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  1. Today
  2. Make the military page (https://politicsandwar.com/nation/military/) have the same pictures than the military VIP personalized pictures .
  3. While I think this is an interesting idea that could be accompanied with a change to what Military Salvage does, I don't expect it would be adopted since the Design Team is currently exploring ways to reduce the amount of resources in the game and this would give another way for resources to be made. 😕
  4. Welcome to Orbis, Reese.
  5. Hello! I am Reese Raine, leader of Kepos. I am completely new to the world of Orbis and do hope to make a good impression on all here. That is all for now.
  6. The city of Himmellicht has halted its construction due to a lack of funds. We hope to soon obtain the funds to properly execute our plans of expanding Himmellicht and the Keporan Republic as a whole to cover all of the peninsula. Where the money has gone to, is, unfortunately, the fact that many of our improvements to the city have been spent on rapid militarization. In our brief time in Orbis, it has been brought to our attention the hostility of many nations, and thus national defense is of the utmost priority. So, three divisions were made- Rotkraft, Grßnkraft, and Blaukraft.

    1. Raine

      Raine

      Rotkraft

      The Keporan air force, led by Heiligenschein Kirsche.

      rotkraft.PNG

    2. Raine

      Raine

      GrĂźnkraft

      The Keporan land force, led by Heiligenschein Smaragd.

      gruenkraft.PNG

    3. Raine

      Raine

      Blaukraft

      The Keporan sea force, led by Heiligenschein Tßrkis.

      blaukraft.PNG

  7. Hello! I am Reese Raine, the first Prisma of the Enlightened Republic of Kepos. We are new to Orbis, brought here by the Light of the Kepos effect. We will build the Promised Land here. We will become it.

    1. Raine

      Raine

      I look forward to working with the nations of Orbis.

  8. I think manus can be left untouched for now, only food needs fixing and reducing the bonus production somewhat does that, we can tweak that further with more changes sure but manus are directly connected to wars, instead of reducing their production which may have bigger unexpected effects on wars, we should rather have changes that encourage wars and increase consumption of manus that way and we can take some time with that since only food needs any urgent change.
  9. Some good favorites of mine are eggnog+ by Madgarden, dwarf fortress, and caves of Qud. Any favorites you like?
  10. THIS!!!! Every resource decays at a certain flat % rate. This basically increases consumption costs regardless of the dam Pixel-Hugging Farmer Bourgeoisie that runs the Game. Ex: X% of your food spoils every turn. No matter how much food u have or where it's stored in bank or in nation. This will make it so that regardless if your food is sorted all in the aa bank or divided among nations it will all get spoiled. Decay rates get lower depending on the resource, Uranium being longest lasting. This should help since resources that never get used except in war (Munitions) will decay with time, and stockpiles will be worn out regardless of how long u try to pixel hug and farm.
  11. Yesterday
  12. First, when you have a production of ressource you need to have a sink behind. If production is out of control you need to pump up the sink too. For example, make the production boost to having more than 1 improvement, 50% less effective. Second, if nuclear power is too powerfull, you just make his uranium consuption goes 2 times up, without touching the others -> it will make a bigger sink to uranium. You can augment also the consumption of food, so with only half the bonus of production it will balance it.
  13. "Not using all of your available military decreases your XP gains by 50% (but the minimum amount of XP you can gain from a battle is 1)." This was recently added. It could be tweaked further to scale w/ how % of your current military you use, since that seems like a better idea.
  14. Looking at this I see a couple of issues. Original Proposal - This would end raiding. Raiders will declare multiple wars and will vulnerable to significant counters. If the goal is to encourage new smaller players sticking around and forming new smaller alliances then we need to disincentivice large alliances and blocs. They should still have their place as vibrant communities within the game, but giving smaller alliances some benefit could make them more viable than they are now. Counter Proposal. -1 defensive slots for alliance-less players. +1 defensive slots if your alliance is over X members (80 for example) +1 defensive slots if your alliance has over X ODP or higher treaties (5 for example) Would mean larger alliances would have 4 defensives, smaller alliances would have the standard 3. And splitting your alliance into "training" alliances too much to get around the 80 member limit keeps you at 4 anyways. Also large alliances in a dominating bloc gets 5 defensives. Larger alliances still have the players where 5 defensives can still be worked with. It'll also give some alliances more options tactically in where they assign their offensive slots. New players are somewhat protected with only having to field 2 defensives. I do forsee an issue with paperless alliances, that happen outside of the game and keeping alliances around the defined boundaries in regards to treaties and members.
  15. I would say around 75% radiation
  16. I'm sorry but I don't want to pay up a million dollars just for you to be on the same color as me
  17. They lower the minimum infrastructure I lower the coolant in the nuclear reactor.
  18. Why is there being a lot of food in the game a problem? This post starts out by saying that there is a lot of resources in the game and implies that is inherently bad without explaining why.
  19. i almost never log in to the forum but I did just to tell you that you should not post anything like this again, thanks
  20. I don't think we'd be able to do separate profiles for forum roleplaying only, but we can definitely add in additional subforums. Could you write up a general outline of what should (and shouldn't) be included in each subforum? Then I will make them, you can post them, and we'll pin them for everyone to see, so it doesn't get (as) bombarded with junk. Thank you for your thoughtfulness of this though, I would love to foster more forum based roleplay!
  21. Feels like a more active version of military salvage? Not sure a recycling method is necessarily needed when we talk about the increase in resources.
  22. Last week
  23. I came up with this idea as I thought about all the resources that disappear in globals. Just wanted to throw it out there to get some thoughts. Scrap is a resource that slowly piles up in your nation as you lose units in war. On its own, scrap is useless but can be sold on the market. Introduced alongside scrap is a new improvement (or project) which converts scrap to another resource such as steel or aluminum. This is determined at random at every turn. If this is too powerful, it could have a 50% of remaining as scrap and the other 50% that it becomes one of several resources. Players have the option to sell their scrap as is or convert it to other resources for their own use or profit. Advantages: - Previously, resources would disappear once units were destroyed. A minor recycling process may affect the trade dynamic - Creation of a new, scrap-based sub-economy for players who want to buy up scrap and sell back as resources - Blockaded nations now have a small chance of producing resources they may desperately need - Nations on 100/100 can still sell scrap or resources on the market for extra cash - Nations in smaller alliances that don’t fund post-war reconstruction could sell or convert their scrap to help recover on their own - Smaller nations that don’t raid may decide scrap is a better investment than farms. It will help them make more progress and enjoy the game more as a result, plus less complaints about radiation
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