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Showing content with the highest reputation on 05/17/19 in all areas

  1. Trolls have started to become a issue where they join, get built up with an alliances cash, then leave or go perma vm to just to create a new account and attempt it later. BoC has had a issue with one such player, named Apples/oranges, he's been banned for multis 3 times now, and he seems to have a bone to pick with one of our members. We've b****ed on the proper channels but he skirts it, I want IP bans for alliances to protect themselfs.
    9 points
  2. 4 points
  3. Got linked to this gem, so I couldn't resist. You got one quality member here, SK. Kinda sucks coz y'all are a chill bunch. Anywho, been away from these forums for a long time, just wanted to say I'm having way more fun in this skimmish than I had in the last global. Alpha / SA have been fighting very well, it's been a nice brawl and my infra is still too high, needs more trimming down.
    4 points
  4. Hmmm... What about anti-project missions? eyes International Trade Centre intently
    3 points
  5. 3 points
  6. The Rise of The Nation of Innsva The Nation of Innsva is a small nation of 200,000 located in the city formerly known as Brisbane. Innsva was recognised by The Commonwealth of Australia on the 4th of February 2040. Below is an extremely detailed timeline of the events that led to the creation of Innsva. September 2022 - The Liberal National Party wins the Australian 2022 Federal Election (HOUSE OF REPS), in an unusual way. LNP - 56 Seats ALP - 33 Seats Greens - 32 Seats Communist Party - 18 Seats The Conservative Party - 17 Seats 1st of October - Young political co mmentator Brad Sache questions whether the election was rigged. 15th of October 2022 - Many right-wing supporters take Sache's satire to heart after a series of questionable laws introduced by the opposition are passed through Parliament. 1st of November 2022 - The Australian Federal Police open an investigation on the 2022 Federal Election. 2nd of November 2022 - Brad Sache, says that the investigation will do as little as the 2016-2019 investigation into Donald Trump. 13th of November 2022 - A massive 4 hour brawl erupts in the electorate of Woodridge, between the left and the right. It is the first sign of real tension between the two groups. Many People Comment. 15th of November 2022 - The AFP arrest 3 CMP members under the suspicion of Election Fraud - Cho Ling, Harry Feem and Lisa Miggins. 23rd of November 2022 - Feem and Ling confess to the crime, Miggins however does not. 25th of November Brad Sache states that the evidence points directly towards Miggins being guilty. 26th of November - Left-Wing Political Commentator Amy Hiendburg, starts a twitter feud with Brad Sache. 30th of November 2022 - Emails from Lisa Miggins to the CMP leader, Sarah Moll, is leaked publicly, leading to the arrest of another three CMP members, including Sarah Moll. 7th of December - Re-elections due to arrests of MP's are held in the following electorates - Hunter, Eden-Monaro, Faddon, Hume, Ryan and Wills 12th of December - Both Sache and Hiendburg state that either Labor of different Communist Party candidates will be elected. 14th of December 2022 - The Greens win Hunter, Faddon and Ryan, The CMP wins Wills and Hume and Labour Wins Eden- Monaro. 16th of December 2022 - The Greens become the opposition. 18th of December 2022 - Both Sache and Hiendburg comment on the election. 21st of December 2022 - The Innsva Attacks, an act of terrorism happens in the extremely right wing suburb of Innsva, over 300 people are shot by a Muslim family. Innsva never recovered as a suburb, and became the most right-wing electorate in the history of Australia. This love for conservatism later led to the Innsva rebellion in 2039. 22nd of December 2022 - Many people are arrested over the 2022 Election scandal. This election was the foundation of what lead to the creation of the Innsva Rebellion in 2037. Skip ahead a few years 17th of December 2036 - Despite a massive crackdown on election fraud from the AFP the Left continued to use election fraud as a tactic to get elected. 18th of December 2036 - Brad Sachse takes over as leader of the National Conservative Party. 25th of
    2 points
  7. Yeah, I know the title's probably just landed me on a list, but the option to use one's spies to terrorise civilians is really overlooked in this game. According to the wiki page (which is reportedly outdated, but I'm assuming there's been no major rework of this particular feature), at 60 spies against 0, it will deal a mere 34.5 units of infrastructure damage. Even in the best-case scenario, this is clearly not viable as a method of attack, nor is it cost-effective. I'm not suggesting an infrastructure damage buff here; 34.5 units of damage in a 2000 unit city translates to 1.725% of the city destroyed, which is far more than what the worst terrorist attacks in history have done in the real world. What I am advocating is the ability to destroy powered non-military improvements. I still haven't decided on whether targeting specific improvements would be too OP or not, but if targeting was implemented, some improvements should pose varying degrees of difficulty (a stadium is much harder to destroy than a supermarket, for example). I'd be happy for this to be implemented, even if terrorism no longer did infrastructure damage. Although destroyed improvements would be easy to replace in peacetime, it'd certainly add a more dynamic and unpredictable aspect to wartime, as one may need to rebuild infrastructure destroyed in war before rebuilding any improvements, giving militarily weakened nations the opportunity to properly sabotage the enemy, as in reality. However, this has the potential to be very strong, so it'd be necessary to make it high-risk. I don't have much experience in balancing mechanics, so this may not be the best idea. If you have any suggestions, I'd be happy to hear them!
    2 points
  8. what if I say no, will i get IP banned?
    2 points
  9. i did enjoy this info i shall put it in my book called just end me already
    2 points
  10. Let's hear about it. There's a lot of economics to Politics & War, with most of it player driven. Who's seen the best profits yet, and from where? There are really only 3 main routes: Commerce Building supermarkets, banks, etc. will increase your tax revenue. With a high enough population, this is a very effective way to make money and you can simply import resources from other nations with your excess cash. For a small nation, it is not usually the most effective way of making money. Resources It takes some capital to invest with, but once you've got the improvements to harvest resources you can export them to other nations to make money. The prices fluctuate considerably, though, which makes this method a little more risky, but with the potential for more reward as well. War Every nation should keep a strong, healthy military on hand to protect their economies, yet there are always some who wish to cut upkeep costs to increase profits. Raising a large army and plundering other nations can really bring in a lot of money quickly, but there's the potential for disastrous results. Accidentally picking targets with no money to loot or finding someone who can fight back is common. This is the riskiest money making technique, but can potentially be the most rewarding. So, Politics & War players, I want to know what methods you've tried, and what your success/failure stories have been for the first ~25 days of the game!
    1 point
  11. Afrikan Elephant Conservation The Korps were exploring the vast continent, sampling all the jollof along the way, when they came across a new civilization on the northern coast, Carthago. The Korps saw the many strange aspects of their culture and lifestyle, including their love of riding enormous elephants and using them as their cavalry, much as the Korps used Panzers. Sadly, the elephants were facing ever-increasing threats from hunters, barbarians, and pirates. So, seeing them as potentially useful to the Korps, they offered their help in setting up a conservation arrangement. Article 1 - Sovereignty The Korps shall not take any elephants for personal pets, even though they are cute AF. In exchange, no Carthaginian shall steal Panzers from military bases, even though they are the superior mode of transportation/warfare. Article 2 - Respect Friendly trade between both signatories will be arranged and can include German beer, various NSFW examples of holy PLOT, the best Mediterranean wine, silk and all the ceramic Etruscan Boar Vessels the Afrikans could desire. Article 3 - Mutual Defense Both signatories agree to protect not only the wildlife, but also the people of their great societies (but mostly the wildlife). Article 4 - Intelligence Any information about haters of lolis on Panzers or troubles brewing in the Alps in advance of a journey by the elephant war caravan shall be shared between both sides, as soon as reasonably possible. Article 5 - Non-Chaining Both signatories believe that elephants and Panzers need to be cage-free. In the event that either signatory is attacked as a result of their fulfillment of third-party obligations, Article 3 of this treaty is to be considered optional. Article 6 - Cancellation If the Korps get tired of shooting poachers with their machine guns or the Carthaginians think that the carbon emissions of the tanks are too harmful for their environment, either signatory must provide 72-hour notice in order to cancel this treaty. tl:dr; Elephants and tanks can coexist peacefully (AK & CTO sign a MDP) Signed for Afrika Korps: Big Tiny wehner Donny No wehner Skae Smoll Huge wehner Velium Perfect wehner Odin Everyone's wehner Deus Signed for Carthago: El Chach, Suffet Daveth, Elder Asierith, Elder Antonio, Elder Krampus, Elder
    1 point
  12. I'm no student of history but i'm almost certain this is how the Franco-Prussian war of 1870 began.
    1 point
  13. Welcome Nuke. I'm sure you will find the forums a friendly place where you can freely express your ideas without judgement from your fellow Orbisian citizens. Shields up!
    1 point
  14. The nations have been banned, thanks for your report.
    1 point
  15. You can already see their IP. Just go to their profile in-game and click on the "Unique ID." For example, you can see yours here. This was introduced as a way to find out if a player was cheating and/or using multis. Although you can't see their actual IP, if they're on the same network, they will be under the same Unique ID.
    1 point
  16. Most alliances don’t have forums, either because of choice, or because of the expenses and certain level of technical expertise involved with running a forum that isn’t complete crap.
    1 point
  17. But the winning side would just spy the heck out of the losers.
    1 point
  18. I have not finished yet. Please bear with me
    1 point
  19. learn to write tl;dr s
    1 point
  20. These nukes are never gonna get used.
    1 point
  21. I mean I'm all for balancing, I just don't see the value in this. There's almost no scenario in a war where destroying any amount of infra would be more useful than aircraft or tanks, and using it in peace-time is just random grieffing so shouldn't do too much damage.
    1 point
  22. Oh thank God, if we didnt hear about this millions would of died. You've saved us, how would we ever repay you.
    1 point
  23. I want my five minutes back....
    1 point
  24. Warning issued by Mr. MeeSeeks 20 hours ago Penalty Given 1 points which expire 08/13/19 01:53 AM Note for member You have received a warning for Topic Hijacking. This is a direct violation under the Forum Rules/Guidelines that you agreed to when you created an account on this forum OR acknowledged when a public change was made to those rules. Please revisit the Politics & War Forum Rules/Guidelines here. Should you have a question on your warning, point system, suggestion or concern - please send a member of the Moderation team a PM. Should you wish to appeal this warning, please use the appropriate forum. Thank You. -PW Forum Moderation Team Ok. A popular reply is now "topic hijacking". I see more than one hand tickling those tonsils.
    1 point
  25. 1 point
  26. Is TPC some kind of new synthetic drug? Who are you? Anyway too long I stopped reading after the first paragraph
    1 point
  27. I like the idea of new units, I don't think adding bombers or submarines will make new player cry naked in the corner of their room. Just make things simple, balanced and don't add 15 different types of planes.
    1 point
  28. If you don't like these projects don't get them. If they push resource prices up it'll reach an equilibrium where fewer people get the projects. It gives people options and that's a good thing, especially for alliances doing targeted growth.
    1 point
  29. Who needs a nuclear winter when we can blot out the sun with all the shade Sketchy is throwing?
    1 point
  30. Exactly. The general idea is that we want to make coming into this game as smooth a transition as possible. Adding more confusing mechanics is not going to help this. @Alex, you have my go-ahead.
    1 point
  31. 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
  32. Wow Dio this is what happens when you retire you stop paying attention to all the major players. He is the leader of THE Centre of Offbeat Powers. Just read their alliance page, "We fight for unity, strength, honor but in the end, we're all fighting for 2 things. The fact that we have power that doesn't quite fit anywhere else other than one were unified and the fact that we fight for the almighty bird known as The Pheonix" Now you might be thinking something like "Isn't that five things not two?" But counting is for chumps not major players which you would know if you weren't retired smh. Also before you say it, they incorrectly spelled the name of their avian deity The Phoenix on purpose to keep their enemies guessing. A genius major player move.. Silly silly man.
    1 point
  33. Dont get rid of beige, just make beige a regular color bloc we can choose.
    1 point
  34. I'd like to first state that I appreciate people coming forward and suggesting things. It means that you're not merely interacting with other players but also actively working towards what you feel would be a better set of mechanics. I like theorizing, and it's always interesting to see how a change will affect certain stratagems. With that out of the way... The main problem I see with the suggestions listed here is that they are one-off purchases that won't scale well at all to the massive boosts that they can provide as the game moves forward. You also have to consider the impact on the game due to the criss-crossing of mechanics, and so on. I'll comment in-depth soon, but here's a few random thoughts. I'm actually not all that opposed to this idea, in-fact, it's a decent idea. The problem lies with the numbers and what they mean to bigger nations. It's 100 people per infrastructure unit. That would be 120 people per infrastructure unit, i.e., a +20 increase. I'll take my city as an example, which only has 1800 infrastructure, nowhere near what people have. This project would get me 36,000 extra citizens per city, i.e., 648,000 nation-wide. That's a significant income boost. Currently, I have 101 pollution in my first city. I've taken the liberty of assuming a 20% nationwide increase to pollution means a 20% increase per city. That's just over 20 points of pollution, which itself is an increase of 1% in disease. I don't need the drydock I have in that city, so I could just as easily buy another hospital. Effectively, that means I'm neutering the effect for a significant increase in income. On one hand, this will address the shortage of cash in the market, but on the other, this will become increasingly ridiculous as you go upwards in terms of infrastructure till it finally reaches a point where it'll begin to taper off. Perhaps a solution to this would be to make costs relevant to the boost itself, i.e., the infrastructure amount you have then. When you add infrastructure, you incur a continual sink as well. We'll have to tinker with the numbers but in my opinion we can work with this project. If I understood this correctly, this would be ridiculously overpowered. If I'm sitting at 30 cities, I could buy this project without blinking and neuter any chances smaller nations would have of ever taking my planes down. Hell, that would apply to similarly tier'ed nations as well. I don't mind the project itself, but it requires significant thought as to how you'll balance it, how you'll scale it and whether it'll have roofs/floors. I'll comment on the other projects later, feel like I might pass out.
    1 point
  35. So this will happen tomorrow. I like how you just randomly throw out ideas and they happen. How about a real idea like my proposed MIRV project and the Laser Defense Project to counter it?
    1 point
  36. As far as I am aware, we're not in disagreement here(?). When writing that post, I was thinking of you in particular. Will be posting a thread on this topic in Orbis Central soon.
    1 point
  37. >inb4 he's TGH's newest recruit
    1 point
  38. City Guide Building a city has 3 major parts, Infrastructure(infra), Land and Improvements. Land and infra are fairly straight forward so we shall start there and cover it briefly and quickly. --- When buying infrastructure it is most effective to buy it at the maximum amount(100). For this nation though buying 100 infra would not be the best idea. A big reason is for each 50 infra you have you can buy an improvement. This means when buying infra they want to end up at 700 infra. It would be best for this nation to buy up to 600 infra and then buy 100 infra. Buying 100 infra and then buying up to 700 would cost more. You can check the cost of buying infra by using this offsite calculator and you can check yourself that it is best to round to the nearest hundred and then buy 100 infra. http://pw.mdlwebs.com/main.php The next point to bring up would be how does an over 500 infra nation have only 10 people? The answer to this question is the disease rate is very high. Why is the disease rate very high? The answer is simple, the nation never bought any land when they founded a new city. When a new city is bought you start with only 20 land. This 20 land keeps the new city at 10 people. The solution is simple, buy land. When starting a new city the first thing you do is buy 480 land. The maximum land purchase is 500 land. Buying land at 500 is the most effective. You can check land purchase calculations as well on the previously mentioned calculator. --- Improvements: The remainder of this guide shall focus on improvements. There are 24 different improvements in each nation so improvements are the key to building a strong nation. There are 6 different categories of improvements, each category having 4 buildings. The categories as they will appear are Resources- The only improvements that vary based on country. The basic goods in the game, can be used to generate power or create manufactured goods. Power- How your nation is powered. The remainder of improvements require power to operate. Military- How you defend your nation from other players or how you attack other players. Manufacturing- High quality goods produced from resources, needed for commerce buildings or military operations. Commerce- Best way to increase revenue, There is a heavy cost associated though. Civil- High cost buildings that reduce pollution or crime. --- Resources- All countries have access to Food. Then have Oil or Coal, Iron or Bauxite, Lead or Uranium. The basic unit of a resource is a ton. The unit of time being used is a day not a turn. Food(20 tons per 500 land)- Is produced on farms. The amount of food a farm produces is determined by the amount of land a nation has. Older nations have more land and thus more food. Consider trading for food instead of building farms. Oil(9 tons per mine) or Coal(6 tons per mine)- The power and manufacturing resources. Both resources can be used as a power source or can be used in manufacturing. Iron or Bauxite(6 tons per mine for both) - The manufacturing resources. Both resources are used in manufacturing. Lead(6 tons per mine) or Uranium(3 tons per mine)- The balancing resources. Lead is a manufacturing resource. Uranium is a power resource. Please read through the power and manufacturing parts then reference back to this table below to chose your resources.It is highly encouraged to move countries. When moving chose only two resources, The reason being the game has 6 unique two resource combinations. If your two resource combination is a unique one; that country is where you are moving your nation to. Country and all resources Unique two resource combination NA- Coal, Iron, uranium Coal and Uranium SA- Oil, Bauxite, Lead Oil and Lead Europe- Coal, Iron, Lead Coal and Lead Africa- Oil, Bauxite, Uranium Bauxite and Uranium Asia Oil, Iron, Uranium Oil and Iron Australia Coal, Bauxite, Lead Coal and Bauxite --- Power- Required to operate all further improvements your nation may build. Wind power- provides no pollution but comes at a very heavy cost in terms of slot usage and building the power plant. DO NOT USE Nuclear power- provides no pollution but comes at a very heavy cost. It is the most slot efficient and resource efficient power plant. Highly encouraged when your nation is over 1k infra. Runs off of uranium, is it better to produce your own or buy from others? Coal and oil power- Create pollution but come at a very low cost and are more efficient than wind power. Both power plants cost 1.2 of the resource per day for each 100 infra in your nation. Highly encouraged for new nations. One of these power plants is slightly better than the other. Is it better to produce your power resource during the early stages of the game or buy it? Military- Having a millitary is necessary to defend yourself from other players or attacking other players. To train military units your cities must be powered. You can not decommission any military the same day as training. Ground units- are trained in Barracks and the factory. The Barracks train soldiers which are the prefered ground units. The factory train tanks which are a very costly ground unit, tanks as well cost 1 steel to be produced.Tanks cost munitions and gasoline to be used. 1 tank= 40 unarmed soldiers = 23 armed soldiers. Air units- are trained in the Air Force Base. The Air Force Base allows you to train Aircrafts. Aircrafts are the only air unit and they cost 3 aluminum to be produced. Aircrafts cost munitions and gasoline to be used. Naval units- are trained in the Drydock. The dry dock allows you to train ships. Ships are the only naval units and they cost 25 steel to be produced.Ships cost munitions and gasoline a well. Naval units are not encouraged for new nations as they are expensive to build and upkeep. --- Manufacturing- All nations have access to all manufacturing resources. Power is needed to operate these buildings.These high quality goods produced are used to build commerce buildings, nuclear power plants, civil improvements, military units and operation of military units. In larger nations manufactured goods are used to build national projects as well. Let's start with the raw resource conversion into high quality manufactured resources. Again the basic unit of a resource is a ton. The unit of time being used is a day not a turn. Oil Refinery- 3 tons of oil turns into 6 tons of gasoline Steel Mill- 3 tons of coal AND 3 tons of iron turns into 9 tons of steel Aluminum Refinery- 3 tons of bauxite turns into 9 tons of aluminum Munitions Factory- 6 tons of lead turns into 18 tons of munitions. Lets break these manufactured goods into two categories so you can easily understand their purpose in the game. Commerce manufactured resources - These resources are heavily used in building new improvements. Encourage a more peaceful play style. Aluminum and Steel are here. Combat manufactured resources- These resources are heavily used in combat scenarios. They are necessary in defending your nation or attacking other nations. Encourage preparedness for conflicts, if they arise. Munitions and Gasoline are here. Yes Aluminum and Steel are needed to build Tanks, Aircrafts and Ships. But without Munitions and Gasoline you can not use them. Please refer back to the Resources section now and start considering the options of what 2 Resources you want your nation to have. --- Commerce- Buildings are expensive but create a large income bonus. At 100 infra in a city commerce buildings cause a loss of income. Power is required to operate these buildings. For simplicity purposes 100 infra creates 10,000 people. The calculations shown shall be based on 10,000 people. Supermarket- Adds 4% commerce. At 10,000 people you lose 20 dollars a day. Every 10,000 people adds 580 dollars day. At 50,000 people you would make 2,300 a day. Using this commerce building is discouraged. Bank- Adds 7% commerce at 10,000 people you lose 785 dollars a day. Every 10,000 people adds 1015 dollars per day. At 50,000 people you would make 3,275 a day. Shopping Mall- Adds 12% commerce at 10,000 people you lose 3660 dollars a day. Every 10,000 people adds 1740 dollars per day. At 50,000 people you would make 3,300 a day. Stadium- Adds 18% commerce at 10,000 people you lose 9540 dollars a day. Every 10,000 people adds 2610 dollars per day. At 50,000 people you would make 900 dollars a day. 100% commerce is achieved with 4 banks (or 3 banks and 1 subway) 3 Shopping Malls and 2 Stadiums. 100% commerce triples your revenue from citizens. --- Civil- Buildings thats are able to reduce disease and crime. These buildings are expensive and not recommended until you reach 1,000 infra. Subway- Is used to replace a bank since it as well provides 7% commerce and commerce is maxed at 100%. This improvement is very effective and encouraged if you have 45 points of pollution. Costs 50 steel and 25 aluminum Police Station- Is used to reduce crime. The only improvement that reduces crime. 1% of crime = 8% of pollution in terms of population loss. Always reduce crime before reducing pollution. Costs 20 steel. Recycling Center- Is used to reduce pollution. Reduces 70 points of pollution. Recommended to build after a subway has been built. Hospital- is used to reduce your disease by 2.5%. Before buying a hospital make sure your population density is below 100 people per square mile. Recommended after all pollution reducing improvements. Costs 25 aluminum.
    1 point
  39. From The Desk of Wembley Fraggle Best Ever Nation of Fraggle Rock Greetings Friends!! It sure is an exciting time in Fraggle Rock. Our top food exporter has come back with great news. It looks like prices have gone up, giving us Fraggles a bit of walking around money. As such, I, Wembley The Best, have made a decision. For too long, we have sat upon a pile of nuclear deterrents. 700 to be exact. World leaders who come over to share radishes with us always ask what is next. Well today is decision time. We Fraggles have decided to build another 300 nuclear deterrents. That's right, 1000 will be the new goal. Sure someone will then ask when we move on to 2000, but that's too far even for us. So on to phase 6.80: Finish your unplanned goals edition. No Hugs, The Most Awesome Fraggle, Wembley P.S. We are now accepting any and all donations as these aren't cheap. P.P.S. Not A Scam Credit Union LLC will match all donations. P.P.P.S. Any donation made does not imply ownership of any nuclear deterrent.
    0 points
  40. I would totally take him back. He's always entertaining. Unfortunately, he's too Mensa for some of the folks in Mensa.
    -1 points
  41. But really, you guys wouldn't want me to be Chairman of Mensa. I'd start more fights in the name of Dio, forcing alliances to submit to his will. I'd go all jihad on the community for funzies.
    -1 points
  42. I did, but the topic was more aimed at younger players. So I shared my thoughts as to what I wanted to be as I grew up. I like the topic. It's interesting to see how life changes you from what you originally wanted to do.
    -1 points
  43. #5. NPO #5 could be applied to Mensa, VE, Rose, Syndicate, and UPN. UPN was already a 'no'. Nobody guessed VE/Rose yet, unless I overlooked it.
    -1 points
  44. Suddenly my interest has picked up with this thread.
    -1 points
  45. I noticed that Frawley stepped down. When did this happen? How are you guys doing? Been quiet lately. (So has DEIC too now that I think about it. Where's bird brain at?)
    -1 points
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