Making Drugs Great Again
about 2 months ago
DIABLO
1,506 Total Respect
DIABLO
1,506 Respect
about 2 months ago
Last Edited 14/05/2026, 09:20:51
Creator of Cartel Empire, hope you enjoy!
Responses
about 2 months ago
GOON
27 Total Respect
GOON
27 Respect
about 2 months ago
I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough
about 2 months ago
DIABLO
1,506 Total Respect
DIABLO
1,506 Respect
about 2 months ago
I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough
GOON - 14/05/2026, 10:50:24
My thinking was that this allows those focusing on Jobs to optimise it slightly, with the disadvantage that they're effectively locked in to that for the day, but we'll spend some proper time balancing everything as best we can if we go with this approach.
Creator of Cartel Empire, hope you enjoy!
about 2 months ago
VAELINN
435 Total Respect
VAELINN
435 Respect
about 2 months ago
I think the new drugs would make the premium prestige on the drug factories more valuable for players who are interested in a specific drug, it would have to be updated to handle more than two options so would likely need to move away from the slider.
I think the variety of suggested drugs sounds good and I like that there is a non combat oriented drug in the mix.
I initially worried a bit about the combo of cannabis and painkillers for defense mains, but I think painkillers would also work for an agility main so that seems fair.
I could see an interesting secondary usage for the focus pills in the future as a consumable for sicaros on expeditions to possibly increase expedition odds too as a mechanic (just throwing ideas out for additional usages that come to mind - no pressure)
I like the idea of the underlying pricing changes (sounds fun to implement too)
about 2 months ago
IEJEN
156 Total Respect
IEJEN
156 Respect
about 2 months ago
Can we not combine it instead of replace it? Make different (strains) varieties of cannabis with different buffs?
about 2 months ago
BOONIESTEEP
196 Total Respect
BOONIESTEEP
196 Respect
about 2 months ago
The idea of the Focus Pills is not bad for new players who have low int, people who can't afford a full day of cocaine, or people who really want to focus on jobs. To make it more meaningful though, I'd suggest it having these effects:
+10% job success rate, +20% int gains, +20% job xp and rewards
If Adrenaline Shot shot also reduced Agility by 30%, it would have a use case for rep farming targets (to make them easier to hit by debuffing them) which I'd love to see.
The idea to have these be weed strains is quite fun, upvoting that.
Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 3b+ paid out monthly to less than 30 players.
about 2 months ago
HERPSAC
55 Total Respect
HERPSAC
55 Respect
about 2 months ago
I like it and seems balanced except for "Increases Job Success rate by 10%, reduces all Combat Stats by 20% for 6 hours. Increases Drug Cooldown by 12 hours." I feel like not many people will use this one with 12 hrs being pretty rough
GOON - 14/05/2026, 10:50:24My thinking was that this allows those focusing on Jobs to optimise it slightly, with the disadvantage that they're effectively locked in to that for the day, but we'll spend some proper time balancing everything as best we can if we go with this approach.
DIABLO - 14/05/2026, 10:58:19
if i have a 50% success rate, is 10% increase going to make it 55% chance of success or 60%?
ALSO ALSO, aint speed and accuracy the same thing? TSK TSK diablo this aint torn
Last Edited 14/05/2026, 16:15:00
about 1 month ago
BOONIESTEEP
196 Total Respect
BOONIESTEEP
196 Respect
about 1 month ago
Some further thoughts:
1. The easier and cleaner way to implement this is to have a shop that uses weed as currency, that then sells the proposed items. Otherwise prestige settings become a headache and we end up with more low quantity, marginally useful junk being generated in our inventory (trauma kits anyone?). Having a shop would mean no changes needed to the production side.
2. If the idea is the generate more demand/use for cannabis/cannabis 2.0, it should be a serious competitor to 8 coke/day and none of the proposed items really are - they are more niche items that would be very occasionally used.
If something uses the same drug cd as coke, it has to be a meaningful daily alternative to the energy gained from coke. On top of that, weed is generated in much larger numbers than coke, so it being realistically consumed and not overproduced is very unlikely.
Weed as currency might be the better road to go down on - smuggling does that indirectly, and these new items could do that too.
We could go even more imaginative - a church with crazy effects running only on weed, new cartel perks with weed, equipment tradable only for weed - anything that would be interesting to gate behind community production efforts, not just simply unlockable with cash.
Last Edited 15/05/2026, 00:10:34
Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 3b+ paid out monthly to less than 30 players.
about 1 month ago
N_E_X_U_S
65 Total Respect
N_E_X_U_S
65 Respect
about 1 month ago
^in relation to point 1 in Booniesteep, you could keep weed as is and just allow an option before you take it on the effect you want it to do. Or using it as a currency sounds good, buy the new items with weed.
If it's a new production facility, do you keep the rank you're at now? If not do weed fields disappear, what happens to the achievements? You'd go into negative points if they were removed but if you kept them it wouldn't be fair on those who haven't got those achievement points yet.
Regarding cooldowns, I see this as an item for wars so it's ok to be in same cooldown, with new proposed territory war you'd might want to use these instead of coke anyway as that would debuff stats when you're fighting.
12 days ago
SHIPPUDEN06
118 Total Respect
SHIPPUDEN06
118 Respect
12 days ago
CE MILESTONES
Day 00 08:32 05/24/2025 00k Rep
Day 11 10:13 06/04/2025 50k Rep
Day 17 17:38 06/10/2025 100k rep
Day 20 15:02 06/13/2025 150k rep
Day 25 18:26 06/18/2025 200k rep
Day 29 09:06 06/22/2025 250k rep
Day 34 09:12 06/27/2025 300k rep
Day 36 09:12 06/29/2025 320k rep [exactly 320,000]
Day 38 11:06 07/01/2025 350k rep
Day 42 02:54 07/05/2025 400k rep
Day 45 09:38 07/08/2025 450k rep
Day 48 17:33 07/11/2025 500k rep
Day 52 01:49 07/15/2025 550k rep
Day 54 17:03 07/17/2025 600k rep
Day 57 17:54 07/20/2025 650k rep
Day 59 03:18 07/22/2025 670k rep [exactly 670,000 & i have more rep than DIABLO xD]
Day 60 18:58 07/23/2025 700k rep
Day 64 04:27 07/27/2025 750k rep
Day 67 02:42 07/30/2025 800k rep
Day 69 19:59 08/01/2025 850k rep
Day 73 03:59 08/05/2025 900k rep
Day 75 19:10 08/07/2025 950k rep
Day 77 04:39 08/09/2025 970k rep [exactly 970,000]
Day 78 17:24 08/10/2025 1000k rep [Rank # 100 @ 1,000,050 Reputation] --> marks the end of Rep Grind
{MADE IT WITHOUT ANYBODY'S HELP, ONLY REP TARGETS WERE HIT DURING THIS ENDEAVOUR}
Day 115 04:40 09/16/2025 You completed the Farm Robbery job, earning £245 and 20 rep!
You gained x9 Bag of Fertiliser --> Marks exactly 1,120,000 rep [MAXIMUM relevant REP to achieve]
Day 32 17:43 06/24/2025 3RD OD
Day 34 15:14 06/26/2025 4th OD
Day 40 05:34 07/02/2025 5th OD
Day 58 19:20 07/21/2025 6th Coke OD
Day 67 16:56 07/31/2025 7th Coke OD
Day 71 13:19 08/04/2025 8th Coke OD
https://cartelempire.online/Trade/View/F16CF6F2-DE41-4940-B3A5-5D178ACF01DC
attack me ill give you 200k i will give bandage and i am buying crimson star
DAY 277 07:49:18 02/25/2026 ~~ 1 Billion STR || 367m def, 12m agi, 72m acc
DAY 308 05:08:38 03/28/2026 ~~ 2 Billion Battle Stats [1b STR, 485m DEF, 15m AGI, 500m ACC]
kobe 158
RAVEN 215
dying 53
stylotus
syiss
MAKSOUD92
CALANDRICK 107
SOKOOYA
RAVENSMYTH
NOVA
SONET
DUCKSY
KOROPANDA 434
ARK_CAPONE 434
I'm looking for feedback on an idea I've started working on to improve the current state of the Weed Fields Production building and the Cannabis items. All values and effects shown below are initial ideas and have not been balanced yet.
Overall, I'd say the current state of the Weed Fields is very poor, Cannabis itself sees little use and is rather niche, and although the concept of Drug prices changing over time is something I would like to pursue further and add some actual depth to, it's also in a rather poor state currently due to being entirely random.
In order to fix some of the issues mentioned I believe the changes mentioned below may make it all a lot more interesting and more viable as a Production building -
Update Weed Fields
New Drugs
Cannabis & Cocaine Price Changes
Cannabis & Cocaine have long been sellable in the Drug Den, with prices changing daily. I like the core concept of the system but as it stands it's unrewarding and due to being entirely random has some significant quirks including Cannabis going into negative value some time ago. I'd like to make it less chaotic whilst still not being just a simple case of buying at the lowest value and selling at the highest.
The core idea is basically a hidden equilibrium price + player pressure + dampening, which is all a fancy way to say that each item will be given a hidden 'true value' which can be impacted by player activity in-game, however when that pressure continue to grow in one direction there's a rubberband effect where the higher or lower the value, the greater the pressure on the price to move back towards it's true value.
The "Player pressure" element of this would need to be selected carefully such that the community at large impacts the price but it's not easily manipulated by a small subset of players or even a collection of Cartels working together, this could be along the lines of usage of each item or number of attacks in the past 24 hours or similar metrics which give a good view of how the community at large is acting. Longer term we could even hook in something like supply so that players over-producing & under-consuming Cannabis for example puts pressure on the price crashing.