Changelog

This is a list of every update that has happened to Global Nations Online, taken from the forums and the discord.

January
22 Jan:

Modified the Diplomatic page to make it easier to find the amount of resources you get from trade partners. https://globalnationsonline.com/Nation/Diplomatic/Trades

23 Jan:

Updated the game an added a new page for alliance management to see the military units of all alliance member's nations.

23 Jan:

Updated the ruler search so that you can sort by user sign up date.

23 Jan:

Added a new diplomatic page to the alliance management page that will show alliance management the available trade slots, count of friends. and count of enemies of all the alliance members. I also updated the nation view page to show links to the friends and enemies (if any) of the nation you are looking at.

24 Jan:

Modified the alliance management page again and added in several details.

24 Jan:

Increased the base capacity of a house from 100 up to 200.

Doubled the input resource requirement to Materials Refineries, thus increasing the output as well by x2.

25 Jan:

Updated the market pages to include a new Price Per Unit (PPU) column and added in the sort feature.

Changed the modifier money has on National Strength to 0.05 which is down from 0.15

Fixed the bug that was preventing materials refineries outputted resources from entering the alliance bank. (T2+)

Added Fuel and Ammo to the Alliance Tax system.

25 Jan:

Updated the game to cause foreign aid shipments of Money, Oil, Fuel, and Ammo to first go to the receiving nation’s warehouses instead of directly into their inventory. This change affects withdrawals of alliance bank goods as well.

Added an outgoing foreign aid log to publicly show when a nation is sending stuff to another nation. Previously, you could only see this information in the logs of the receiving nation. Now you can see the trade in the logs of the sender and the receiver.

I added the ability to withdraw oil and ammo from the alliance bank.

Changed the formula for population growth that considers police coverage and removed the negative modifier for having less than 100% protection. So instead of causing your nation to lose population as protection is decreased, you will just gain less than you would with a positive amount of protection.

27 Jan:

Increased the amount of money you gain from an attack as well as reduce the money cost to perform a "steal money" order.

Increased the max chance to successfully complete a "trade disruption" order to 50%.

29 Jan:

Modified the population growth formula so that if you slightly do not have enough police protection, there is no bonus to growth, and if you only have 80% police protection you will actually lose people. Also modified the population happiness change modifier for crime rate. Previously it was capped at -0.02 now it will be based on the actual amount of crime; the more crime, the greater the penalty.

29 Jan:

The current alliance war system has been turned off which means no new alliance wars can be started. When all current alliance wars have been completed, will update the game with a new alliance war system that offers a cooperation bonus for alliances that work closely together.

You can read about the new system here: https://globalnationsonline.com/Help/AllianceWars

After this update, the upkeep of military units will be increased x200, and the money cost of military orders will be decreased by around 50% -- so please plan accordingly.

This update is expected to go live on or around Feb 2.

29 Jan:

As more and more battles occur each day, will work towards balancing the war system. In an effort to avoid future problems, the game was updated in order to remove military units from the Market system and from Foreign Aid system

29 Jan:

Modified the Materials Refinery Input and output quantities by increasing the base input amount to 300 up from 100, and I changed the base output from 100 to 300.

30 Jan:

Updated the game to allow players to kill their own military units. No refunds will be given for units destroyed this way. Players may want to use this new ability to adjust their military size prior to the increase in upkeep that is coming very soon.

30 Jan:

Updated the game by adding a color dot next to the activity time on each nation page. I have also added a small [G] indicator in the search results to make it easier to see which nations are guest accounts and which nations are normal accounts.

30 Jan:

Imposed a limitation of a max of 4 incoming attackers per nation within a 24 hour period. Each war slot has its own timer. You can view who the last few attackers were by visiting the nation's battle report page where can can see the attack time and those involved in the attack.

It did not limit who can attack a nation because with the attack point system, a nation may want to hit the enemy back with both attack points. Plus it will be possible for you to attack an enemy, wait for your nation to update, then attack that same nation again.

Jan 31:

Updated the game and added in a new page for the market. https://globalnationsonline.com/Market/Charts

This page will show some stats about the resources that have recently sold. This can be used to give players a general idea of what resources are currently worth and how much is moving around the game.

There is also some API links on this page to get the data via JSON, for those interested.

February
1 Feb:

We have created a new forums https://gno.createaforum.com/index.php please take some time to check it out.

2 Feb:

Updated the game and added the ability to go into Dark Mode!

Log into the game, in the top right, click on your user name, then click Dark Mode from the menu. When you are ready to come back to the light, just open that same menu and click Light mode.

Thank you for the suggestion!

2 Feb:

Updated the game and the new alliance war update is now live. You can read about how it works on this page: https://globalnationsonline.com/Help/AllianceWars

Also take note, that the upkeep costs of military units has been raised, but the price to execute military orders has been reduced.

3 Feb:

Updated the game by increases the maximum alliance size to 500, and removed the alliance tech feature.

3 Feb:

Updated the game by changing the war range of nations from using nation levels and now the system will use an attack range of +25% / -10% of your nation strength.

Maximum alliance bank limit was changes to be equal to the alliance total strength divided by 2.

Fixed some color issue with dark mode, and some other small bugs.

5 Feb:

Updated the game by showing the max level of each technology and decreased the military tech level to down to 10.

Fixed some errors with BBCode, I added in support for IMG, URL, and CENTER

Fixed some typos that were reported.

Added a limit to the number of medals you can buy to 15 every 30 days

5 Feb:

Because of the happiness bug fixed this morning was in the game for 5 updates, it will be lowering everyone happiness by 9.5  points effectively removing the gain caused by the bug.

6 Feb:

Updated the game by adding more information to the population happiness help page showing all of the formulas for each happiness modifier.

Fixed a bug that was affecting some people trying to join an alliance.

Fixed a bug that was causing multiple warehouse messages to be sent when they were over flowing.

Fixed a bug that was preventing the market charts from showing properly.

Added some code that will write to the alliance log when someone quits an alliance.

6 Feb:

Updated the game by adding in activity colored dots to the view member’s page when viewing the member list of other alliances. I also added in attack range and maximum achieved nation level on the HQ page.

Added in a revenue page to show of all the resources your nation creates that can be found in the economic section of your nation. (near the employment page)

7 Feb:

Updated the game by setting a maximum allowable purchase limit of military vehicles to be 25% of your maximum quantity. This limit is imposed on Tanks, Ships, and Aircraft. Each vehicle page will show you the quantity you have purchased for the turn as well as the maximum allowable. It is possible to go over the limit slightly because vehicles are purchased in lots, but once you have gone over that limit for the turn, you may not purchase any more vehicles until your nation is updated. Troops are not affected by this limitation.

8 Feb:

Updated the formula that calculates the Nation strength of your nation.

In order for you to see the effects, you will need to do something that changes your score, like buying a building/land.

Modified the game by adding in a new feature called “Retaliation Period”  A nation may retaliate against any nation that has hit them within 12 hours regardless of nation strength.

Fixed the bug that was allowing players to use the market to transfer money and avoid the warehouse.

10 Feb:

Updated the game to include information about the fullness of your warehouses on the market page.

Effectively remove the timer to join an alliance. It was reduced down to 1 second.

Fixed a bug with the steal money military order. After fixing the bug, the amount of money that can be stolen has been increased almost x10

Modified the "abandon nation" feature to allow players the ability to abandon their nation once every 7 days, but they do not have to wait 7 days to abandon their nation for the first time.

11 Feb:

Modified the referral program and changed the reward for referring a new player to the game from receiving medals to instead receiving saved up premium days. For every medal the referred player purchases, you will receive 1 premium day.

Changed what happens when a nation goes inactive to only apply the disrupt trade debuff once.

Added a new alliance permission to hide the bank log and the inventory of the bank for all members without the permission.

Added in a new Help page to explain resources a little better.

Added in new new Alliance treaties, and renamed the Ally treaty.

Fixed a bug in the retaliation code to prevent illegal attacks.

Fixed a bug that was picking the wrong resource for mines when unlocking the second slot.

Fixed a bug that was affecting the working wage reward during nation update.

Fixed a bug that would cause a nation to lose tanks in a battle even when they did not send any.

12 Feb:

Added in some code to keep players from buying items from the market that will not fit into their warehouses.

Added the ability for players to cancel their current technology research project.

Updated the game to allow players to purchase part of a market listing.

13 Feb:

Fixed a bug that was preventing messages from showing properly.

Fixed a bug that was preventing nations from receiving money when their items sold on the market. (each nation will receive a reimbursement from the admin, to pay back what was caused by this bug.)

Updated the game and installed a new Messages section on the settings page that will allow you to turn off which system messages will give you an alert.

Updated the market page you visit to sell items and added in the average selling PPU for the selected item.

Fixed a bug in the war system that was preventing the defending units from inflicting their minimum damage.

14 Feb:

Added a new category called "History" on the headquarters page, that shows how many days old the nation is.

Made some modification to make the healthcare system more forgiving.

Modified the game to reduce the penalties associated with population health.

Reduced the negative effect of sick people have on employment.

Reduce the amount of hungry people who turn sick.

Doubled the amount of health gain you get from having enough hospitals.

Reduced the amount of health lost by not having enough healthcare.

Reset all nations with population health less than 90 back up to 90.

Reset all nations with population hunger more than 0 back up to 0.

Reset all nations with population happiness less than 70 back up to 70.

Added in the bank details to the alliance secret API

Also in an effort to help player get their head above water, I have paid the expenses of all nations.

Increased the minimum amount that can be left in your warehouses after each update to 5,000 (up from 250). What this means is, at update time, if you have less than 5,000 of a single resource, all of it will be sent to your silos. If you have more than 5,000 then only 50% will be sent.

In an effort to make it easier for alliances to link their member’s nation to the alliance API, Added a new button to the settings page that will allow nations to link their nation to the Alliance API. The page also shows when a nation is successfully linked to the alliance.

Added an unlink button to the settings page to help nations unlink from an alliance if they want to.

15 Feb

Updated the game by changing the technologies that affect military units ATK and DEF stat to be applied as a % instead of as a flat number. This will make units stronger for those players who have invested in those technologies.

Changed the war mechanic so that the money and resources you steal from an attack will go into your warehouses instead of your silos. This change does not affect stolen population, (no POWs) and it does not affect land.

Updated the setting page that lets you turn system messages off, by renaming it to Options and adding two more options to it. Those two options include the ability to hide the green quest indicator, and the ability to hide the message you get for completing a quest.

Fixed a bug that prevented some nations from updating properly. Some nation may have updated more than once. M. Refineries did not work properly, so I had to re-run the update script.(edited)

Reduced the base amount of resources that mines produce to 200, down from 300. I also reduce the output of lumberyards to 400, down from 500.(edited)

16 Feb

Updated the game by increasing the output of all tourism buildings by 100x. Money from tourism is gained when your nation is updated.

Updated the game today with a pretty big code change.

Added a new section on the industrial page that is called Production Levels. This is an advanced feature that will allow you to adjust your buildings on a granular level. This should help players to stabilize after wars and mistakes by the player. This is classified as an advanced feature and should only be changed if you understand what you are doing. Changing a setting to less than 100% is the same thing as removing that building from your nation. Capacity will go down, jobs will go down, power consumption will go down. The only two building stats that will not decrease will be the amount of land a building takes up and the upkeep of the buildings. Changing the setting back to 100% will act the same ad rebuilding that building You can adjust these settings as much as you need, but BE CAREFUL with buildings that hold stuff, because if you reduce those settings, the max capacity will decrease and you could lose items that are stored. An example would be if you set barracks to 0%, that is the same thing as not having any barracks and all your troops will be lost.

Updated the nation API to include war slot information

17 Feb

Changed the website to default to dark mode. If you would like to return to light mode, the option is still available from the user menu.

Updated the domestic page to allow you to deport unwanted citizens at no cost. Doing this will reduce your total population. This change can be seen on the same page where you buy houses.(edited)

Updated the military page by renaming the various page buttons the same name as the unit type on that page. I have also added in the ability to decommission units. This will kill the military unit and return the troops used for the unit back to your population.

Updated the game to allow players the ability to rename their nation, their ruler, and their alliance.

18 Feb

Updated the game by adding a time stamp to messages.

Added a display on the Tech Tree page that shows your XP progress towards your current technology.

Added a new page to the market screen that will allow you to sell resource back to the game in exchange for a small amount of money. A system message is generated when you do this, so a new option was created on the settings page to allow you to turn this message off, if desired.

Added a new page to the industrial screen called Diminish Resources that will allow you to reduce the tier of your construction resources by 1 level. A system message is generated when you do this, so a new option was created on the settings page to allow you to turn this message off, if desired.

Updated the game to allow players to enter their Discord name on the settings page. This name will be displayed on your nation view page.

Added some code on the technology tree that will make your sorting preference persistent.

Added an option to turn off the “Tech Canceled” system message.

Removed all money costs from all military orders.

Updated the war mechanic so that a 100x “loot” buff is applied to everything you steal from an inactive nation. You can only steal what is available, but the amount you get will be a lot higher. (a nation where the player has not logged into the game in the last 7 days) This will increase the amount of Land, Resources, and Money gained from raiding inactive nations. A message will be present when you get ready to attack that will let you know the bonus has been applied.(edited)

Increased the maximum alliance tax rate to 100%

Added the ability for players to deposit items into the alliance bank. Just visit the alliance page of your alliance and click the button that says “Give to Bank”. On the next page you fill out the form to send your items to the alliance bank.

Reduced the upkeep of all military units by 50%

Added an activity dot to the search results when searching for "war targets".

Updated the game to include a new button that will let you sync up your tax timer and your expense timer with your nation update timer.

The button is on the settings page. You will be require to pay your expense first, then all you need to do is press the Update button.

19 Feb

Modified the game by adding in a max number of troops you can purchase in a single turn. The max is equal to your barracks capacity at update. Purchasing new buildings will only increase the max capacity for your next turn.

Removed the increase to working wage that occurred at update and I reset everyone’s base working wage to 72. The amount you actually collect at will is still based on unemployment and population happiness.

(wage - wage loss) * happiness mod

21 Feb

Added a new section on the technology page called Engineering. On this page you are allowed to exchange T1 resources for bonuses. Right now there is just one bonus and that is the ability to instantly gain upgraded resources of your choice equal to the output of your Material Refineries. The cost for this is for you to donate T1 Resources to your engineers in an amount equal to your nation strength. More bonuses will be added in the future.

Fixed a bug that was messing up the history charts.

Fixed a couple typos

Added the ability to purchase more than one building at a time.

Updated the game and added in the ability to make multiple military unit purchases with the same button press.

22 Feb

Fixed a bug today with how the production level modification caused museums to improperly modify the output of universities. I fixed a bug with the way the alliance strength charts were displayed.

Added an alliance treaty web to the game: https://globalnationsonline.com/alliance/TreatyWeb A link to this page is found in the Diplomatic Treaties area of each alliance page.

Updated the game by adding a new technology called Engineering Science. This technology will allow you to increase the bonuses received from engineering rewards.

Added a new technology that will reduce the amount of resources required by engineering by 5% each level (max of 10). I also increased the effect of the tech called Engineering Science to 15% per level up from 10%.

Increased the effect of the 3 industrial technologies to 3% per level up from 1.5%. The affected technologies were Materials Industrialization, Petroleum Industrialization, and Munitions Industrialization.

23 Feb

Updated the game and increased the base coverage of hospitals from 650 up to 750 bringing them in-line with universities.

26 Feb

Updated the game by removing warehouses from all trades and transfers resulting in instant trade. The buildings will remain for a few days so the system can move the rest of the items over to your silos.

28 Feb

Fixed a bug that was caused military building capacity to be rounded up instead of rounding down.

Fixed a typo on the economic info page.

Decreased the rate the land price goes up.

Decreased the rate that all building prices increase.

Fixed a bug with resources stolen from war were not going to silos.

Changed the inactive steal bonus to x3 down from x100

March
2 March

Changed troop defense to 1.5 which is up from 1.0

Changed tank defense to 15, which is up from 10.

Changed ship defense to 50, which is up from 35.

Changed aircraft defense to 105, which is up from 70.

The base land required for national parks was reduced by 25%. Since the amount of money the building generates is tied to land usage, this will also reduce the amount of money generated by national parks. The land required was reduced from 13.70 for each building down to 10.28.

Modified the output of all buildings based on the number of buildings owned.

For each 25 buildings owned, you will gain an output bonus of 5%. Owning 49 buildings provides the same bonus (5%) as owning 25 buildings, but once you purchase building number 50, the bonus jumps to 10%. The bonus will remain there until you reach a quantity owned of 75. FYI: The increase of output will also affect tourism buildings too.

Added a new technology to increase the money output of tourism buildings.

Additional details to the top nation lists: https://globalnationsonline.com/TopNations/Strength https://globalnationsonline.com/TopNations/Money  https://globalnationsonline.com/TopNations/Land  https://globalnationsonline.com/TopNations/Population  https://globalnationsonline.com/TopNations/TechScore

Added unemployed people to the military page for Troops.

Added two new links to the left menu. One for the top nations, and one for the treaty web. I added a new page on the top nations page that shows alliances in rank order.

Reduced the max number of troops per turn by 50%

3 March

Fixed a bug that was causing nations to go into the negative resources donated after claiming a reward in engineering.

Started the phase out of the warehouses... I have set all nations to a max production level of 95% this will reduce capacity and the people who worked there will be marked as unemployed now. I will continue to slowly move the warehouses down to 0% over the next several days in an attempt to make the deleting of the warehouses as smooth as possible.

4 March

Reduced the amount of the pollution reducing buff provided by nation parks by 50%. Changing it to 0.0075, down from 0.015 for each national park owned.

Increased the speed in which your nation cleans up war pollution to 50% per update, up from 10%.

Reduced max productivity level of warehouses to 90% I fixed a bug with the market not counting market buys correctly when buying a partial listing.

Reduced the building tier level of national parks to 2, down from 4.

Reduced the building tier of museums to 2, down from 3.

Removed the ability to buy warehouses.

Added the ability to see the resource and land cost when purchasing multiple buildings.

Updated the game this morning to fix the bug where building costs did not show properly when trying to build more than one building.

Fixed a couple typos.

Reduced the maximum production level of warehouses to 80.

Removed the warehouse quests.

Updated the happiness change modifier for taxes by moving the breakeven point from 10.5 to 15. What this does is allows you to tax your population at a higher rate with less penalty to happiness, and if you continue to tax at a lower rate, the increase to happiness is now greater.

Increased the maximum happiness modifier for War in Borders to 0.05, up from 0.02.

Increased the maximum happiness modifier for Population Health to 0.05, up from 0.02.

Increased the maximum happiness modifier for Crime Rate to 0.05, up from 0.01.

Increased the maximum happiness modifier for Tourism to 0.05, up from 0.03.

Increased the maximum happiness modifier for Population Hunger to 0.02, up from 0.00.

Increased the maximum happiness modifier for Worker Efficiency to 0.05, up from 0.02.

Increased the maximum happiness modifier for Unemployment to 0.05, up from 0.02.

7 March

Fixed a bug that was allowing nations to be attacked more than 4 times in a 24 hour period.