[V2] The new, the useful and the subtle

Day 970, 07:34 Published in United Kingdom France by Hell The Great


It is clear that the new game the admins have given us will take time to get used to. As someone who is intimately involved in our cabinet, and our military, I can tell you that the changeover has been just as we expecte😛 chaotic. This is not to say that it hasn't been successful. No-one has the same ready-to-go attitude that came with V1; but that is because you can only command that which you know and understand. And just as it was at the beginning of V1, we can only learn from experience.

As usual in this game, it is not always a case of preparing how you think is best, its a case of preparing in a way that cannot be undone by admin decisions, or swathes of people leaving: if it isn't fool proof, it will inevitably become untenable at some point down the line. That is why the new systems of command within our military, the new methods of government within our ministries, and the way that people approach the eUK has changed these past week or so. Until we are sure that we know every subtlety, and understand modules in their entirety (as we did in V1) we cannot be sure our setup is the best.

That is why no-one is at their optimal setup yet: because modules can change, understandings can broaden; those who are willing to explore are those will can reap the benefits on the battlefield, or on the rankings pages.







The best way to approach the new is with an open, clear mind. The saying "you cannot teach an old dog new tricks" is the most used for a reason; its so true it hurts. If we try to bring all the subtle understandings, and little loopholes to take advantage of, that we had in V1: we will be left wanting. New modules, need new understandings; so with that, please use the new subtleties within V2:

- Happiness is much easier to control through increasing the amount of time, or booster, used when resting. As such, food, or a house, should seek to give predominantly more wellness than happiness. Houses are expensive, but ultimately necessary to ensure you are not losing wellness and happiness per day. They are expensive now, because there is a new module, with little competition: but there are methods and people at work: just keep an open mind.

- You can kamikaze (slightly) again. Instead of fighting once to gain 50 wellness, you can now fight once to be restored to a minimum of 70. It will take time to restore the wellness lost, but this may be a necessary evil.

- The new food formulas mean that in V2, wellness is much easier (and at present, cheaper) to regain. This bodes well for all of us; citizens can be healthy, and food companies will be profitable, thanks to the demand for food. If you have the money, you can also work less, and have a "resting" day to boost your happiness.

- It isn't always about who has the most money anymore. In V1, it was possible for older, or richer, players to undermine newer companies by upgrading their Raw Material companies. As they gave better production per worker (ie in Q1, one would make 20 units of 1 Iron each, whereas in Q3, one would make 14 units of 3 iron each). This means that Raw Material markets are a source of an equal market where anyone can seek to profit. As admins have made manufacturing goods require a lot more Raw Material, it could be that RM companies are ultimately guaranteed, albeit reduced, profit.
As well as that, as everyone is Q1, the effective production multipliers that the Quality system offered, are reduced; so even if the admins hadn't made more RM required per unit, there would be more demand.
tl;dr - its a much fairer system.

- Hospitals are no longer fight once heal once. Its all about movement and control in V2. If your side controls the hospital, you can move to fight, then move back to heal, before moving back out to fight again. This means that if you can win, you aren't just pressing fight five times once a day: you can make it much more fun for yourself, with a diligent mind.

- Tactics are not just about which battle to hit, and when. Nor are they about distraction. With terrain playing a part, bridges, hospitals, capitals and the terrain type will ensure that whilst there will normally be an endgame for battles, the significant majority of tactics will be about winning on the battlefield, not which region(s) are attacked and when.

- Productivity and damage has also changed. Instead of progressing at a daily rate (ie your skill improves each day) your production (and damage) will only increase when your rank increases. This means instead of a steady increase each day, you will get a relatively bigger increase when your rank increases.







It is clear, at least in my opinion, that if we want to progress in a new module; we must study, understand and interpret it together. We can have our political beliefs, we can argue how we want to organise ourselves: but it should be recognised that we will have to organise ourselves; we shouldn't waste our time on long arguments now: and we aren't. So lets keep ourselves focuse😛 work tirelessly, together, to ensure we aren't left behind.

I'd also like to take this opportunity to thank military command, and the cabinet, for their dilligence so far this term. We've had many problems to overcome, but thanks to our pre-V2 planning, their hard work and dedication so far: we are making good progress. I'd also like to urge anyone who has the time, to volunteer to help our Ministry of Work, who are now charged with helping to supply our military with Raw Material, and if you haven't already: join our military

jamesw
Deputy Prime Minister

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