010 10:43 pm

Nomad wrote:I think that would piss off and effect more people then the present set up, but honestly I agree thats how it should be.
well warning text added each time you train or build weapons if you're in the "risk area"

otherwise what sea described. so no one can complain they got surprised
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Post by Kingofshinobis1 Tue Oct 12, 2010 10:45 pm

I like the idea as a solution but still. Kinda forces people to play a certain way military wise. Oh well. Not my call after all.

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Post by Nomad Tue Oct 12, 2010 11:27 pm

it doesnt force anything in either way

you got a bill to pay then pay it, if not you lose stuff, just like Real Life.


I don't get how it forces anything, thats like saying things have to be trained is "forcing" you to play a certain way. lol

I dont get it.
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hy·poc·ri·sy
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Post by Kingofshinobis1 Tue Oct 12, 2010 11:47 pm

yeah, i can understand if your income gets so low it begins to turn negative. that is a problem but telling people they cant have this much into military etc etc when they still have an income is a little bit ridiculous imo.

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Post by Nomad Wed Oct 13, 2010 12:02 am

Kingofshinobis1 wrote:yeah, i can understand if your income gets so low it begins to turn negative. that is a problem but telling people they cant have this much into military etc etc when they still have an income is a little bit ridiculous imo.

so your not going negative? but still getting shut out of training?


well then, I agree, nerfing income is a fair tactic.
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hy·poc·ri·sy
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1. a pretense of having a virtuous character, moral or religious beliefs or principles, etc., that one does not really possess.
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Post by seaborgium Wed Oct 13, 2010 12:34 am

maybe have a place showing how close you are to the level, and then what I suggested starts to happen once you cross that point.

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Post by Kingofshinobis1 Wed Oct 13, 2010 12:40 am

i like the "place showing how close you are to the level" thing.

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Post by melonhead Wed Oct 13, 2010 5:59 am

It's a fair update in some ways, but..

in reset my income was around 130 mil per turn my weapons were roughly 50 and my officers about ten mil, leaving me still making around 70 mil per turn, yet i was unable to train any new units ( not units i already had producing income) just new units i would gain. The fact that I still had such a large amount of excess income and still unable to train was ridiculous, the percentage is to high.
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