I don't think we need more ships, because that would affect looting; rather, I think that we need to increase the capacity of the ships we already have.
How is increasing the capacity different from more ships?
I don't think we need more ships, because that would affect looting; rather, I think that we need to increase the capacity of the ships we already have.
How is increasing the capacity different from more ships?
Personally I wouldn't mind if the the number of ships was per town.
However they will not do that because thus far it seems the changes have favored builders, and if I have say 180 ships per town.. and I have 5 towns on a island, Im gonna drain your resources like a vampire, instead of taking me days or even weeks trying to take your goods you're gonna log in and find a few dozen pillages and empty warehouses.. .Once i've broken your back, you're done.
It'll also help deal with colossus heavy players cause they could scatter one towns worth of cargo's and Im coming in with 4 more pillages while you in cool down.
nah GF won't do that cause i firmly believe their priority is builders.
Their are more of them and probably more profitable than fighter heavy players, main thing I think they get from fighters is town warps.. which while expensive are a occasional income, while the builders are probably using ambrosia on a slower but steady basis.
Display MorePersonally I wouldn't mind if the the number of ships was per town.
However they will not do that because thus far it seems the changes have favored builders, and if I have say 180 ships per town.. and I have 5 towns on a island, Im gonna drain your resources like a vampire, instead of taking me days or even weeks trying to take your goods you're gonna log in and find a few dozen pillages and empty warehouses.. .Once i've broken your back, you're done.
It'll also help deal with colossus heavy players cause they could scatter one towns worth of cargo's and Im coming in with 4 more pillages while you in cool down.
nah GF won't do that cause i firmly believe their priority is builders.
Their are more of them and probably more profitable than fighter heavy players, main thing I think they get from fighters is town warps.. which while expensive are a occasional income, while the builders are probably using ambrosia on a slower but steady basis.
One of the reasons I think my original idea for it (that I suggested in a thread off its own) has some possibility. By design, it would only impact shipping goods and serve no benefit at all to pillaging. It seemed the least controversial path.
However, their changes to the way the warehouse functions... With regard to capacity vs safe limits suggests they want to introduce more conflict. More resources are necessary, and will need to be sat upon for longer periods of time to build... Gotta sell those padlocks, after all. Which won't be necessary, if people aren't pillaging. Let's face it, pillagers are the only equivalent to a natural disaster in this game.
So, it stands to reason they want more conflict. More conflict means more activity in the game.
If you can break someone's back that easily, they designed their account in a rather flawed way, in the first place. I'm tired of all the interference in natural selection. I personally designed my account with the expectation that no matter how well you design your military... Eventually a dozen or so people will gang up on you to brag about how they bested you, as honor is all but meaningless these days.
That said, one has to be prepared to deal with their account being stripped down to safe limits. Perhaps if that happened to more people and more often, they would stop trying to tell people to adopt their account building methods, as they would be too worried about their towns being raped and their citizens getting pillaged... or is it the other way around? I digress...
However they decide to promulgate it... We need more shipping capacity. I can see both advantages and disadvantages to having it benefit pillaging. I'm starting to think it should benefit pillaging. It would create more consequences to certain sloppy styles of account building... It would certainly create greater value to adding more building spots.
I don't think we need more ships, because that would affect looting; rather, I think that we need to increase the capacity of the ships we already have.
How is increasing the capacity different from more ships?
Because the more ships you have the more you can loot. Whereas increasing the capacity of the ships does not affect how much you can loot, because looting takes place on a timer.
having extra cargo ships that can only be used for transfering cargo would solve teh scenario I mentioned but it would also be confusing.. or at the very least kinda silly.
I don't think the increase warehouse levels increase conflict.. actually imo it further reduces it by securing more goods..
I've had dealings with a few warehouse heavy players with around 76k safe goods (before the patch) and it takes a mighty long time to bleed someone of wine with that much safe.. i can only imagine that will be even worse now.
And anyone with a colossus will easily be able to circumvent a 24/7 occupation/blockade just long enough to shove more wine into the town.
... rinse and repeat.
Those players tend to go into "gold mode" of which there is nothing you can do, There is no recourse against such players.
while the towns will be able to hold many times more goods those goods still have to be bought, stolen or produced.
I don't think we'll see many players sitting on 20m goods, potential capacity vs practical.
I do agree with everyone though that the cargo ships either have to become higher in total or higher in capacity.
because it was already a task just trying to transfer goods from one town to the other on the same island for building project.
moving every thing you need into a town for a GR upgrade could easily take a week unless you're super active or use a mile long trade route setup.
EDIT: Btw while we're on it, they need to adjust the storage on dumps it use to be dumps held 4x a warehouse per level and the trade off was no protection.. but if you look at the building levels in the help section the dumps are not that much better than warehouses but require a lot more resources to build, multiple resource types.
EDIT: Btw while we're on it, they need to adjust the storage on dumps it use to be dumps held 4x a warehouse per level and the trade off was no protection.. but if you look at the building levels in the help section the dumps are not that much better than warehouses but require a lot more resources to build, multiple resource types.
You forgot one more benefit - 3 building spaces (warehouses) vs 1 building space (dump).
Whereas increasing the capacity of the ships does not affect how much you can loot, because looting takes place on a timer.
Wrong.
Each ship loads 15 goods/minute. Increasing capacity = increased load time.
Increased ships = same load time.
Starman
Display MoreWhereas increasing the capacity of the ships does not affect how much you can loot, because looting takes place on a timer.
Wrong.
Each ship loads 15 goods/minute. Increasing capacity = increased load time.
Increased ships = same load time.
Starman
That's not correct, because the loading time is limited and all cargo ships load simultaneously. Loading time is about half an hour, timed so each cargo ship will take 500 resources. If you have 200 ships you will loot 100k resources. Under your suggestion, increasing the number of ships say to 400, you will loot 200k resources; under my suggestion, say increasing the capacity to 1000 resources, each cargo ship will still only loot 500 resources, so will depart half full.
Display MoreDisplay MoreWhereas increasing the capacity of the ships does not affect how much you can loot, because looting takes place on a timer.
Wrong.
Each ship loads 15 goods/minute. Increasing capacity = increased load time.
Increased ships = same load time.
Starman
That's not correct, because the loading time is limited and all cargo ships load simultaneously. Loading time is about half an hour, timed so each cargo ship will take 500 resources. If you have 200 ships you will loot 100k resources. Under your suggestion, increasing the number of ships say to 400, you will loot 200k resources; under my suggestion, say increasing the capacity to 1000 resources, each cargo ship will still only loot 500 resources, so will depart half full.
According to the player, the update is incorrect. You don't just play. You want fewer resources to be looted. The other player wants to loot more resources. Another player wants to produce more resources instead of loot, to transport that resource with more ships. Don't be selfish. Think in plural.
Display Morehaving extra cargo ships that can only be used for transfering cargo would solve teh scenario I mentioned but it would also be confusing.. or at the very least kinda silly.
I don't think the increase warehouse levels increase conflict.. actually imo it further reduces it by securing more goods..
I've had dealings with a few warehouse heavy players with around 76k safe goods (before the patch) and it takes a mighty long time to bleed someone of wine with that much safe.. i can only imagine that will be even worse now.
And anyone with a colossus will easily be able to circumvent a 24/7 occupation/blockade just long enough to shove more wine into the town.
... rinse and repeat.
Those players tend to go into "gold mode" of which there is nothing you can do, There is no recourse against such players.
while the towns will be able to hold many times more goods those goods still have to be bought, stolen or produced.
I don't think we'll see many players sitting on 20m goods, potential capacity vs practical.
I do agree with everyone though that the cargo ships either have to become higher in total or higher in capacity.
because it was already a task just trying to transfer goods from one town to the other on the same island for building project.
moving every thing you need into a town for a GR upgrade could easily take a week unless you're super active or use a mile long trade route setup.
EDIT: Btw while we're on it, they need to adjust the storage on dumps it use to be dumps held 4x a warehouse per level and the trade off was no protection.. but if you look at the building levels in the help section the dumps are not that much better than warehouses but require a lot more resources to build, multiple resource types.
My suggestion by increasing capacity by overloading (a new suggestion, instead of underloading for speed) and taking a speed hit resolved that issue... By creating a trade off of being able to ship substantially more, but moving slower. It also made the sea chart more valuable and included a change in its mechanics, to go along with it. To offset that speed hit.
You missed my point on the warehouses, I think... They are more like a hybrid of what they used to be, with the depot now. They increased capacity, but did not increase safe limits proportionally. More lootable resources means pillaging will be more rewarding, if people exploit that capacity.
Yes, warehouse heavy players (such as myself) use the safe limits as part of their account strategy. It is very Sun Tzu, to do so, after all. Ignore a tool that is available, at your own peril. That said, the higher level warehouses are not really practical to build. I don't personally see myself building much higher than level 50 warehouses.
One thing I think that confuses these arguments is that different servers have very different playing environments.
Those of us on old servers don't have these bonuses to building speed and production rates. We just can't produce resources or build buildings at a comparable rate. So, while certain suggestions make sense for our servers... They may not make equal sense to places that produce things at rates that are not really comprehensible, practical or even possible where we play.
The capacity of goods that can be pillaged should also increase. Some players take their most important procent of goods from pillaging.
I feel the following would go a long way in making this update easier to swallow given the amount of resources required.
1) Increase Trade Ship capacity from 180 -> 300. Net result increases base Cargo Capacity from 90k to 150k and this doesn't include Phoenician or Buddy List ships.
2) Update Futures with the following bonuses:
Seafaring: -2% upkeep on Ships, +4% base speed on Ships
Scientific: +2% Research points, +4% Research points from Experiments
Economic: +20 Housing Cap, +10 Happiness, +4% Cargo Capacity on Trade Ships*
Military: -2% upkeep on Land Units, +2% Damage done to enemy land units
Since, AFAIK, Futures are capped at level 25, the effects are as follows. Seafaring keeps the same upkeep on Ships but Ship speed is massively increased. If you manage to fully upgrade Seafaring, the base Speed on all Ships is doubled(and doubled again with Poseidon), allowing players to quickly move resources around and significantly lessen the need for the Seachart Archive(although every ounce of time savings can matter). For Scientific, it plays into two playstyles. Firstly, for players who use lots of Scientists, the 2% bonus is retained but for those who like to tear down their Academies for the build space but keep one for say Experiments, Scientific Future ought to benefit them as well. By focusing on Scientific Future all the way to level 25, the amount of Research points generated from Experiments is effectively doubled(and this is on top of the Optician cap being raised). For Economic, the traditional Town Hall buffs remain but the added buff towards Trade Ships really makes this one a priority to upgrade for those looking to move goods. By fully maximizing Economic Future, Trade Ship capacity goes from 500 to 1k goods per ship or 150k to 300k with a full Trade Fleet for any given player if my first suggestion goes through. Finally, Military Future should yield a bigger kick than just the additional upkeep reduction. While Hephaestus is a sought-after Wonder, almost everyone who fights has it's effects so getting a little extra kick on the Battlefield via Military Future might change things on land if players neglected fully researching this. Yields a nice 50% boost to land damage when fully upgraded, which is 2.5 times of what the Wonder yields.
*Loot speed would have to be adjusted with each increase in Cargo Capacity, otherwise ships won't leave completely full of loot.
3) Temple yields Happiness, with its effects tripled under Theocracy. I was thinking +5 per level of Temple or +15 under Theocracy. Conversion rate yields an additional effect of +1 per %Conversion or +100 for 100%. Meaning a level 30 Temple with 100% Conversion would yield +250 to Town Happiness that is increased to 550 under Theocracy. It's doesn't quite match the effects of the Museum but considering some servers struggle to find CT's, Temples should definitely be updated to do this.
4) Mills/Mines overhauled. Donation requirements adjusted lower, number of workers per level increased. Even with Boosters, the sheer number of resources needed for higher levels is just insane. To encourage players to donate well beyond level 50, the rewards have to be significantly better than what they currently are.
5) Reduce Combat Rounds to 5 minutes. Battles shouldn't take hours, if not days, to conclude. Reinforcing/reloading should be made much more difficult and by shortening Combat rounds will go a long way in changing combat tactics/strategy.
To encourage players to donate well beyond level 50,
Never mind level 50; it's in the 30s that payoff becomes too long.
Military: -2% upkeep on Land Units, +2% Damage done to enemy land units
I don't think that +2% damage is a good idea. You're already getting a huge boost for being able to deply more troops for the same cost. It also discourages different play styles. You're making MF a must-have whereas right now players can decide to invest in researching the futures by spending money on scientists or boosting their economy and saving up.
Never mind level 50; it's in the 30s that payoff becomes too long.
wrong
you only consider the return but there is a second aspect.
immediate production and bonus from a larger base.
with the above-mentioned difference of 30lvl vs 50lvl, the difference in income is roughly twice, as well as the bonus from mining support (and bonus for ambrosia) = for the same effort/price double the profit = what is unrealistic or unprofitable for you with an income of 30lvl below for income from 50 lvl mine possible..
of course, with the new version, people will prefer to put raw materials in buildings rather than mines = those who haven't built proper mines by then will pay in the future
Let me do the maths for you.
One of my islands has a level 36 sawmill (base 928 per hour, with level 32 forester 1521 per hour. I have three towns there. No one else is contributing. It costs 7,325,850 to upgrade to level 37 (base 964 per hour, with level 32 forester 1580 per hour), for which I will see an improvement of return of (1580-1521) * 3 = 177 per hour as I have Level 32 Foresters in each town. How long will it take to recoup that investment? 7,325,850 / 177 is 41,389 hours. 1725 days. Nearly 6 years. If the island were full and everyone contributed then it would still take a nearly a year.
Another island has a level 43 sawmill. I have five towns there. It costs about 33 million to upgrade for which I will see an improvement of return of something over 300 per hour after improvers. Let's call it 330 for ease. That means it will take 100,000 hours to recoup my investment. That's over 11 years. Even if all the other spots were full and everybody contributed equally it would still take nearly 4 years to recoup the investment.
And with regards to the improvers, remember that they cost resources to build which must also be recouped.
Of course, if you're willing to spend lots and lots of money on Ambrosia then have at it. 1 Ambrosia currently buys 500 BM for the sawmill so that's about 14000 to upgrade my first sawmill. That's a lot of real money.
Display MoreLet me do the maths for you.
One of my islands has a level 36 sawmill (base 928 per hour, with level 32 forester 1521 per hour. I have three towns there. No one else is contributing. It costs 7,325,850 to upgrade to level 37 (base 964 per hour, with level 32 forester 1580 per hour), for which I will see an improvement of return of (1580-1521) * 3 = 177 per hour as I have Level 32 Foresters in each town. How long will it take to recoup that investment? 7,325,850 / 177 is 41,389 hours. 1725 days. Nearly 6 years. If the island were full and everyone contributed then it would still take a nearly a year.
Another island has a level 43 sawmill. I have five towns there. It costs about 33 million to upgrade for which I will see an improvement of return of something over 300 per hour after improvers. Let's call it 330 for ease. That means it will take 100,000 hours to recoup my investment. That's over 11 years. Even if all the other spots were full and everybody contributed equally it would still take nearly 4 years to recoup the investment.
And with regards to the improvers, remember that they cost resources to build which must also be recouped.
Of course, if you're willing to spend lots and lots of money on Ambrosia then have at it. 1 Ambrosia currently buys 500 BM for the sawmill so that's about 14000 to upgrade my first sawmill. That's a lot of real money.
yeah but the game is "balanced" to have 17 cities on a island, its your problem you are alone
Display MoreI feel the following would go a long way in making this update easier to swallow given the amount of resources required.
1) Increase Trade Ship capacity from 180 -> 300. Net result increases base Cargo Capacity from 90k to 150k and this doesn't include Phoenician or Buddy List ships.
2) Update Futures with the following bonuses:
Seafaring: -2% upkeep on Ships, +4% base speed on ShipsScientific: +2% Research points, +4% Research points from Experiments
Economic: +20 Housing Cap, +10 Happiness, +4% Cargo Capacity on Trade Ships*
Military: -2% upkeep on Land Units, +2% Damage done to enemy land units
Since, AFAIK, Futures are capped at level 25, the effects are as follows. Seafaring keeps the same upkeep on Ships but Ship speed is massively increased. If you manage to fully upgrade Seafaring, the base Speed on all Ships is doubled(and doubled again with Poseidon), allowing players to quickly move resources around and significantly lessen the need for the Seachart Archive(although every ounce of time savings can matter). For Scientific, it plays into two playstyles. Firstly, for players who use lots of Scientists, the 2% bonus is retained but for those who like to tear down their Academies for the build space but keep one for say Experiments, Scientific Future ought to benefit them as well. By focusing on Scientific Future all the way to level 25, the amount of Research points generated from Experiments is effectively doubled(and this is on top of the Optician cap being raised). For Economic, the traditional Town Hall buffs remain but the added buff towards Trade Ships really makes this one a priority to upgrade for those looking to move goods. By fully maximizing Economic Future, Trade Ship capacity goes from 500 to 1k goods per ship or 150k to 300k with a full Trade Fleet for any given player if my first suggestion goes through. Finally, Military Future should yield a bigger kick than just the additional upkeep reduction. While Hephaestus is a sought-after Wonder, almost everyone who fights has it's effects so getting a little extra kick on the Battlefield via Military Future might change things on land if players neglected fully researching this. Yields a nice 50% boost to land damage when fully upgraded, which is 2.5 times of what the Wonder yields.
*Loot speed would have to be adjusted with each increase in Cargo Capacity, otherwise ships won't leave completely full of loot.
3) Temple yields Happiness, with its effects tripled under Theocracy. I was thinking +5 per level of Temple or +15 under Theocracy. Conversion rate yields an additional effect of +1 per %Conversion or +100 for 100%. Meaning a level 30 Temple with 100% Conversion would yield +250 to Town Happiness that is increased to 550 under Theocracy. It's doesn't quite match the effects of the Museum but considering some servers struggle to find CT's, Temples should definitely be updated to do this.
4) Mills/Mines overhauled. Donation requirements adjusted lower, number of workers per level increased. Even with Boosters, the sheer number of resources needed for higher levels is just insane. To encourage players to donate well beyond level 50, the rewards have to be significantly better than what they currently are.
5) Reduce Combat Rounds to 5 minutes. Battles shouldn't take hours, if not days, to conclude. Reinforcing/reloading should be made much more difficult and by shortening Combat rounds will go a long way in changing combat tactics/strategy.
Conceptually, I love the idea...
But, your numbers might need a little tweaking.
Halve your added bonuses to futures. You can't get too greedy in what you ask for.
The asking for shorter combat rounds would appear to be a non-starter. I've asked for the same thing, it doesn't seem to go anywhere. I wasn't able to get anywhere asking for it to be shortened to 10, you certainly won't get anywhere asking for it to be shortened to 5.
Display MoreDisplay MoreLet me do the maths for you.
One of my islands has a level 36 sawmill (base 928 per hour, with level 32 forester 1521 per hour. I have three towns there. No one else is contributing. It costs 7,325,850 to upgrade to level 37 (base 964 per hour, with level 32 forester 1580 per hour), for which I will see an improvement of return of (1580-1521) * 3 = 177 per hour as I have Level 32 Foresters in each town. How long will it take to recoup that investment? 7,325,850 / 177 is 41,389 hours. 1725 days. Nearly 6 years. If the island were full and everyone contributed then it would still take a nearly a year.
Another island has a level 43 sawmill. I have five towns there. It costs about 33 million to upgrade for which I will see an improvement of return of something over 300 per hour after improvers. Let's call it 330 for ease. That means it will take 100,000 hours to recoup my investment. That's over 11 years. Even if all the other spots were full and everybody contributed equally it would still take nearly 4 years to recoup the investment.
And with regards to the improvers, remember that they cost resources to build which must also be recouped.
Of course, if you're willing to spend lots and lots of money on Ambrosia then have at it. 1 Ambrosia currently buys 500 BM for the sawmill so that's about 14000 to upgrade my first sawmill. That's a lot of real money.
yeah but the game is "balanced" to have 17 cities on a island, its your problem you are alone
I covered that with my second example. With upgrades still taking years to recoup the investment when the island is full, upgrades still don't make sense.
Display MoreDisplay MoreDisplay MoreLet me do the maths for you.
One of my islands has a level 36 sawmill (base 928 per hour, with level 32 forester 1521 per hour. I have three towns there. No one else is contributing. It costs 7,325,850 to upgrade to level 37 (base 964 per hour, with level 32 forester 1580 per hour), for which I will see an improvement of return of (1580-1521) * 3 = 177 per hour as I have Level 32 Foresters in each town. How long will it take to recoup that investment? 7,325,850 / 177 is 41,389 hours. 1725 days. Nearly 6 years. If the island were full and everyone contributed then it would still take a nearly a year.
Another island has a level 43 sawmill. I have five towns there. It costs about 33 million to upgrade for which I will see an improvement of return of something over 300 per hour after improvers. Let's call it 330 for ease. That means it will take 100,000 hours to recoup my investment. That's over 11 years. Even if all the other spots were full and everybody contributed equally it would still take nearly 4 years to recoup the investment.
And with regards to the improvers, remember that they cost resources to build which must also be recouped.
Of course, if you're willing to spend lots and lots of money on Ambrosia then have at it. 1 Ambrosia currently buys 500 BM for the sawmill so that's about 14000 to upgrade my first sawmill. That's a lot of real money.
yeah but the game is "balanced" to have 17 cities on a island, its your problem you are alone
I covered that with my second example. With upgrades still taking years to recoup the investment when the island is full, upgrades still don't make sense.
While I agree, to a certain extent... First, the mines and mills donation to workers ratio is grossly outdated... It was put into place, when the hard caps in the game didn't allow for building such high level buildings... with such demands for resources to build them.
So, I agree that the mines and mills need to be tweaked... And they need some serious adjustment.
Now, the return from the mines and mills is also further modified by the resource booster buildings... It certainly does help... Just not enough.
Display MoreDisplay MoreI feel the following would go a long way in making this update easier to swallow given the amount of resources required.
1) Increase Trade Ship capacity from 180 -> 300. Net result increases base Cargo Capacity from 90k to 150k and this doesn't include Phoenician or Buddy List ships.
2) Update Futures with the following bonuses:
Seafaring: -2% upkeep on Ships, +4% base speed on ShipsScientific: +2% Research points, +4% Research points from Experiments
Economic: +20 Housing Cap, +10 Happiness, +4% Cargo Capacity on Trade Ships*
Military: -2% upkeep on Land Units, +2% Damage done to enemy land units
Since, AFAIK, Futures are capped at level 25, the effects are as follows. Seafaring keeps the same upkeep on Ships but Ship speed is massively increased. If you manage to fully upgrade Seafaring, the base Speed on all Ships is doubled(and doubled again with Poseidon), allowing players to quickly move resources around and significantly lessen the need for the Seachart Archive(although every ounce of time savings can matter). For Scientific, it plays into two playstyles. Firstly, for players who use lots of Scientists, the 2% bonus is retained but for those who like to tear down their Academies for the build space but keep one for say Experiments, Scientific Future ought to benefit them as well. By focusing on Scientific Future all the way to level 25, the amount of Research points generated from Experiments is effectively doubled(and this is on top of the Optician cap being raised). For Economic, the traditional Town Hall buffs remain but the added buff towards Trade Ships really makes this one a priority to upgrade for those looking to move goods. By fully maximizing Economic Future, Trade Ship capacity goes from 500 to 1k goods per ship or 150k to 300k with a full Trade Fleet for any given player if my first suggestion goes through. Finally, Military Future should yield a bigger kick than just the additional upkeep reduction. While Hephaestus is a sought-after Wonder, almost everyone who fights has it's effects so getting a little extra kick on the Battlefield via Military Future might change things on land if players neglected fully researching this. Yields a nice 50% boost to land damage when fully upgraded, which is 2.5 times of what the Wonder yields.
*Loot speed would have to be adjusted with each increase in Cargo Capacity, otherwise ships won't leave completely full of loot.
3) Temple yields Happiness, with its effects tripled under Theocracy. I was thinking +5 per level of Temple or +15 under Theocracy. Conversion rate yields an additional effect of +1 per %Conversion or +100 for 100%. Meaning a level 30 Temple with 100% Conversion would yield +250 to Town Happiness that is increased to 550 under Theocracy. It's doesn't quite match the effects of the Museum but considering some servers struggle to find CT's, Temples should definitely be updated to do this.
4) Mills/Mines overhauled. Donation requirements adjusted lower, number of workers per level increased. Even with Boosters, the sheer number of resources needed for higher levels is just insane. To encourage players to donate well beyond level 50, the rewards have to be significantly better than what they currently are.
5) Reduce Combat Rounds to 5 minutes. Battles shouldn't take hours, if not days, to conclude. Reinforcing/reloading should be made much more difficult and by shortening Combat rounds will go a long way in changing combat tactics/strategy.
Conceptually, I love the idea...
But, your numbers might need a little tweaking.
Halve your added bonuses to futures. You can't get too greedy in what you ask for.
The asking for shorter combat rounds would appear to be a non-starter. I've asked for the same thing, it doesn't seem to go anywhere. I wasn't able to get anywhere asking for it to be shortened to 10, you certainly won't get anywhere asking for it to be shortened to 5.
I might be a tad greedy but when doing negotiations, it's best to be a bit outrageous before negotiating down to a number you wanted all along. Granted I feel 4% on Cargo capacity to be more than warranted given the volume of goods we must move. I do cede your point regarding MF though since it would inject a bit of competitive unfairness for those who lack the Research. The only thing that might come to mind that would be somewhat fair is reducing Training times by 2%, hence 50% reduction when fully upgraded. As for the Combat rounds, combat on Ogame is instantaneous... hence in a blink, a player's fleet and/or resources are in the hands of an Attacker/Defender while on Ikariam that outcome could last for hours, if not days. Speeding things along can not only help pillaging but combat during war. I figure 5 minutes is more than adequate because it'd mean that unless you roll in reinforcements before round 3 hits(which is at 10 minute mark), you won't be able to refresh the range-line(and land movement takes 10-15 minutes to begin with). Meaning if you're going to sustain a battle, you'll need quite a few action points and a change in battle tactics.