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Showing content with the highest reputation since 04/21/19 in all areas

  1. 51 points
    The Covenant Articles I: Non-Aggression and Intelligence Cooperation A. Signatories to this agreement agree not to enter into military action against one another. B. Should a dispute arise between alliances or members of the alliances in this agreement then these disputes will be resolved peacefully through private channels. C. If information is obtained by one signatory that is damaging to the security of any other signatory they are obligated to share this information. Article II: Military Cooperation A. Signatories agree to defend one another in the event that one comes under attack. This includes financial, political, and military assistance to the best of the signatories' abilities. B. Should signatories choose to engage in offensive warfare they must inform the designated representatives of the other as early as possible and no later than 24 hours before action is taken. C. All signatories of this treaty has the option to participate in offensive action taken by another signatory, but is not obligated to do so. D. These designated representatives are required to maintain operational security once informed of the planned military action whether they agree to participate or not. Article III: Burial Protection A: In the event that either signatories disband, the other signatories will place a seventy-two hours protection over the disbanded signatory alliance to allow the other signatories alliances members to find time to move on. Article IV: Amending The Treaty and Modification of Membership A. Additions or removal of any signatories must be done by a unanimous vote of the other signatories. B. This treaties contents may be modified by unanimous consent by the representatives of all signatories. C. Any signatory must give 72 hours notice to the other signatories if they wish to withdraw from this treaty, after which their treaty obligations are no longer in effect. Appendixes: A. Offensive action is here defined as The first party to have declared war upon another nation or alliance, whether it is a direct assault or declaration of intent. B. Defensive action is here defined as when a foreign power declares war upon a nation affiliated with a signatory alliance, or foreign power declares the intent to do so. For the United Purple Nations: Primarch: Hansarius Chief Librarian: Underlordgc Reclusiarch: Ender Wiggin Master of the Forge: emperor666 Lord Inquisitor: Guardofthedragon Signed for The Commonwealth: Prime Minister: Sphinx Chief of Staff: Purplemoon/Yui Minister of Finance: ChristianD Minister of Defense: Sven Shieldmaker Minister of Foreign Affairs: Purplemoon/Yui Minister of Internal Affairs: Lionstar Deputy Ministers of Finance: Edgeworth, Haris Deputy Ministers of Internal Affairs: Rueben, RightHono(u)rable, Xea Evangelos Deputy Minister of Defense: Pericles Advisors: Kalev60, Who Me, Aesir, Julian (Minion Aficionado) Signed for Frontier Records: Board of Directors - Alexio and DemonSpawn Manager of Human Resources: Lucifer Morningstar Managers of Public Relations: Fulcrum and Nick McScott Manager of Security: Luviel Manager of Finance: Wood Signed for Acadia: Directors: TheNG and George Clooney Resident Ministers: Acey, Amand Kosh, and Curtis Lowe Senior Colonists: Stampy, J D Keller, Josh of Clan Mason, ColoringNick, and Pitabread
  2. 47 points
    Currently, cities increase in population linearly as a function of age until they reach 4 years of age, at which point the bonus is capped. It was capped because the discrepancy between old cities and new cities is almost a 50% bonus for the old cities, and the idea was just really poorly thought out (or not thought out) to begin with. This proposal would change the population calculation in cities in a way that would benefit everyone: Cities would grow forever as a function of age. There would no longer be an arbitrary cap. Cities would grow faster when they're younger, and slower as they're older. This will prevent a "runaway" effect for older players, and help newer nations catch up compared to the status quo. Everyone would see an increase in city population as a result of this change. That means increased income for everyone, there would be only winners and no losers, with the biggest winners being young cities. We can represent the existing formula and the proposed formula graphically to see the difference clearly: Where i = infrastructure, and on the x-axis we're looking at the age of the city in years. You can see the purple line is current population as a function of city age, whereas the black line is the proposed population formula as a function of age. We're ignoring factors like disease, pollution, crime, etc. here because they're the same in both instances. As you can see, for everyone with cities less than 4 years of age, it's a pretty significant increase in population to match things up closer to older cities. For a city at 4 years of age (it's not 100% exact but it's damn close) there would be no difference. For cities over 4 years of age, they're capped at that value currently, so they would increase along the black line to some value higher than what they are currently capped at. The slope of the black line decreases as the city gets older, thus the rate of population increase decreases as a function of age. Therefore cities can age forever and increase in the bonus forever with only marginal benefit. This is both satisfying for older cities as they do see some growth, while also not being overpowered. I would expect everyone to support this change, but I've been wrong before and so I'm posting the suggestion here for feedback first. Please offer your comment and feel free to use the upvote/downvote to indicate your support/non-support. Thanks!
  3. 41 points
    Recognition of War So, I guess welcome back. That didn't take long. But you gotta admit, hitting Alpha seems pretty lame. We've been irrelevant for years, don't you know? On top of that, doesn't look so good when you can't handle your own business against an alliance who hasn't even existed for the better part of a year, and you have to call in extra help. Not mad or upset, just disappointed in you Oblivion. I thought you liked to fight or something? Anyway, we've noted your 11 nations on your AA and also will keep watch on those two 3000k infra whales that left after the war started. https://politicsandwar.com/nation/id=24900 https://politicsandwar.com/nation/id=63120 But it's fine, we expect them to say in that AA, and not use another AA's protection for any other purpose other than pixel hugging. This includes jumping back after bulking and declaring wars.
  4. 41 points
    This proposal is pretty straightforward: Increase the minimum daily login bonus from $100,000 to $200,000. Increase the rate at which the bonus increases daily to $50,000 / day from $20,000 / day. Increase the regular maximum for the bonus from $300,000 to $500,000 and increase the new player maximum (less than 60 days old) from $600,000 to $1,000,000. It's a 66.6% increase in daily login bonus income for the average active player ($300K->500K). For new players who login every day for 60 days, they go from getting a cumulative $29,500,000 in the status quo to $53,200,000. Since it's a flat-income bonus, it primarily helps smaller nations growing, and not larger nations. Here's a spreadsheet with calculations: I'm looking for feedback as well as gauging community opinion (feel free to use upvotes/downvotes for that.) Thanks!
  5. 34 points
    Dear Orbis, Thus concludes Community Outreach Program Vol 1. As of this past day change, no new wars will be declared. Everyone go back to your beers. Sincerely, Soup, Fark & WTF
  6. 34 points
    Part 2 The rest maybe tomorrow
  7. 33 points
  8. 32 points
    Acadia and UPN begging more people to join the memesphere 2019 (Colorized): Edit: Also TheNG is now best girl \o/
  9. 27 points
  10. 25 points
    The great Gods of Pantheon watched as the internal fires burned, Matthew frantically running about with a water pistol trying to put them out. “You know what we need?” said Matthew, now lacking eyebrows, “A war”. Rawr and Nomi both shrugged, decided fck it, might was well. They then went about figuring war out. As they were 90 percent stupid, 10 percent good at their respective jobs, 0 percent people who should be taking an alliance to war. The targets then made themselves known. Nova Riata led by the fearsome Pooball was in a pesky mood for revenge. For what we had no idea. Probably something lame. They had boosted their military… a lot fold. Their score had jumped up. Pooball had constantly reminded me that he would nuke me someday (plz no). “Sure, why not.” rawr decided. The Federation was led by… Kosta, cool dude I guess, and they too wanted revenge. Revenge for never getting invited to our League nights. They too went about not sneakily massing troops and score. If they were ninjas it would be the Naruto kind. “Screw it” went rawr. (Or maybe not, but I already wrote all these jokes so this paragraph stays >:^( It was then that I wondered why rawr was so nonchalant about these wars. She’s going to Endgame at turn change. Cri. TLDR: Figure it out for yourselves yeet. (Is it just me or is our flag a lil big. No matter.)
  11. 24 points
    So since Sheepy updated us with graphs and data, we can do some interesting numbers crunching to see what our world is looking like. Resources and "Value" Obviously, if all the resources in the game got dumped at once the price would deflate. But we can roughly visualize the value of all resources in the game with the new graphs using the market index! Food - At a little under 900m food in circulation, according to the graph, we are looking at roughly $55B worth of food! Bayer acquired Monsanto for roughly $66B in 2016 to give an idea of things. Aluminum - 83 million units worth of aluminum rounds us out to around $120B worth of the resource! Alcoa (A large aluminum company in the US) reported revenue at just $13.4B in 2018. Gasoline - 118 million gallons (liters?) of gas around, we're looking at roughly $194B worth of gas! IRL OPEC earned about $730B selling oil in 2014, just to give a rl comparison. Munitions - 121 million bullets valuing at $121B. ATK, a bullet manufacturer that admittedly makes other things as well, reported $4.78B for fiscal year 2014. Steel - With roughly 116m tonnes of steel, we're looking at a valuation of $212B! American Steel, Carnegie's famous company, was the first billion dollar company. Accounting for inflation we're looking at a valuation of roughly $42B! Total value of manufactured resources in the game: $702B which is a significant amount more than the amount of cash in the game, according to sheepy's graph.
  12. 21 points
    The same way we have bulk import improvements to cities, we should have a "build all cities to X infra/land" button, because when you fight any war with anyone, many or all cities will get hit and than you have to tediously go through every single one and write in dumb numbers like 165.34 or something for all of your cities, in my case 20. It's just quality of life and would be very convenient.
  13. 19 points
    I also want there to be a project that lowers the money-cost of cities rolled out with this, the project would cost resources to fund.
  14. 18 points
    Investor Contact: Leopold von Habsburg Media Contact: Hilmes SYNDICATE, INC., ANNOUNCES EXECUTIVE OFFICE ALTERATIONS NASSAU, Bahamas, 2017-06-08: SYNDICATE, Inc., (NYSE:SCC) is sad to announce that after a period of strong growth and record profits the long-serving Chief Finance and Security Officer Timmy will now step down from his 18-month term in this position. Starting from a quiet accounting position Timmy quickly rose through the ranks to become the Director of Finance before stepping into the CFO and CSO position following the sudden retirement of the infamous Jessica Rabbit. The Syndicate would like to acknowledge the work done by Timmy in ensuring high investor returns, and his key strategic economic moves. His improvements to our IP protection technology and the success of our Security team is also to be lauded, though most importantly the surprising lack of scandals during his time as an Executive Officer. Timmy will, therefore, join the esteemable ranks of the other respected company Directors such as Zed, Chaunce, and Wilhelm the Demented, along with being entitled to the sizable retainer provided for the advisory skills associated with such a position. Following the decision to vacate the highly desired water facing corner office, Timmy and the other Executive Officers met and have made the decision to confer this position to Utmos, the current Vice President of Infringement. Known for his sharp mind and quick reactions, Utmos was originally identified by his skills as a Security Analyst within the wholly owned subsidiary The Enterprise, and quickly shoulder tapped and moved into one of the senior Security positions within The Syndicate. It should be noted though that the corner office has now been requisitioned by Chief Operations Officer, Leopold von Habsburg. The Enterprise, now coming up to its first anniversary is proud to announce a high level of success performing towards the top end of it’s expected operating margins. With the first intercompany management transfer being Utmos it is producing exceptional talent and we expect high profits as we come into the end of the financial year. The Syndicate believes Utmos will bring many talents to the Executive Team and look forward to welcoming him aboard as the new Chief Finance and Security Officer. As always, this press release was written and edited by an unbiased third party and is not liable for any legal charges that arise as a result. About SYNDICATE, Inc. SYNDICATE, Inc., based near Nassau, The Bahamas, is the world's leading gasoline, aluminum and munitions distributor for a wide variety of peacekeeping and humanitarian activities. Wholly-owned SYNDICATE, Inc. subsidiary brands include The Enterprise, which provides development and growth opportunities for multinational prodigies around the globe, and Top Gear 2002, which continues to test the limits and boundaries of speed and motion. This sentence is here because we still couped Zed. For more information about SYNDICATE, Inc., and its activities, contact Hilmes, Chief Strategic Officer.
  15. 18 points
    The only thing Increasing the cost of cities does is makes it harder for newer players to grow and the whales who made it there long ago can sit comfortably knowing that people won't reach them anytime soon. A retroactive cost to new cities does nothing to the imbalance cause I could just sit on my 35 cities and know that for some alliances it'll be impossible for them to reach me in any short time. If anything what the game needs is more resource sinks or if you really want to admit that changing the resource production formulae broke the market revert back to the old system. EDIT: Maybe adding something like consumer goods (Could be produced from various raws and refined resources) and have the usage amounts scale to the population of a nation.
  16. 18 points
    If this were to happen the money cost needs to be reduced to balance this. Not to mention it already takes a very long time to build cities mid-tier and the whales get to ignore this up to this point. It would just make it so that whales can stay at their level and everyone else is having a hard time getting to their score, making the game even more unfair.
  17. 17 points
    I think a better solution to this will be to need resources to build infrastructure. Since everyone needs to buy infrastructure, this will be a better and faster solution than waiting for a whale to have mercy on us and build a city. We will need 0.2 unit of bauxite, iron and coal to buy 1 infra. And to balance out the ridiculous increase in infra costs from this, we can decrease monetary costs per unit infra. Basically, to build to 2K infra per city, one will need 400 units of baux, iron and coal which are priced at about 1500 ppu (or and extra 1.8M per city). This will cause raws to increase in costs as well as have a regular and essential sink since you need to buy raws pretty much each time you will buy a city or are recovering from a war. In fact, unlike how raw prices decreased after the last war, they will increase heavily after each war and even force alliances to stock up large amounts of raws for reserves, causing less of the raws to flow around in the open market, decreasing supply. (Didn't think of oil and lead. You guys figure out something lol)
  18. 17 points
    A major issue and a reason you're getting objections is this doesn't change the fundamental issue surrounding the game: with no other gameplay mechanisms to invest in people think cities are the be all end all. There need to be tangible ways for people to play without city buying as a goal. It makes the game very narrow that everything revolves around city accumulation. It's unlikely a large percentage of the player base will get to a level where it's super expensive like 1b to pay these costs, but the meta that hasn't been reined in tells them they should act as if they can some day get there. Everyone is a temporarily-embarrassed 40 city guy or they don't care that much about growth. Everything is tied to building more cities when it doesn't really make sense to give such a central role to a goal most players have no chance of ever reaching. I propose as a start to make a trade off between cash income/projects and larger cities/resources, but cash income buffs requiring raw resources to buy. This would be comparable to Norway and Singapore having money disproportionate to their size but having to import things not available there. Right now this game might as well be named City Buying Simulator + War. So here's an alternative rather than using raws for purchase costs, use them as maintenance costs for cities above 22. If the total number of powerplants exceeds 22, then the resource costs listed above apply as daily maintenance. Additionally for every hangar above 110 count, an upkeep cost of 250 gas is applied. Someone buying a lot of cities could choose to just max out raws if they didn't want to pay the costs but it would begin to get expensive to do the typical high infra, high resource, high commerce builds. Halve infra reqs for projects and make some projects be able to have multiples . Someone below 5 cities could raid their way to buying 3 Silicon Valleys for 900m which would raise their cash income to 10m a day. For people below 15 cities, they could get two urban renewal projects valued at 100m and 5k of reach raw, each would add a total of 500k citizens. They would stop working if they reached 16. Add a Highrise project only available to nations that are below 23 cities that adds 300k citizens to the population but stops working if you go above the city level. 200m and 10000 of each raw resource. In addition, another one named Sovereign Wealth Fund that increases gross income by 5% which would cost 10000 of each raw and 200m. National Draft Office would add the same amount of military a city can but you'd only be able to buy one every 3 months at 200m and 10k of each raw resource. We can fiddle with the exact numbers and potential projects, but introducing alternatives to city buying would go a long way to solving the issue and having some sort of drawback to continuous expansion was a concept you had right with Statekraft.
  19. 17 points
    When you think about it, attacking someone in politics and war is basically like attacking them in real life. Maybe even worse when you think about all the hard work that goes into building a big strong nation. Screw you Oblivion!
  20. 17 points
    Yes. As time ticks onward, leaders must eventually retire and enjoy the finer things in life. For Buorhann, our Great Hippo Khan, these are things such as wallowing in mudpits and listening to the screams of the people who dared oppose him. It is a new era of The Golden Horde that begins today, the era of The True The Great Khan Saxplayer.
  21. 17 points
    Forgot to post this before, but war stats are available on the NPO Stat Site: https://npowned.net/pw-war-statistics/ Specifically: https://npowned.net/pw-war-statistics/conflict/6
  22. 16 points
  23. 16 points
    Preamble We gather from the distant beaches in the Pacific to the cold North of Westeros, Wolves and guinea pigs together. We first met as foes on the battlefield and then again as comrades-in-arms. Now through a relationship forged in blood and duty, the two signatories below enter into a binding agreement of loyalty. When Winter comes, New Pacific Order and House Stark will stand firmly together, weathering the snow and trials as they come. House Stark and the New Pacific Order enter into an MDoAP Article I – Send a Raven Should either signatory receive information paramount to the well-being of the other, they are required to share this information. The Signatories agree to send economic aid if required. Article II – Defend the Wall or the Beach Should either signatory be declared war upon, the other will come to their defense in full military capacity. Article III – The March to War Should either signatory engage in aggressive “negotiations” the other may but is not required to join them. Article IV – Cancellation The signatories shall solve any internal quarrels in private. Should either signatory no longer wish to be engaged with the other, then this treaty may be cancelled with 72 hours’ notice. Signed for the New Pacific Order: Emperor Roquentin Lord Commander Keshav High Lords Marina Crayon King Eric The Red Edward I Administrator/Regent Lord of Darkness Signed for House Stark King in the North Zygon Hand of the King Revan Three-Eyed Raven Cypher Wisdom of Alchemists Guild Jroc Archmaester Darth Ataxia Banner Lord: Enjgine Lord of Coin: Darth Ataxia Lady of Coin: Blackatron Maester: Ballard Maester: My2Lemons Acolyte: TSA
  24. 16 points
  25. 15 points
    Fark, WTF - you guys are Great! Thanks for the fun fight and the new friendships. Three cheers for the Ladle and Spoon! Three cheers for WTFark! o/

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