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  1. A new update has hit the live server! This update consists of five significant changes, outlined below: 2 New National Projects Two new national projects have been added to the game: City Planning, and Advanced City Planning. City Planning is a resource-expensive project that nations can build once they have at least 11 cities that will reduce the cost of all future cities by $50,000,000 each. This is a significant markdown in cash cost, and will help speed up the growth of younger nations that choose to invest in this project. Similarly, Advanced City Planning is a follow-up project to City Planning. Advanced City Planning requires that the City Planning project first be built, and the nation must have at least 16 cities. It is another resource-expensive project that reduces the cost of future cities by another $100,000,000 each, stacking for a total of $150,000,000 less per city for all future cities for nations that have both projects. Flat reductions in cost (as opposed to % reductions) prevent the projects from being overpowered or disproportionately benefiting already large, developed nations. The high resource costs to build them should also increase the demand for resources on the market. Improved City Growth Formula (as a function of City Age) The old formula that was a linearly increasing (as a function of city age) modifier to each city's population has been replaced by a function of decreasing returns to scale. As a result, the bonus from city age is not longer capped at 4 years, and the way the formula is set up, all nations will have been positively affected (by seeing increased populations in their cities) by this change. For more information, you can read the suggestion proposal thread here: Increased Daily Login Bonus The minimum daily login bonus increased from $100,000 to $200,000. This change also increased the rate at which the bonus increases daily to $50,000 / day from $20,000 / day. The regular maximum for the bonus increased from $300,000 to $500,000 and increased 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. Ability to Self-Regenerate API Key On the Account page, down at the bottom in the API key section, you now have the ability to destroy your old API key and generate a new one for 1 Credit. This is something that was becoming more frequently asked of me to do manually. This sets up an automated process to reduce my workload, as well as raises money for the game in a non pay-to-win fashion. I am also beginning work on API version 1.1 which will be better documented and a huge improvement from the current API. Leader Titles No Longer Required Previously, there was a 2 character minimum for your leader's title (King, President, etc.) This has been removed, and you no longer need to give your leader name a title. Create City Page Improvement This page (which probably hasn't been updated in about 5 years) got a minor makeover/improvement.
    29 points
  2. HiHo. Biel here, this is some of what i said to Alex, excluding my DNI and the picture of myself because i don't know how the community will react (remember that i'm such an idiot/troll in-game, well i don't know how people will treat me after knowing how i am irl). So i come to you as a Diego, the guy behind the mask, behind Biel. I think everything is explained in the pictures, if you want to ask me anything, you can PM me in discord. As i've been telling BK, i really don't like to do a thing like this, literally begging for money, but this time it's an impasse to me. I want to apologize to all Orbis for this.
    20 points
  3. Hello everyone, This post is entirely OOC, and regardless of ones' thoughts on BK or myself I come to you hoping that the P&W community can come together and support one of their own. Many of you may know @Biel, and his signature line "Disband X and join BK". What you may not know is he is a student in Caracas, Venezuela, and the situation around him has been getting progressively worse. The news stories we read in our news papers are unfortunately tru and Biel is a living, breathing example of how bad it has gotten down there. The true catalyst for this post was Biel recently being injured in the protests, and needing money to help pay for his medical bills. He is likely to need surgery, and given the current events that is a risky proposition. Any bit of foreign money is useful in acquiring the needed aid, as well as providing food for his family. For context, fifty American dollars can provide a meal for his family of four for a month. With this in mind we come before the P&W community to look for help. While I would make a full gofundme, pay pal is ultimately the only way for Biel to actually receive anything as go fund me is not available in Venezuela. If he was to have a gofundme established it would require a BK member establishing one and sending him the money. With that in mind we decided sending any money received directly to Biel is ultimately better for all involved. I have verified his identity and injury personally, and I have also attached pictures to this post to prove the legitimacy of this. If you have further questions regarding this feel free to contact myself or Biel on discord. His PayPal is: [email protected] Thank you for your help and generosity. Any amount truly makes a difference. Picture taken of Guaido during protests. Anti-Maduro soldiers taking the streets. Anti-Maduro solider waving Venezuelan flags.
    19 points
  4. Biel has provided me with an image of him and his injury, as well a photo of his ID card so that I can verify it is him. I still can't promise everything is 100% true, but from all the information I have been able to gather, @Biel's story checks out. I'll be donating some money, and likely tomorrow I'll make a larger announcement to the whole community to spread awareness.
    18 points
  5. A long long time ago (almost an eon in Orbisian time) The Horsemen and WTF decided it would be sorta cool if we optionally and occasionally defended one another. Well, in today's Orbis, optional just doesn't seem to cut the mustard as mustard tastes like cold, bitter, yet oddly enjoyable chaos infused soup (mild nuclear aftertaste). So Enough with all the options and such. We need ironclad, mutual, contractually obligating and legally binding shackles of friendship and good will. WTF and Horsemen (The, the is the only thing optional about this treaty.) agree to mutually defend one another from all sorts of pirates, good natured soup slingers with catchy taglines and the occasional top ten alliance, bristling with cash, firepower, ironic nation names and so many planes..so.so many planes. Signed for WTF by me since I'm writing it but I'm sure they agree to it cause they just said it sounded cool And Also signed by me, using my thumbs and Trojan said: "Sorry, I'm mowing and a little drunk but that sounds mighty fine to me." Death tacitly agreed (he's distracted, pitching woo with some uruguayan lady of the night). I forgot to talk to Doctor Famine. Also I'm driving and don't have any pictures available but nevermind that.
    16 points
  6. frick Socialism man. I hope things get better over there dude.
    11 points
  7. This thread is a compilation of Quality of Life suggestions from the Game Suggestions subforum mixed with a few of my own from conversations had with fellow players. Feel free to suggest additional ones here in this thread and I can add them to the list. Nothing suggested here should be a massive change to the game (so nothing that would alter game mechanics, for example, no matter how minor) but rather small changes that would make life a little easier for general members and/or gov. Alliance Pages and Management Remove VM nations from alliance stats. Makes the alliance stats a more realistic representation of the alliance as it currently is. Give the ability to sort member/applicant lists by "Last Online". Allow for alliance leaders to add/remove flags from their in-game drop down list. Remove fields from alliance info pages that aren't changed from their default values (e.g. if an alliance's forum link points to https://politicsandwar.com/forums/) Add a PW wiki page field to alliance info pages. Allow for alliances to add in an alliance/community religion. Allow for a bloc treaty type with multiple alliances. Give the ability to leave a "Declare War" warning to applicants like can be done with members. Make a checkbox to remove expired wars in alliance wars. Allow alliance officers to moderate in-game alliance announcements (i.e. lock announcement threads, delete individual posts, etc). Add a drop down to the input box for alliance member changes, to make it easier to input their leader/nation names. Add an info box to the alliance "Join" screen to allow alliances to input/edit information for applicants. Show default tax rates on the alliance "Join" screen and remove or reduce the two day seniority requirement before collecting taxes. Allow alliances to give in-game awards to their members. Allow alliances to view what trade bloc name members have voted for (also suggested here). Have a "history" page on the alliance page to view alliance score history breakdown and growth over time. Alliance Bank Management Allow for alliance tax brackets to be changed in bulk (allow for multiple members to be added to a bracket at once). Allow for alliance leadership to set tax brackets for an arbitrary range of city counts. Instead of "All 20 city nations" allow for the input of a range like "All nations with 15-20 cities". Fix the top line of the WC/bank pages to allow the headers to still be read as you scroll down. On the alliance bank page, show the total income over the last turn/day to the alliance bank. Bonus points if it shows you the last few turns/days for comparison Double bonus points if there's one of those fancy graphs that show how your income has varied over time. Show the current per turn/day value of a tax rate on a given nation when you're selecting a tax bracket for them, will help make educated decisions regarding the impact a particular tax bracket might have on members. Split up the resource tax rate by individual resource instead of having it put collectively (also suggested here). Allow alliances to embargo other alliances (but give members the option to opt out of them). Allow for more than 50 results/page to be shown on the bank activity page. Be able to sort and/or search alliance bank activity (also suggested here). Add raw resources to the warchest view on the control panel in-game (already viewable in the bank api). Allow for the "$" and commas to be ignored when inputting values and/or allow for k,m,b to be used to send cash/resources (i.e. 1m instead of 1000000 to send 1 million food). (Also applies to resources/trading) Replace color based tax exemptions with activity based tax exemptions. Create a "Select All" button to autofill bank contents into the withdrawal fields for easy offshoring. Allow alliances to have a drop down of custom transaction notes. Remove applicants/former members from tax bracket lists (bug). Allow officers to search to find out what tax bracket a member is on. Add a bank withdrawal confirmation screen (see post here for examples). War Screens and Battle Simulators Add military units for both you and your opponents to the war screen so that you don't need to have endless tabs open to decide in what order to attack opponents or to compare your military against theirs. Add average infra/city to the declaration page as this information helps players decide between war types. After moving off beige, default to alliance color rather than gray (save gray for inactive nations rather than active fighters). Add a confirmation screen/checkbox before offering/accepting peace. Similarly to the copy spy results option that was just added, create a "copy attack results" option for standard war attacks as well for ease of coordination. For the battle simulator, don't automatically refresh the options in between runs. It makes it difficult for people to run multiple simulations in a row to get an average. Instead, maybe include a "reset" button so people can decide when they want to clear it. In the war screen changes; an option to simulate ground/air/naval could also be given. Say a check box above the dropdown which says Simulate. This would simulate an attack with your current military versus the opponents current military without manually typing everything in. Increase character limit for war declaration messages. Add a confirmation screen/checkbox before purchasing military. On the war attack page, update max units destroyed figures based on the number of units to be sent out field. Also, add in fields for amount of gas/munitions used with that selected number of units. Add icons for ID/VDS to the active wars screen. Make it easier to tell if you're not able to declare war on someone before you hit declare war. Add units killed from spies to totals on war info pages (or, alternatively, to unit kills on the nation page). Allow nations to set a custom default message. Make the war damage tables more intuitive (see post here for examples). Simplify buying/selling military units: When buying or selling military units, provide a screen showing how many barracks/factories/hangars/drydocks you'll need averaged per city to support whatever amount you're attempting to buy or sell to. Or provide an option to buy or sell to X barracks/factories/hangars/drydocks per city. So if you're coming off a war, have an option where you can sell down tanks to whatever will leave you with 3 factories per city worth of tanks, instead of leaving the player to do the math. Use the @ feature to more easily buy/sell down military to the preferred level Make war results clearer on alliance war pages by showing the result of the participating alliance member (see post here for example). Infrastructure, Land, and Improvements For the bulk import feature, have the default be to all cities but give the option to select which cities to import to. Cities may have differing infra levels/improvement slots, especially during war, or people may want different builds for different cities - but still across multiple cities - so allowing them to choose which cities the import applies to would make things easier (suggested here, here, and here as well). For the "expected daily profit per improvement" line on resource improvements, it appears that after buying/stacking improvements for the bonus, it factors that bonus into the "expected daily profit" figure and inflates it as compared to the other possible improvements. This makes it hard to compare and see if another resource may be better. Allow for improvement numbers to be typed in and submitted instead of or in addition to using the +/- buttons on the city improvement pages (also suggested here). Allow for nations to toggle between a wartime build and a peacetime build they set up. Resources and Trading Allow alliance leadership with bank perms to buy and sell from the market directly instead of having to transfer money/resources to their nation first (also suggested here). Allow nations to trade resources (i.e. steel for aluminum) with and send cash offers to one another. Allow for the site to be able to read commas (and currency symbols) when inputting values (nation score, money, resource amounts, etc). Unstack the trading graphs here in order to more easily visualize trends of individual resources over time. Instead of having the average prices scroll on the market page, keep them static. Allow for a confirmation screen/checkbox on the market before purchasing open trade offers. Allow for the usage of the @ feature when depositing to the alliance bank or making trades. Increase trading limit to 10m. Add "Date Accepted" to the sorting filters (separate from "Date Offered") and set it to the default for "My Offers". Move "Current Top Offers" on the "Create Offer" screen to the left of the form, "Sell Offers" top, "Buy Offers below (dropped below for a mobile) and by default it be displayed. Allow players to set timers on embargos. Give an option to "hide embargoed offers". On the "Create Offer" page, show how much of the selected resource you have, to make things easier on mobile players. Only show trade pop-up if posting more than 1 stdev from average PPU. An alternative suggestion can be found here. Re-separate alliance and global trade markets and remove captcha from alliance trade markets (also suggested here). Alternatively, allow in settings to combine or separate these markets. Restrict it so that you cannot place offers (in a resource) more than the amount of resources you have. If a seller/buyer no longer has the required funds to back a trade, remove it from the trade page. Merge functionality of the buy/sell page into the create offer page (read post here for more explanation). Site Navigation and Alliance/Nation Search Pages Be able to search nations in multiple alliances. (I'd personally suggest an alphabetized drop down menu here instead with the ability to select multiple options rather than having players type in alliance names.) Show for how many more turns/days a nation is in beige for on the nation search list. Allow for bounties to be sorted. Separate the treasure/color bloc pages from the leaderboards to make them easier to get to. Turn the current color bloc names in the Color Trade Bloc Leaderboard into links to each color bloc voting page Turn the number of nations column in the Color Trade Bloc Leaderboard into a series of links to all nations on each color (e.g. the number of nations on olive should link here). Put a link to the game graphs and the stat tracker on the navigation bar (and fix the stat tracker). Allow for a search by discord handle. Allow players to filter alliances by GDP. Categorize/organize projects on the Projects page. Individual Nations Allow for players to set a signature for their in-game messages. Allow for different types of embargoes: baseball, market buy, and market sell. Show custom images on internal pages. Allow for the ability to sort in-game messages. Allow players to delete ads from their account page. Add the option to deposit resources in another alliance bank, like you can your own. Add in new government types (suggestion 1, suggestion 2, suggestion 3). Reduce the cost of resetting city/project timers in accordance with the amount of time left on the timer (i.e. the timer is for 120 turns, reduce by 1 credit every time the timer drops by 30 turns). Make a transaction ledger for alliance history and/or allow for a manual input of alliance seniority with leadership approval. Expand nation factbooks. Additional suggestions here. Show pre-tax net revenue. Remove base score from the nation score formula. Add expected profit for factories like we have for mines. Nation Pages/Stats Add a PW wiki page field to nation info pages. Allow nations to see a list of their current commendations/denouncements. Double the National Motto character limit (and allow characters with accent marks). Give option in settings to hide custom nation descriptions by default. Alternatively, have a "Hide nation description" button on all nation pages that people can toggle on/off (also suggested here). A variation of this was previously implemented but is broken and in need of a suitable fix. Add Militarization Level to nation pages. Highlight unpowered cities in red so they can be quickly identified. Nation stats additions: Number of people killed in nuclear strikes Total Damage Nukes/missiles blocked Notifications System (Read post here) Group unread notifications of the same type and date. Separate the date and time into separate columns (add another column for time). Change the date format to day and month name instead, e.g. "14 April". Change the time format to 24 hour time, e.g. "23:44" instead of "11:44 pm". Remove the superfluous explanation field at the top of the notification page to reclaim more vertical space. The general format of grouped notifications would consist of 3 columns; date, time, description. The initial description for grouped notifications should contain appropriate links on the keywords embargoed, trade, war, aided, and achievements. Some changes to the way notifications are formatted (see post). Unread grouped notifications are ordered by their last event notification time. Notifications Create a notification for when wars expire. Allow for an alert when you run out of a resource you use for production/upkeep. Notify players when their tax bracket is changed. Get a notification when an enemy's blockade/superiority is removed. Create a page to show results of espionage operations. Add the note accompanying alliance bank transfers to the notification when receiving funds. Also, clean up the notification message to remove resource sent values of 0. Allow players to toggle/filter notification categories based on what's important to them. When you get a notification for a pending trade, include a link to accept/reject it. Baseball Allow for maxing out player stats with a new button or input a number into quickly to specify an upgrade number. Allow for a custom stadium image(/jersey) same as the already existent custom team logo, as a VIP feature. Auto-hide the blow-by-blow table that shows how the game went. Allow for an option to keep baseball player names static so they don't reset on retirement. API & keys Add treasures to the Nation API. Add treaties to the API (Also here). Add nation militarization level to the Nation(s) API. Don't require payment/credits to change API key. Allow people to transfer API calls to others instead of sharing API keys. Miscellaneous/General Ease Remove notifications number from sidebar when looking at the notifications page instead of after. Move notifications/messages to the top bar. Send an automated email to players with nations emerging from vacation mode after an extended period of time. Make usage of Nation vs Leader name consistent. Make resource order consistent. Language change to turn change message. Allow for the treaty web to be expanded upon request past the Top 50 (suggestion 1, suggestion 2, suggestion 3, suggestion 4). Provide a notification if a country you're warring against gets deleted. Allow bounties to be filtered. Give a 2FA log in option. Randomize default color bloc option for new/unaffiliated nations. Add conversions to real time behind the number of turns (see post here for examples). People within the Admin Alliance shouldn't be counted towards the leaderboards. Link forum accounts dynamically with nation ID to minimize the issue of mismatched nation/leader names. Introduce a transparent theme (see post here for example). Separate out memorialized nations of PnW players who have passed from VM nations. Completed Suggestions To be sorted: Last updated 1/15/2023
    9 points
  8. I'll be contributing too in about 30 mins.
    9 points
  9. Can we please get the actual formula for the new population so we can update sheets(and any other tools) that calculate it?
    8 points
  10. Surely Biel should just Disband Venezuela and join BK.
    7 points
  11. That is okay mate. I wish your own little Venezuelans the best of luck, and any other Venezuelan around. If anyone still in doubt of my current status, feel free to PM me. For all the others, thanks friends, i did not expect such a big response from the Orbis community.
    6 points
  12. I shared this topic across what I had access to. While I personally cannot donate, I do hope the awareness helps out in some way. Best of luck, @Biel. Shitty situation to be in for you and all the other Venezuelan players here.
    6 points
  13. You aren't begging, mate. You are a man asking for help, there is no shame in that. There is never shame in asking for help, I only wish I had the ability to help you, mate. I'm sorry that I can't help you when you need help, Biel.
    6 points
  14. I am directing to the person controlling the puppet named Alex. With your hand so deep, I figured you could tickle his tonsils while you are throwing out ideas.
    5 points
  15. 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!
    5 points
  16. Excuse me, actually I was first.
    5 points
  17. I am just going to state now, for the record: I have not been notified of this, and I have not verified anything stated in the OP myself. I would caution everyone to be skeptical and wary of the situation before donating money as a matter of pragmatism and common sense. I am going to inquire further about this, as if this situation is true, I am open to allowing this type of post; however, in general we do not allow solicitation on the forum (or in-game, or on Discord.)
    5 points
  18. Pure brainstorming here, I'd like to find a way to make treasures more meaningful in terms of dynamics for the game. Right now their completely random with no real meaning. Sure the bonuses are nice but they don't inspire any sort of politics (they were originally created so people would go to war over them) outside of large alliances buying them off some lucky small guy who randomly got one. Here's my quickly patched together idea: Make it so every month an alliance can "invest" in treasures. Weigh the risk/reward and they can dump X amount of resources or cash or such into a dumpster. That dumpster then spits out a treasure to the alliance on that color for each investment. So if like 3 treasures, a, b, c would spawn on black, as a black sphere alliance you would invest into treasure b, 100M worth of resources to try and get it. This way alliances on the same color would talk to each other and try to wheel and deal on who gets what. It gives some meaning to the mechanic.
    4 points
  19. As promised… In another time, in another realm, the ideas I am going to present were not alien. The following concept was understood at-least implicitly by many, and practiced regularly. Most were unsuccessful in wielding the information given to them in any meaningful manner, yet those who did shined in that realm and beyond. Often, we have seen people who either attempt to take upon the role of the villain, or at the very least promote and support those who do. In the classical sense, the villain is to be abhorred, to be reviled, to be denied and rejected. As children, we saw, in fairy-tales and in other assorted stories, that the villain almost always lost. Why then, would one wish to adopt the role of a villain? It seems counter intuitive, but there is legitimate reasoning behind why one may wish to engage in such an activity. Let me first state that it is important we always maintain the realistic view that this is a game. While our actions within the confines of the game may be indicative of our personality outside the realm, believing that a player's adopted persona is the representation of their out-of-game self is the height of folly. Let us speak of Orbis first. Politics & War at its most fundamental level is divided into two major areas: mechanics backed actions, and user generated content. The two are not entities wholly independent of each other that operate in entirely different areas. Much to the contrary, there is great overlap between the two; anyone who has paid any amount of attention to P&W will note that there is a clear relation between a political entity's dominance in the sociopolitical arena and in-game competence. One could say that this game is 2/5th a nation sim, and 3/5th a socialization game. Having observed this, we understand quickly that for our actions in-game to hold any meaning, it is necessary that the story of the game - the In-Character dynamics - be perpetuated. What does it mean to extend the story of the game? It means that with our actions in game, in our conversations on Discord, to our posts on these very forums, we must be contributing in some way to the overarching narratives within the game. To build a hundred-member strong alliance, all securely within the middle tier, and do nothing with it is stupid, worthless, and should not be done. It means you are building just for the sake of building. To build the same alliance and craft a period of time within Orbis' history that provides engagement outside the immediately present mechanics is what makes this game fun, its what makes people say: "I had a lot of fun in 20<xx>". Eventually, if you keep fighting wars and a narrative does not accompany them, you will grow bored. There are very few players who are able to manage not burning out while doing so, and almost all of them, at one point or the other, have turned to politics. Let us move on. We know that P&W is more than just what we build in game, but a collection of tales and stories criss-crossing with each other to form the fabric of this game: the timeline of this realm. Knowing this, let us ask: does a story with no foil for its 'heroes', no villain, ever be as entertaining as it would be if it did have one? In my opinion, the answer is a resounding no. The nature of these games is that a sphere, an alliance, even individuals and ideals to rally against always makes the game more interesting. One need not always play the bad-guy, but in the end, a game's story is only as interesting and engaging as whatever villain exists. We have seen time and time again, the times where the most political turmoil and intrigue have existed have been when the multitude of alliances in Orbis have attempted to overthrow whatever power they believe exists. Conflict drives the game, without it you may as well play Farmville. Meaningless conflicts - in that they are not adding to an overarching narrative or goal that sees political maneuvering and positioning accompany it - can be fun, and indeed have been fun, but after the nth time, they too turn stale. A villain is one who knows how to antagonize others with purpose. Being an &#33;@#&#036; for no reason is not playing the villain, it is not antagonism in politics, it is just that: being an &#33;@#&#036;. Being a villain requires the understanding of one basic fact and the willingness to use that information: genuine gameplay antagonism begins with the realization that every player you come into contact with are of some use or the other, be it as friends, informants, allies, or even enemies. You may wonder how enemies are 'useful'; history tells us that threats to one's way of life and the status quo allow an otherwise weaker side to galvanize it's troops in order to oppose 'the enemy'. More than this, however, it requires the willingness to, for a lack of a better word, use people to further your goals, which feed into an overarching narrative. It demands that you understand the motivating stimuli behind individual and alliance scale actions so as to leverage the players. You may think of it as writing a play, where your in-game competence is your budget, equipment and so on. Your actors, the way you use them, the script… that’s all your interactions and behavior towards them. In the end, perhaps the most significant part of what makes you capable of pulling off the role of a villain is the way people perceive you and your actions. The golden rule is that what you actually did isn’t relevant, what matters is how people perceive it and how well you are able to influence that perception. In that sense, your reputation is of the utmost importance. What is also important to note is that you need not play the villain for eternity. Unless you commit to actions that go far beyond the norms of the game, there is always a chance for you to come back and adopt a different persona, though it is only natural that the community takes time to accept that. That said, however, I think special mention needs to be made of what doesn’t constitutes as playing a persona, and what is not conducive whatsoever to one’s ability to play the villain. It is not conducive to your long term persona keeping or your reputation to do what many a player is wont to engage in: fruitless and frivolous bashing of other players for no gain over an extended period of time. A good way to think of it is like this: You can rip on some people all of the time, you can rip on all people some of the time, but if you start ripping on everyone all the time, your words ring hollow and people stop listening to what you’re saying. Once people stop listening to what you’re saying and disregard it as “just another post by that crazy guy”, your ability to influence actions immediately drops almost to 0. Similarly, it is important to know who you’re targeting, what you’re targeting them on, and when you’re doing so. If the person is of greater value as an ally and a friend, then don’t attack them or what they say, but try to reach a more personable compromise in case it is really necessary. If what you’re attacking them on is a position held by your allies and friends, that too will come back to bite you in the ass. Finally, if you’re attacking them before you need their help (even if temporarily so), you’re screwing your own plans over. This much is common sense, but apparently still needs to be told. Playing a villain doesn’t mean you can’t have friendships, it means you’re capable of compartmentalizing in-game/politics with RL and outside-of-character bonds. I’ve personally found that the most fun is to be had when I’m airstriking my friends tanks and talking with them in Voice Chat while doing so. This provides a good segue to my next point, the crafting of meaningful bonds and the power of listening. Whenever you are talked to/with, you are supposed to listen: Receive. You might skim something and miss a part of what they're saying that changes the meaning totally. Subtle changes are important, so read messages fully, twice. Understand. Try understanding the purpose behind their message, what they're attempting to tell you, and what kind of response they expect. Consider: Now consider the message's importance, and what your potential response will tell them. Does it benefit you in terms of going ahead with your plans, or does it pose a hindrance? Before replying, always do the three things above. It will help greatly in formulating a response. Plus, this skill (the ability to comprehend the situation) isn't only helpful in politics but in everyday conversation too. You are expected to understand civility and tact, and how to use them to further your goals. Do not dictate terms to others, do not issue ultimatums. Entering rooms like a petulant child throwing a tantrum is not you conduct negotiations, even if you have overwhelming power at your hand. Do not flame or bait unnecessarily, unless it achieves an IC goal. If addressed aggressively, you must remember that you have to show you are better than them, either by wit or restraint. Having said that, it is equally true that at times you must be firm with your point. As someone playing a role, particularly that of the villain, you are not a timid, subservient follower. Do not compromise for the sake of civility, do not be non-confrontational when it helps with your goals, but be smart about your opposition, picking unnecessary fights does not do anyone good but those who wish to make you look bad. In this sense, listening and responding on its own are some of the most powerful tools you have in crafting meaningful relationships and bonds, both for the game and outside the game. If you (can): Compartmentalize and separate IC motivations with OOC emotions, Understand who fights for what, why they do so, and are willing to use said information Listen and help people grow into a position where they can and are willing to help you, Understand that power can only be hung to for so long before changes need to be made, You can fairly easily adopt the role of a villain. This isn't a "guide" so to speak, nor would I claim it is. Its a loose collection of thoughts that turned rambly half way in because my dumbass hasn't slept for more than a total of 5 hours in the past two days.
    4 points
  20. I agree with Boris Death to the capitalist pig Well, atleast i can appreciate the good strategy employed by the counters....
    4 points
  21. Only change I would have would be to have cities and score, rather than one or another. Score is pretty important for wars so having both is the best of both worlds.
    4 points
  22. @Biel Lo siento por todo lo que está sucediendo en Venezuela, lo escucho todos los días en las noticias de españa, y es triste y me duele mucho, porque los españoles y los latinoamericanos nos tratamos como hermanos y primos. Espero que recibas tu merecido tratamiento y estoy seguro de que, como nación, volverás con fuerza, valor y lucha contra el mal. Espero que te mejores pronto Biel ❤️??
    4 points
  23. The only people who are going to buy the project if they are smart are whales who have most or all of the current projects already, and thats a maybe. A person at 11 cities isn't going to have the means to purchase the smaller city planning project which right now goes for about 240m, and will likely be closer to 600m once the market adjusts if this update is effective. Thats not even considering the larger one which is currently going for about 550m, and will cost closer to 1bn if as I said, the market adjusts. Even with resources going up, the income of nations won't go up nearly enough to cover that. At which point, the rate of return for the project is going to be severely hampered. since if someone DOES buy it at city 11, its going to take them AGES of saving they could have spent buying cities or purchasing different projects that have much better returns. If they wait and buy it when they are a whale, most of the savings they would have gotten for it won't apply since they bought the cities already, and are now buying cities at a much slower rate.
    4 points
  24. I look forward to continued drinking with our Horsemen friends! Cheers to HorseForce!
    4 points
  25. Only you. ❤️ All these are perfectly sensible ease-of-life improvements, and the easy-to-read format in which they have been presented only makes the task easier for the admin. Full support (and kudos for compiling these!)
    4 points
  26. At this time, I have still not heard from Biel. While based on IP history of Biel's account in-game, it does suggest to me that the story is true (and thus I've left this thread open so far) I just want to again reiterate that I am not condoning the original post as factual, nor can I confirm that the PayPal e-mail address given is actually Biel's PayPal account. Basically, you are donating at your own risk. I really have no way of knowing whether this is a big fraud or a real story, therefore you should take everything with a grain of salt. And again, I am not opposed to helping, and should I find more convincing evidence that the above story is true, I will be donating myself. However, I believe it is wise to advise caution at this point about sending money to strangers on the internet.
    4 points
  27. Something needs to be done to address the pseudo-exploit of being able to form 1-3 man AAs that store alliance banks. The mechanics weren't meant for banks to be near unlootable in wide scale war by just transferring it like hot potato even with embargoed nations. Perhaps capping an alliance's bank capacity by 20k resources and 50 million in cash per member would address this? Y'all complain about war resource sinks, whales holding too much wealth, and wars taking too long now. How about we fix the bank issue which ties in, too?
    3 points
  28. Right now, the "population density" displayed on a city page is calculated from the total population. Total population / Land However, the formula for disease uses "population density" that is calculated based on base population (infra x 100). This is unnecessarily confusing for players trying to figure out how the disease formula is calculated.
    3 points
  29. (Apologies if this is the wrong spot to put this) Our Mission Statement: "Borisology... Borisology it is the cure. All followers of Borisology suffer from knowledge deficiency, ignorance is bliss, we see the light, we come as a vaccine to cure the infected and to give them autism afterwards." -Comrade Commissar Supreme Dear Leader General Admiral Commander Kommandant Chairman Boris (A little backstory to the second annual Boris Wars) This Conflict... yes some may call it a conflict but Boris prefers the term "party" started a couple days ago because Boris saw a member of thier alliance, saw thier alliance and thought "they look like they want liberated" so after this Boris formally invited them to the party by attacking one of thier members and they did accept the invitation. In the following days multiple other Nations from Empy and KT of joined the holy crusade. (Also AK wasn't invited to the part but claim anyway which shows how good of a party it is, you should join aswell) Boris has come to Liberate IronFront, to help them see the light but do they appreciate Boris's work? No! They are ungrateful, but Boris is merciful and shall not give up on them. Boris can't give up, this is a holy war, a just and righteous party. Whenever The Gov of IronFront are willing to discuss and accept the terms in public Boris would be willing to sign and end the party ending the 2nd (technically 3rd) annual "Boris Wars". These Terms are non-negotiatable, they are the original and only terms Boris can sign. The Blyatiful Accords -Both Sides Surrender and claim Victory (with the sides being Boris vs. All IRON FRONT and Afrika Korps combatants and party goers) -Each side pays the other (with each side being Boris and the alliance of IRON FRONT and Afrika Korps if they want to do this aswell) side $250k in War Representations and as a victory Present. -Both sides can claim the War to be an Immense Triumph for thier side and a huge victory. -Both Sides agree upon a name for the Party. Current score: Boris-4 IF and AK- -10 Unfortunately the glorious Propoganda couldn't be posted here as it was to large if you wish to view the masterpieces of art join https://discord.gg/3m3VC4K For uptodate (that's laughable as it won't be) news reports on the topic in a Boris Based Bias and a score board for the party join https://discord.gg/TjssDSZ Also, Mad Max if you read this I seem to be having some problems with discord as I can't seem to be able to DM you for some reason, also the IronFront Discord server up and disappeared... fishy.
    3 points
  30. Made a great on the spot decision.
    3 points
  31. I don't care if Roq or Kesh castrates me for this, but I hope someone really just punches you in the face for no other reason other than being the Malleator. I have had and heard enough of your crap even when you were still with us. I mean, Jesus, man, weren't you hugged by your parents when you were a kid? Where the hell is your sympathy?! Does your mouth ever even stop spewing crap like this? Must you really present a dissenting opinion on every topic that doesn't even really need it? It's a fact that there are a lot of Venezuelans out there other than Biel that need help, some of them, God fordbid, got it even worse than what is happening to Biel. If you wanna help your Venezuelan friends, go help em out. No reason having to blueball a community effort to help a known member of the community. Again, this is all voluntary. Nobody ever forced you to help Biel. Nobody forced you to say nice things and show emotional support either. If you can't say anything good, shut the frick up, man. And @Biel, God be with you, man and Disband Maduro.
    3 points
  32. Why post this at all? Everything done here is voluntary. I know people who haven't donated, that doesn't make them any less of a good person. Offering emotional support is better than this - cut the whole "unbecoming" crap: this isn't the thirteenth century and we aren't living in a society dictated by honour paradigms where having people help you makes you 'less of a man' or whatever. To Biel, I don't have a paypal account, but I will attempt to set one up and forward some when I get the chance. Till then, you're in my thoughts. I sincerely hope things work out.
    3 points
  33. Yes, it's included in this thread: EDIT: While the relevant part of the formula is included in the graph screenshot, I've updated the formula here to be very clear about how it's changed: https://politicsandwar.fandom.com/wiki/City_Formulas
    3 points
  34. Why doesn't BK just blitz Venezuela? Airstrike those planes dawg. I can espionage their planes for ya'.
    3 points
  35. Good for you guys. Show those Chaos guys that their self defeating ways are just that, self defeating. Who would have thought punishing non-consolidated alliances with war, would force them into consolidation? Damn mystery that.
    3 points
  36. Dio please sleep more ;-;
    3 points
  37. I want VIP members to be able to contribute treasure names/icons that get pulled randomly from an icon and word bank. I wanna see someone get hit by a pirate/people pay 300 million for Shifty’s Lucky Penny or Shifty’s Toenail Clippings.
    2 points
  38. Go through Orion, that's all I'll say
    2 points
  39. You guys should have invited BK! You know how Thanos gets when he doesn't receive invitations.
    2 points
  40. It's not socialism but Maduro being incompetent and Guaido being a corporate tool so your stuck between a rock and a hard place. Those of us in the US can relate sounds a lot like our 2016 election. It's not like we don't have plenty of people in the US on gofundme's trying to pay expensive medical bills with some 30-40 million with no/little heath insurance in the richest country in the world so don't feel bad for asking this is a common thing where we come from. I hope you get better
    2 points
  41. Isn't the entire point of the update to increase the prices of resources? Once resource prices increase those projects are going to be completely useless, the investment will outweigh the savings.
    2 points
  42. Flippin amazing, I can't wait to see what else comes next. You're a pretty brilliant guy, Alex!
    2 points
  43. Im getting a couple questions on why we used direct PayPal and not GoFundMe. Essentially GoFundMe isn't available in Venezuela, and would require it going to an American bank account first. Most of the GoFundMe's you see for Venezuelans are family who then send it over. This would mean giving the money to someone else in BK to then send to Biel, which for obvious reasons we weren't comfortable with.
    2 points
  44. Do you have a better suggestion? I've been a huge fan of Desmos, it's super easy and convenient.
    2 points
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