Posts by sacroima

    My CE is definitely relevant in era 6 / endgame.

    Yes, for newer players the CE is best in early game, but for people level 25 and higher, the CE starts to become relevant for all parts of the game (one of the most often forgotten is the endgame, my CE allowed me to get 1st delivery spot in EG so many times, since it was the only differing factor between me and my mates).

    What I've gone for (take it as very optimised for maximum early-game deliveries, in SoE) :

    1/12 acceleration to speed ratio (anything between 1/10 and 1/15 is nice). So if you aim to have 100 speed, I'd recommend 7 to 10 acceleration.

    I'd recommend to go to 100 speed and 8-9 accel, then 11 wagons, then 120 speed and 12 accel, and then max out on the wagons.

    If you don't play on Steam over Europe scenarios exclusively, consider taking the era 2 and 3 goods somewhat early.

    If you are active to very active, forget about reliability. You need those 6000 points for useful upgrades, and you will have the 10 gold per day to pay for the mechanic in early era 1. After that, you don't care about 150k $$ compared to actually gaining 10k more early game due to more speed and accel.

    My carrier engine now :


    175 speed

    16 accel

    30% reliability

    At my point, reliability makes sense (if I wanted to bother using the free reset...). Before 120 speed and 12 accel, 100% reliability is just too costly compared to other upgrades.

    Tldr : it's highly dependent on your style and what you want to do. Mine is optimised for deliveries /titles / using game-bugs (such has no engine-wear if you change schedule often enough).

    He will be removed from the rankings for that, don't worry ;)

    They removed a few last year, including the one that was first before they checked.

    And yeah I understood who you were talking about, I've had the same rank 1000 to rank 3000 guys that target you non-stop, except for sometimes doing a 1-track detour to get an easy good and get more points than you.

    Agree, although I did have a first today. Had a player in the red position, I was in the blue, that would make a beeline from his base to mine, crash, repeat, and continued to do so until there was no way to catch up to blue. Found that to be an interesting tactic.

    Yeah I've had one like that too yesterday. Managed to just barely win. When I understood what he was doing, I had to make sure I was cutting him just before he destroyed me, and the other gave me the win when we were tied 9-9 and he realized what was happening. Got lucky though.

    And had another a few days ago.

    Would definitely be interesting to know the stats per colour for each player, agreed. I don't pay that much attention to that since I tend to score 1st more often than not, but I haven't seen any pattern this year.

    It's not an IP scan, it's a bit more elaborate than that. But anyway, don't worry, any player will who tries to win a top position in Clash! with unfair methods will be sorted out and sanctioned.

    I guess he is complaining about the ones that destroy your points, rather than the ones that might be cheating to get max points.

    But Psycadelius you shouldn't worry too much about those suicide-bombers. It's the same for everyone. We all run into one from time to time (got 1 just 2 days ago, he got lucky 3 times to have goods next to him, then suicided into me to keep me 3rd while the other was happy getting 1st).

    1 out of 50 games is annoying, but it's not that game-changing (well I would have loved getting those 8 additional points, but it shouldn't matter at the end).

    Just remember his tag, and wait for a few minutes before doing your other games if you encounter one.

    Just hoping I won't encounter one of those suicide-bombers when the x5 is active.

    But I know after last year that RN does a great job at finding cheaters and removing them from the rankings, so I believe they will do the same this year ;)

    When I get kicked out of multiple asso's in one day I can join without any restriction a new association. With this fact I can hop e.g. unlimited between two or more asso's.

    Who wouldn't want the possibility to benefit from all the workers possible at the exact best time ? :D

    "I have a building to construct, let's go to association A for 5 min, and the let's go back to B because they have +50km and -35% WT workers". "I must remember to switch to C just before 1 am for the +50% prestige though".

    Would you guys really enjoy that kind of game ? Is that what the devs imagined when they developped the game ? I think Mihai points out the right questions. Things we all know have existed for a while, but we never really paid attention to them if it didn't actively penalised us.

    I mean, I can imagine all those exploits. pulling them off requires quite a bit of coordination, and 0 self-esteem. So I won't ever achieve that. But I would feel bad if someone else used that and beat me because of that.

    But let's face some facts :

    1/ It's not because it has always been like that, that it's a good feature.

    2/ It's not because it has never impacted you negatively so far, that it never will.

    With those facts taken into account, some things should be done about that. An easy fix (probably difficult to implement though) would be to have the same timer for workers when you join a corp, compared to when you create your own (10 hours before the first worker shows up?) >> No way to see the worker in advance anymore.

    Yes, that's the issue of the rule.

    But then, there is a difference between paying for a worker to help your team and yourself, and for example selling half your wagons to get a worker because your team needs it and you don't care about your account.

    Second case should be banned based on the rule, right ? But what is the limit ? What is the point where someone doesn't play for his own success ? Is selling 20% of your wagons accepted ? or is it already too detrimental to your own account ?

    Or is selling all your wagons to invest in industries for your association accepted ? Would it be accepted if you do that to trash another corp's industry ?

    That rule is definitely too vague and needs interpretation. Which is usually a bad thing, when different domains do not have clear guidelines to apply the same ruling.


    Hmm, yes, but much like alternate accounts, you can devise a database query to sort the online time table. Thus you would see which players have been online for unreasonable amounts of time and cross-reference with the IP table. If the IPs don't match, then it's pretty straight forward I'd say.

    I usually play from phone and from computer. I'm pretty sure my phone has a few IP adresses (the IP is linked to the internet source right? > a few for 4G access, one for each wifi, etc). You would most likely flag me with such a query, wrongly.

    Furthermore, this "2-3 player on one account" thing is not that big of a deal in RN I think (compared to travian, where if you cannot defend during the night you are dead for example). Yes, it's an issue in x2 and in x4 (reason why I don't play on those servers), but on regular servers, I can handle my account by myself and compete against 2 people quite easily I think. Sure, I won't do that every server, but once in a while it's ok.

    The 2 other issues I fully agree with you.

    One thing with the multi-account issue (and the workers) is listed in the rules :

    1.5. An account must only be played for its own success and is not allowed to exist for the exclusive benefit of another account. Accounts that are exclusively used to provide other accounts an advantage (‘pushing’) are forbidden.

    Some accounts that invest too much money into workers should get banned according to that rule. It cannot be reported by players (because we don't have access to that data, except if we are in the same team, in which case there is 0 reason for us to ban our teammates). And it should be looked at more closely by support.

    And a guideline should be decided by RN across all servers for that kind of behaviour (what are the limits, and be consistent across servers).

    You repair your trains twice a day? I justly repair my trains back to 100% when they get down to 95% or so. Guess it just depends what your goals are.

    Depends on a few things yeah. Someone made the maths somewhere and I think the conclusion was to repair when they went below 80% for maximum cash gain, below 90% for a good compromise, and below 95-97% if you really want to maximise deliveries and don't really care about money.

    You could also change schedule every 30 min or so and only repair them in the morning since they stayed at 100% the whole day.

    Also dependent on the engine's max speed.

    The bigger point is this. All games must evolve and keep adding new twists to keep the players interested and coming back. Making engine maintenance another game strategy to master with twists turns that test and confound algorithm mashers like us would be enjoyable. It would make the game more realistic in terms of actually maintaining your fleet in tip top condition and if it thwarted a slimy tactic used to steal a win, so much the better.

    Finally, anytime you can use the verb "teleporting" to describe the way to move a 100 ton train engine you are describing science fiction and not science.

    Yes, you are 100% correct. I don't like the teleportation system either, because it's a pay2win feature (if you compete for top1 and base your strategy on competitions to some extent for example, you have to be able to run 2 competitions at the same time at 2 different places every 15-30min). If 1 player can teleport all his trains and the other can't, you have a p2w. But well, they decided to implement that feature... And you can have enough vouchers to use it with olympii in era 6 if you keep them.

    The other point (not sure if it is fixed with html, didn't check, but it worked with the old version) is that the engine maintenance is badly coded. And you can avoid it altogether.

    From what I've seen the engine maintenance works like a timer (that is influenced by your engine stats, and your engine age). Every time you change the schedule of one of your trains, your reset its timer. If you know well enough the timers and are willing to change schedules often enough, You can keep your trains at 100% efficiency at 0 cost.

    I, myself, only had to service my trains in the morning using that "strategy". (would call that a bug, but it was never acknowledged when I reported it...)

    For your specific example : I wasn't there so I cannot say 100% why they fell behind so hard in the end. But from my experience, human factors were the reason for catastrophic EG failures (even though 5 goods isn't that much, depending on the goods left).

    EG is a stressful time and I've often seen issues caused by investments/breaking of majorities, disconnections, etc, that end up demoralizing everyone. Or simply a configuration of goods to deliver that was harder for you at the beginning, and you thought it was neck to neck when I reality you finished all the difficult goods and they didn't, or failed 1 call, or another reason entirely. Yes 1 guy with 5 engines can destroy the WT of that era 6 factory that is still level 1. But that's exactly why you call that good first in most cases.

    I mean, starting with the flaws of your system, or ways to avoid it altogether.

    1/ selling and rebuying the engine

    2/ teleporting the engine through the museum

    3/ pre-servicing your trains just before EG start (EG are usually finished in 48h, dunno if it has changed dramatically since the new update with EG tons scaled based on active players but I expect not).

    Now about your "EG assassins". The ones you complain about are called PP-hunters, or freehaulers, and they are usually the people I care the least about, because they don't cause any trouble. I don't give a shit between 0.00 and 0.05 WT when I'm a caller. And neither should you. What is 5 seconds when you have a 3 min TT delivery ? 2%. So yeah sure in a perfect world, it sucks. But RN is far from a perfect world. And when you end up with 1min+ wait times everywhere, the few guys ruining it by 3 secs should be at the bottom of your priorities.

    The true EG assassins are the one hauling the wrong good with the full force of their 5 olympii. Either because they don't know, don't care, or are just offline.

    But then, I'm giving you a basic lecture on how wait times work right now, and you know all that like everybody.

    Tldr : focus on the people that fully haul wrong because they don't know. It will be easy to get them back to the correct good. Once that is done, focus on the people that are offline (or better still, focus on those before the EG actually starts). After all that, you will still have the issue of the people that don't care (for that, I can't help you, but I have rarely seen those in action, the only thing you can do is call in a way that they do the least damage possible).

    After all of that, you can start discussing with those guys that haul 50 tons of each good (often through the warehouse or from a neighbour city btw, because they don't have the money to connect your industries).

    We did an "anonymous" survey in our corp (only the chair knew the age of the people, and only people that were willing to say their age).

    If I remember correctly, the average was 40ish years old.

    So yeah, definitely older that your mainstream multiplayer game (LoL, Fortnite, etc), which is more between 15 and 20 yo on average. But not that high, when you come across a lot of older people playing (I expected the average to be 50 to 60 in my corp for example).

    Haven't seen many people below 20 in this game. Or they don't stick / play actively. But then again, it's kinda difficult when you are not independent to play actively during the EG for example.


    I do get your wish to reward your top contributors, and that is something very valuable ! Not many chairs are as invested as you in that spirit to create an awesome team in terms of achievements, but also in terms of enjoyment / happiness. Often, I've seen top teams run very strictly. Your idea to reward instead of having that contribution as a given is great.

    Maybe you could think of ways already existing in the game as rewards. Some of your players might simply enjoy winning as a team, and it might be the only reward they need. Others might be more interested in other exciting challenges that you could try ?

    With my good friends that ran my corp for 2 years, we started doing some fun challenges every server, and fulfilling them was the driver and reward for our investment to the team.

    For example, we tried to level up the warehouse as high as possible once (that one needed coordination, workers, investments, planning).

    Another time we tried to level the landmark as fast as possible.

    But those challenges worked for us because the top contributors were all people that enjoyed winning as a team above all else. Try finding some things you could do with your team that would feel rewarding to them ;) They might even have some fun ideas.

    But to come back to your initial proposition, I don't see any balance issue with someone making a gift to another player (even if it's gold). As long as the gold is bought, it could have been bought by the one receiving the gift, or it could have been used by the one sending the gift himself.

    The only potential abuse is if you can send + account / won gold, because then you can farm gold on fake accounts and send it to yourself.

    Does anyone have any advanced guides on prestige farming or the flipping game for the USA scenario? Havent had much luck finding any.


    Highly dependent on the server you play on as well.

    Some (most?) servers don't have many players, and you can easily turn cities by yourself, skyrocketing to crazy amounts of prestige (1M+) without much coordination.

    Other servers (german ones for example) have 1-2 good corps in each city, and you pretty much can't turn one city, let alone 5 in a day.

    The basic idea for prestige farming on the US scenario is : turn as many cities as possible in a day, abandon them the next day (or better still, turn other cities while you are at it). Repeat. If you have the worker for prestige when delivering to cities, even better. All the other strats are similar to normal servers (competitions, make money, drive direct, invest if it's cheap, ...)

    What would you think about more newbie slots in associations? Would that help?

    Start by modifying the newbie slot so that it is actually used by a newbie, and not as a 26th slot for an experienced player by some.

    After 3-6months, a newbie is not a newbie anymore. And I have never seen a corp that didn't have 1 player stopping in any 6month-period. Fix that, and we could maybe discuss having more newbie slots.