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Showing content with the highest reputation on 05/12/19 in all areas

  1. It's because they think that they are funny and original.
    5 points
  2. Compared to your alliance? That's debatable.
    5 points
  3. Fighting in Nova's Not So Secret War has reminded me how vanilla combat and wars can be in Politics and War. There is a tried and true formula for how to attack. Once an alliance has the upper hand in a war, it becomes very hard for the losing side to regain the initiative or even be competitive. Back in 2015 and 2016, Alex had a few ideas on how to spice up wars and they deserve a second look. First, there was the idea from 2015 for military perks.The concept had 3 perks per unit type, of which you could only select one at a time, which nations could use to specialize their military for a specific fighting style. An example of one of these perks was the Nuclear Powered ships, which was described as "Nuclear Power offers a sustainable energy source for your ships. Nuclear Power eliminates the use of Gasoline by your ships. Upgrading to Nuclear Power will require 10 Uranium per ship in service, and all future ships will cost an additional 10 Uranium when manufactured." Complaints at the time were that most of the perks were offensive in focus. This system is a good idea that will spice up warfare and, if implemented right, could lead to a complex rock-paper-scissors type match ups. The second idea that deserves another look is from 2016. The Black Market was a concept Alex put together where players could buy units off of one another. This helps make wars more dynamic as it potentially could add more value to blockades as well as a potential military perk that involves blockade running. The black market would be a way for nations to buy units to supplement what they could make daily. This helps nations losing a war get back into the fight quickly. This also adds a unique ability to produce raw resources to make units to sell, rather than just selling the resource itself. Feel free to share your own ideas of military perks or ways these systems can be implemented into the game to add diverse tactics and game play. Edit: The perks are already in game https://politicsandwar.com/index.php?id=129 but they need a defensive balance
    4 points
  4. Hey guys just wanting to drop a final update! We raised $519 for Charity Water through this PnW donation drive, 100% of that money has been allocated into field work for digging wells and providing clean access to water for third world areas! The email they sent me says over the next 21 months they'll be updating us on the status of the work being done so if anyone's interested in that I can make a new thread but I assume it'll be long time periods between posts. Charity Water has been a great way to raise money from gaming communities in the past for me, I know they'll keep up their great work going into the future. Thank you guys for your support, donations, and help getting this post visibility! And sorry for gravedigging
    4 points
  5. Errrm, can GotG even protect themselves?
    3 points
  6. Problem: Improvements rarely get destroyed in cities, no where near the rate at which the infrastructure that supports them gets destroyed. This creates an additional problem in that nations never really stop producing resources even during war, thus further saturating the market. Solution(s): Cities do not work as well when it’s operating above the improvement level it can support. If a city is at 40/20 (They only have the infra to support 20 improvements but have 40 from pre-destruction levels) improvements it operates at a 50% capacity, this capacity is capped at 50%. Thus if it was at 40/10 then it would still work at 50% but 40/30 would operate at 25%. What that means is you can only produce 50% commerce / refinement /raw production during this time. In addition to the improvement production rate decrease, when operating above the infra levels which your nation can support you improvements decay over time. For every 5 days a city is operating with more improvements than it can support one is destroyed at random (barring power plants) Areas to consider: Should this production capacity reduction impact military unit production -- This would likely lead to nations deleting improvements that focus on economy to keep an more functional military, or rebuilding infra. The complaint that this "punishes the loser", the loss primarily comes from reduction in income, as improvements are very cheap to replace. The real loss comes from lacking the production you had pre-war while you rebuild. Though this lessens resource/money saturation some. This limits the ability for the losers to fight back over long periods of time. This is somewhat of a blessing in that wars won't drag out forever -- well they might still but it makes it more costly for the nations with no infra lobbing nukes and such. The non-operational should possibly take effect after 5 days from the first infra destruction in the city. That way in a surprise attack those cities aren't instantly gimped, the reason for 5 days is that is the cycle of 1 war max time.
    2 points
  7. Is this truly the end? . #Daily Reminder to disband your respective alliance and join BK
    2 points
  8. Camelot always gotta do some shit to make me start stuttering the T word.
    2 points
  9. Camelot should sign Pantheon next.
    2 points
  10. Daily Reminder to disband Pantheon and join BK My reminders have been working since day zero.
    2 points
  11. Expanding on this idea: Calculation Color bonus = Income bonus = 1.5 x ((Players on Color / Total Players * 16)*Number of Treasures On Color)^.7 For a color with an average number of players: 1 treasure = 1.5% bonus, 2 treasures = 2.44%, 3 treasures = 3.24%, 4 treasures = 3.96%, 5 treasures = 4.63% If a color had 2x as many players as the average color, it would need twice as many treasures to get the same bonus. Similarly, a sphere with only half the average would only need 1 treasure to get the benefit of 2. Bidding 33 Total treasures, or an average of about 2 per color. A treasure lasts for 66 days and one expires every 2 days. Every treasure is associated with a resource, each resource has 3 treasures associated with it. 2 days before the treasure expires, bidding opens up. Any nation can contribute to the pool for their color. Bidding is done with the resource associated with that treasure. At the end of the period, the treasure is assigned to the color with the highest bid. All bids are non-refundable. The Benefits 1) Making it resource based would make it a resource sink. 2) Bidding offers opportunity for drama, last minute steals, individual players to screw up plans coordinated by broader agreements about bidding, etc. 3) There are diminishing returns to limit incentives for one color to run up the score. 4) The revolving nature of it makes it more continuously interesting. 5) There's some potentially interesting politics. Do all the alliances and colors work together to share with non-compete agreements? Do alliances on a color work together to raise funds and/ coerce alliances on the color to contribute to bids? When do they choose to bid? 6) The non-refundable nature of bids gives people more incentive to be strategic, and also to be mad if someone steals a treasure out from under them.
    2 points
  12. 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.
    2 points
  13. Vultures. All of you bankers are farking vultures.
    2 points
  14. 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
    1 point
  15. This idea is effectively just a quality of life improvement. I think the idea of a Color Trade Bloc preventing your nation from being declared on is unintuitive. This proposal is simply to remove the color Beige from the game, and instead add a new separate mechanic for nations to simply be "Protected." It would work exactly the same as Beige (no one can declare war on you, you would lose it if you declared an offensive war, new nations would be marked as "Protected" for 14 days, nations losing a war would get time under "Protected" status.) Benefits to this change would be: More intuitive / easier learning curve for new players New nations can participate in Color Trade Blocs without losing protection Less newbies will accidentally open themselves up to raiding early on Protected status could come with it's own income bonus similar to the existing Color Trade Bloc bonus for Beige. Again, the idea isn't to actually change how the game is played at all, just simplify things and help newbies help themselves.
    1 point
  16. Politics and War Holiday Happiness: Charity in the Nuclear Winter Hello all. I'm 5 days late on this post but oh well. As a global war rages on and countless civilians and military personnel are experiencing untold suffering on Orbis in roleplay, let's take a minute to remember that suffering exists in the real world as well. The holidays can be a time when people are tight on cash, but it's also a time for giving. A time when people look to give happiness and hope to others. Typically every year around the beginning of December I like to attempt to organize some sort of fundraising drive so that our small community here can make some positive impact on the world. As it turns out, it's slightly harder than you'd expect to find a reputable charity with an accessible website that you can utilize to do a group fundraiser that would appeal to the widest possible audience. So while it may not be the most "holiday" themed, I hope you will still look upon this as an opportunity to come together and make a difference as a community. https://my.charitywater.org/bartholomew-roberts/pnw-holiday-happiness Charity Water is a charity that the nationsim community has utilized before in the past, they are reputable and no one (including myself) except the intended recipients sees a penny of the funds raised by our campaign. I get nothing from this, you get nothing from this, this is an opportunity to potentially change our world for the better as quickly as you would make a purchase on Amazon. There is no minimum or maximum donation limit, but I set our goal for $5000 just in case we're really feeling spirited. The charity itself is all about offering access to clean water across the globe in an international effort to provide the most basic of necessities to people who need it. https://my.charitywater.org/global-water-crisis This link provides more information, and obviously there's more info to be found on their website. Paypal is accepted, which is my preferred method of donation due to privacy and security - but they also accept cards. Thank you for your time, your care, and your (hopeful) donation. quick edit: I would ask that if you cannot or will not donate, that you share this on your alliance forums or discord servers.
    1 point
  17. Well they're gone and frick 'em. Put this shit in for real.
    1 point
  18. Aight. So when I saw this, I was thinking, what if Alex adds helicopters and submarines. The helicopters are great at hunting subs and tanks, but are horrible against aircraft, etc. We could also limit how effective airplanes are against tanks. The submarines on the other hand are great at killing ships, but can be easily destroyed by the helicopters. Now, I am not giving any numbers or anything like that, but I think it is an interesting idea to make the war mechanics more intricate.
    1 point
  19. We need to know why we need this; How much it would cost; And how we would balance it.
    1 point
  20. Really interesting offensive tactics and it's great to see Alex had it into the game code, we do need some changes, but to balance the defensive possibilities is important! Great to chat about it though!
    1 point
  21. No, unless you are referring to Oblivion wanting to form some nuke bloc.
    1 point
  22. can we have like all of these and pai updates b4 more gameplay changes por favor p.s. i had a spreadsheet to do most of the first category if u needs xP by most i mean like half at best rawr
    1 point
  23. fixed for yall xP inb4pplztakethissrsly rawr
    1 point
  24. i only provide the best in the game unlike SNN
    1 point
  25. Can confirm, the vast majority of precums ideas are trash and everyone should be glad they haven't all been implemented
    1 point
  26. 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.
    1 point
  27. Blah blah blah. Give his jaw a rest.
    1 point
  28. Indeed, it's trash. But I am more interested with your relationship with Alex. Tell us more.
    1 point
  29. Orion is the best one to go through. Their new slogan is “Robdabanco”
    1 point
  30. 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!)
    1 point
  31. I think this idea would be highly popular with the players, but be bad for the overall health of the game. I present three short arguments: Firstly, PnW is a game that emphasizes activity, opportunity, and engagement. Removing the need or desire for "off-shore" alliances that function as bank holders is not engaging, it doesn't reward activity, and it doesn't present new opportunity. Secondly, removing alliance bank looting would be yet another update that doesn't really help the people it's intending to help since they already have a solution (off-shores being the solution) but it would harm other players like raiders or the people that enjoy being in a micro AA that performs said off-shore services. Thirdly, having a storage area for resources and money to be untouchable via game mechanics is bad for the economics of the game. In a game environment you want resources able to freely circulate through the system via game mechanics. This would place the onus on the player to be willing to circulate resources, which just opens many doors to future exploits in my opinion. Everything in a PVP game (which is what PnW is) should be lootable so resources don't accumulate all in one place over time, even worse than they probably have already.
    1 point
  32. What do you think about just eliminating alliance bank looting entirely then? It wouldn't change how the game is played, other than it wouldn't be necessary to have all these extra "fake" alliances is how I'm seeing it.
    1 point
  33. 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.
    1 point
  34. Still on the to-do list, just hasn't been a very high priority.
    1 point
  35. Only if Antarctica keeps the 50% food debuff, but Africa gets a 100% water debuff.
    1 point
  36. A compromise -- Give alliance leaders the ability to see the embargo list for nations in their alliance. That way they can see if someone isn't following the order to "Embargo Alliance X" and instruct them to do so. Or when an alliance wide embargo is put in place, the member has to click something on a trade or embargo screen to agree to it. "Your alliance wants to embargo alliance X for Y reason(s) do you accept this embargo".
    1 point
  37. You guys are great! Special thank you to Alex for throwing this into the changelog! We're almost to $250 raised which is way more than I expected to *end* with. Right now the website says we've raised enough for seven people to get access to clean water. If you think about how much your household pays for water, you've given these people sustainable access to clean drinking water for the collective price of 2-4 months of water bills. That's my favorite part about Charity: Water, the low cost and ability to impact a life in such a significant and positive way.
    1 point
  38. Hello, I am proposing six new national projects that I have heard suggested by players with little spin on it. Water,Water,Water,Water,Water,and Water Just Kidding Chemical Weapons Research Facility(requires: Missile Launch Pad) -Enables you to launch chemical weapons upon your enemies. Reduces effectiveness of armed soldiers by 50%, reduces POPULATION in 1 city by 5%. A chemical weapon would cost 6 military action points and effect resets at day change. Cost: 30 million dollars, 40000 food, 8000 iron, 8000 bauxite, 3000 steel Space Program (yes I know someone already proposed this) -Put a satellite into orbit to benefit your nation. Increases mining efficiency 30%, increases spy chances by 10%, increases your missile infra destroyed by 50, reduces cost of improvements by 3%. Cost: 100 million dollars, 90000 food, 5000 aluminum, 8000 gasoline, 300 oil High Rise Residential Area -Increase your population from 10 peeps per infra to 12 peeps per infra. Increases pollution by 20% nationwide. Cost: 8 million dollars, 5000 food, 750 steel, 750 aluminum. Suburbia(Requires: International Trade Center) -Increases population income by 0.50 cents for every percentage point above 100%. Cost: 50 million dollars, 10000 food, 4000 gasoline, 4000 steel, 2500 aluminum. Anti-Aircraft System(Requires: Iron Dome) -Reduces aircraft by up to 80%(depending on war type)when enemy aircraft attack. Also reduces the number of aircraft you can use by 30%, as the gun needs less friendly aircraft in the air to shoot down enemy aircraft effectively. Cost: 35 million dollars, 5000 munitions, 3500 steel, 5000 bauxite, 2000 gasoline State Agencies -Paperwork, stamps and greedy officials. Collect fees from hospitals, police stations, and recycling centers. Decreases military effectiveness by 0.10, increases total amount looted by 10%and allowyou to send bribes to enemy officials causing(counts as espionage operation) commerce rates to drop, and up to 6000 soldiers to defect (not show up for war). Cost: 15 million dollars, 3000 aluminum, 50000 food, 1500 steel
    0 points
  39. ITT People who can't read cursive I read it just fine.
    -1 points
  40. I don't necessarily agree that nuking Japan was a genocide attempt (otherwise a lot more would've happened afterwards), but keep in mind - America did hold Japanese/Germans in their own camps. Granted they weren't death camps, but certainly targeted their own Japanese citizens and moved them into other locations away from society. It is a debatable point.
    -1 points
  41. The sass is strong with Fraggle. Damn! Also, this treaty is amusing for quite a few reasons.
    -1 points
  42. The support behind Kastor, whom is obviously guilty in the matter and is a government official (in other words, a representative) of Roz Wei, is what gets you guys in this trouble. Admirable though, but really it all comes down to TKR and their response to the matter, and how you guys want to settle it.
    -1 points
  43. Mad props for this change.
    -1 points
  44. They shouldn't always have to come straight to you though, especially given that Kastor is listed as the Political leader of RW (Weird position? What is the point of his position?). Just from my personal outlook on RW, it seems Kastor is the 2nd-in-command for you guys. I could be wrong, but that's how it looks to me just from looking at your list there. The problem is that the dominoes had fallen and raids began. It was later found out that Kastor pushed or encouraged Arrgh ( Whether or not this is true, the screencap shows that Kastor was willingly taking the blame for it ) - so TKR reacted to what information they were given. Just as much as you can claim that people should talk to you about situations, you should also hold a leash on Kastor. You were fully aware ( or I'm hoping you were ) what Kastor was capable of when you first took him in. Granted I have no dog in this skirmish unless the treaty web goes into overload and chains upon chains react - so I'm only speaking from my perspective if I was in TKR's position.
    -1 points
  45. This type of reply bugs me for some odd reason. Like, it's really annoying the hell out of me and I can't quite put my finger on it as to why.
    -1 points
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