SuggestedChurch Donations - A More Palatable Fix

1 day ago

BOONIESTEEP

188 Total Respect

BOONIESTEEP

188 Respect

1 day ago

A recent update has increased church event cooldowns from 1 to 30 days and item values from 250% to 115%, in order to reduce the frequency of events. I think this update creates a new problem and fixes one that most people didn't have.

For those not familiar with it, there achivement reward points tied to donations (up to 10b afaik). There's clearly a strong continued interest from people to unlock these and contribute to the community, hence the frequency of the events. Only a handful of events are really impactful, so of course most people mainly want to donate to those. Putting them behind a 30 day cooldown will create a lot pent up demand for unlocking them and will likely create resentment and bad feelings over the need to snipe these because they will now be so rare. It's likely that someone wanting to contribute might need to wait several months if not years to contribute to their desired event.

Looking at the implementation of the church, it seems to have had two goals:

1. Act as a money sink
2. Act as an item sink for stuff that gets constantly generated from expeditions (and increasingly smuggling) and has no other use.

What we're seeing now is that simpy the value were not calibrated correctly. As has been pointed out in previous discussions, the cost of the events doesn't reflect how useful/in demand they are, plus many (but not all) were generally made to cheap. Some prices need to be increased others recalibrated relative to each other, so that the Church would still accomplish its original goals without creating new problems.

Conversely a couple of prices should probably be lowered - some events have very minor impacts but they might get triggered more if they were cheap enough, adding more variety rather than having the same drug/alc events over and over again.

Some have pointed out that the item multiplier undercuts the money sink aspect - I think a general price increase on desirable events would fix this too without needing to change the original 2.5x multiplier. The number of items generated is fairly limited - to unlock more expensive events, it will be quite hard to only rely on them. Additionally the community at large didn't yet have the time to learn how to price them - I think they were on track to get more expensive anyways as more and more people learned of their value.

So I'd suggest reverting this change and for a simple to implement change, tweaking the contribution values instead. Here are my suggestions:



I think this change (and reverting the other one) will make the best events rarer and more of a bigger deal, while making the less useful ones more common, adding variety. Additionally it will prevent the creation of a new problem - event sniping.


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Responses

1 day ago

SHREDDERCHU

132 Total Respect

SHREDDERCHU

132 Respect

1 day ago

With those prices I don't think most would be triggered more than once a month anyway, I don't actually think the cost of the boosts are bad. I just think it's the prices should more or less be flipped, here's how I would probably set the prices.

Effect Old Price New price
Double energy from Alcohol 3B 10B
Double energy from Drugs 3B 10B
Halve Booster CD 4B 7B
Halve Drug CD 4B 7B
Double Energy Regen 7B 5B
Double Rep from Attacks 5B 5B
Double Rep from Jobs 5B 5B
Double rep from Revives 5B 5B
Double items from production 10B 4B
Double money from production 10B 3B
Halve Med CD 4B 2B
Double life Regen 7B 1B

 

You could also have prices change dynamically instead based on how much people buy them, for instance Increase price by 1-2B whenever bought, and decrease prices by 1B per month, so boosts that are never bought will end up at 1B while the boosts people want keep their prices up

Last Edited 19/06/2026, 23:34:38

1 day ago

VAELINN

387 Total Respect

VAELINN

387 Respect

1 day ago

I will wait for community input before making additional changes, but this seems reasonable to me. The change to lower the item donation value is a one line change that I could probably convert into a config so no code changes would be needed to control it.

Another aspect I have not seen brought up is boost durations. 

The three levers for adjusting boosts are:

  1. Total cost
  2. Cooldown duration (time until the same boost can receive donations again)
  3. Boost duration (amount of time the boost effects last)

Everything started out with a boost duration of 24 hours, with the idea that there would probably be feedback to adjust some. Looking at the way they have played out I would probably adjust the double items from production to be at least 4 days so that the impact is not just a 1 time thing for every boost.

Just throwing that in here as additional information that could be considered for changes. I will watch the discussion and see what comes out.

1 day ago

BOONIESTEEP

188 Total Respect

BOONIESTEEP

188 Respect

1 day ago

With those prices I don't think most would be triggered more than once a month anyway, I don't actually think the cost of the boosts are bad. I just think it's the prices should more or less be flipped, here's how I would probably set the prices.

Effect Old Price New price
Double energy from Alcohol 3B 10B
Double energy from Drugs 3B 10B
Halve Booster CD 4B 7B
Halve Drug CD 4B 7B
Double Energy Regen 7B 5B
Double Rep from Attacks 5B 5B
Double Rep from Jobs 5B 5B
Double rep from Revives 5B 5B
Double items from production 10B 4B
Double money from production 10B 3B
Halve Med CD 4B 2B
Double life Regen 7B 1B

 

You could also have prices change dynamically instead based on how much people buy them, for instance Increase price by 1-2B whenever bought, and decrease prices by 1B per month, so boosts that are never bought will end up at 1B while the boosts people want keep their prices up

SHREDDERCHU - 19/06/2026, 23:34:03

That's the whole point - triggered more rarely (which was the original complaint) while enabling people to work on achievements and reducing inflation.

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