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Sea Powers. Text-based naval combat, set in the south Pacific theater of World War II. Entertainment values include raids, invasions, player alliances, and messing people up. For a slower paced game, or one set in space, play Nova Powers.

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News Updates

xx The little islands
March 09, 2010, 11:48:57 AM by watchwood
Hey guys, I dropped down the strength for getting at the little islands to <25 for a while, given the current strength spread.  It'll go back up eventually.
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xx Server Reset, Part 2
March 05, 2010, 08:31:14 PM by watchwood
Server's been reset, and the game's back up.

Rewards and ribbons have been handed out to the top 10 from last round.  Pretty sure I didn't miss anything...but I'm sure I'll hear about it if I'm wrong.  Added in a couple assorted bugfixes while I was working on things.

Interesting new addition is the change of the creators bonuses to a Loyalty system.  Your starting island, and anything storebought, will be inhabited by Diehard Loyalists who will never turn their backs on their glorious leaders.  Everyone else will eventually give up on you after 10, 20, or 30 days of being held by the enemy (depending on their loyalty level)

A note to the donators:  I implemented a script so that your rewards will be parsed out at a rate of 100 per update until your paid off.  For most of you, this'll be within a couple days.  For my favorites amoung you....I deeply apologize, but the levels of tokens that some of you have coming would probably undo a big chunk of the levelling factor that was our reason for reset in the first place.  If it'll make you feel better, I'll add a donators ribbon just for you bunch.
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xx Server Reset
March 03, 2010, 08:27:30 AM by watchwood
As a lot of you may know, we're well overdue for a server reset.  So therefore, it's going to happen at some point in the very near future.  For those of you who don't know, it's been over a year since the last one, and the game has pretty much been won at the top rankings.

All donators will have their tokens refunded.

For those of you who don't know what a reset entails, it means that everyone's account gets set back to starting levels, market prices get flattened... it's basically giving everyone a fresh new start on equal footing.  Survivors of the current round get a shiny new ribbon added to their profile, and winners get an even shinier version of said ribbon.  They'll also start the new round with a somewhat strong fleet then a new registrant normally would.

I haven't decided if I want to reroll the island traits for the occasion, though I might.  Either way it'll happen any time between tonight and friday night, depending on how soon I can prepare the scripts for it.  (since I don't really feel like doing it all by hand)

If anyone wants to get any bitching in, now's the time.
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xx Islets and a Tournament
February 14, 2010, 11:55:53 AM by watchwood
I implemented Islets today.  They're small islands (< 20 land) that can only be attacked by a player with less then 100 strength.  They'll spawn occasionally in the unclaimed islands list.

Also, Yates is running a battle tournament. on the forums.  If you want to fight him, sign and and work out the details with him.
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xx House Keeping
January 14, 2010, 07:20:18 PM by watchwood
Fixed some bugs tonight, and updated the Game Guide (with some help from Kalvan, who's earned himself a shiny new ribbon on his game profile).  Among other things, working shore batteries.

I also bumped up the effect of clinics to 10% growth each, and schools to 7.5% tax increase each.
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xx Merry Christmas
December 25, 2009, 05:52:47 PM by watchwood
Merry Christmas, guys.
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xx Overhaul, part 5
December 22, 2009, 07:44:05 AM by watchwood
No changes quite so massive this time.  My weekend of relative free time has ended, so I'm back to fitting my fixes around my shifts at work.  Did make a couple changes this morning that might interest you guys.

  • Resource raiding is now in
  • jacked the refinery output back up to 100 per update, and massively jacked a ships oil use. Right now it's a quarter of the ships crew per supply, but this is a temporary value that I'll be changing depending on how things go.
  • expect some changes to how supply ships work in the future.  Nothing massively nerfy, just some tweaks to make them more interesting/realistic.
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xx Overhaul, part 4
December 20, 2009, 09:05:24 PM by watchwood
So aside from some bugfixes and a couple secondary traits/buildings, the new economic systems are pretty much in.  A big surprise change is that I wound up clearing out all the extra unclaimed islands, and getting rid of the colonization thing.  From here on out, new islands will only be available from the store and from the unclaimed islands area.  Islands will occasionally spawn in there, randomly a couple times a day.  But other then that the new island supplies will pretty much be static.  This is intentional to increase the demand for land space here in the game.  As a side effect to this, I've removed the 3 islands limit on a players ability to take islands from the unclaimed section.
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xx Overhaul, part 3
December 20, 2009, 11:56:21 AM by watchwood
Just finished updating the economy page to give you guys an idea of what you're looking at in the long term.  I'm about to start adding resource costs to things, and will be changing over the hourchange code in a bit.  I've also decided to jack the food production of farms to 200, so that farms and houses can support population on a 1:1 basis.

Additionally, I'm temporarily scrapping the harbours thing until I can put some proper thought into making it work well.
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xx Overhaul, part 2
December 19, 2009, 09:57:38 PM by watchwood
OK folks, I've got semi-finalized details of everything for your viewing pleasure.  Bear in mind that all numbers are subject to change pending response/testing.

The Buildings plan.  Each building will also soon have a lumber cost on top of it's money cost.
  • Farms:  Will produce 100 food per update
  • Silos: Provides long term storage for 10000 food, unstored food will rot and dissappear
  • Houses: Provides housing for 200 citizens
  • Apartments: Provides housing for 500 citizens
  • Shipyards: Builds ships
  • Docks: Resupplies ships
  • Schools: Increases island tax income by 2%
  • Clinics: Increases island pop growth by 2%
  • Laboratories: Allows for tech research
  • Barracks: Provides garrison of 500 troops
  • Gun Battery: prevents up to 1000 enemy troops from landing
  • Police Stations reduces corruption
  • Lumber Mill:  Will produce 100 lumber per update
  • Oil Refinery:  Will produce 100 oil per update
  • Smelter:  Will produce 100 steel per update

The Traits plan.  an island will have from 1 to 4 traits, and multiples of the same trait will stack for added bonus (2x becomes 3x, 3x becomes 4x)
  • Shallow Harbour:  Limits ships attacking/defending island to 4000 tons
  • Medium Harbour:  Limits ships attacking/defending island to 15000 tons
  • Deep Harbour:  No limit on ship size
  • Iron Ore:  doubles local steel production
  • Oil Deposits:  doubles local oil production
  • Iron Ore:  doubles local steel production
  • Wild Game:  doubles local food production
  • Forests:  doubles local lumber production
  • Natural Cliffs:  doubles effectiveness of Gun Batteries
  • Rare Minerals:  increases local tax rates by 25%
  • Ancient Caves:  increases local lab effectiveness rates by 25%
  • Local Legends:  increases local police stationeffectiveness rates by 25%
  • Natural Reefs:  prevents operation of subs in/around the island

Summary:
-fleet/population sizes for everyone will be reduced across the board, down to something a little more realistic and a lot less involving of ship spam.
-relative scarcity of resources, combined with market functionality, will create a viable economy system, with solid choices of alternate income then taxes. (selling excess resources from islands kitted for it)
-the trait generation script will be modified and rerun so that each capital island is guaranteed a deep harbour and at least 1 other trait
-population food consumption per update is still up in the air, but I'm thinking either 1 food / 1 person or 1 food / 2 people.  If anyone has some good mathamancy on why this should be different, let me know
-ship's steel costs also in the air, but balparkable around 10% of monetary cost
-conversion of pop support from farms to farms/houses will hopefully take place tomorrow evening
-effectiveness of police stations/etc against pop might be lowered a touch due to presence of Local Legends trait. this is still very much in the air
-did I mention that the stupid spamming for large numbers of ships will go away?

Any questions?

Also, resource buildings now actually generate resources.
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Rules | Staff

Mar 10th 2010, 11:21:25 AM