Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/27/20 in all areas

  1. GG&FU has given IronFront a 72 hr notice pursuant Article V of our treaty. We congratulate Ironfront on their peace with KT. We wish them luck on with their rebuild and future endeavors. s/ King: Uriah The Fox Archduke: CitrusK Crown Prince: Viselli Duke of Relations (FA): George Duke of Fisticuffs (MA): Moetaz & Lorhill Duke of Gentlemen (IA/Econ): Fiji God
    15 points
  2. Before this gets off the damn rails like most things do. Due to the amazing blitz by KT, who have made me a true believer, we got bent real fast. Its a wake up call to actually do better and be better not only for ourselves but for our allies as well. IF handled this like shit. IF: Fact of the matter is there were instances over the last 24 (about) hours that held up the chain of communication - I don't see this, from my POV as GGFU dropping to not get hit - I see this as GGFU dropping us because we aren't compatible militarily. Regardless of opinions from GGFU to IF - Enjoyed GGFU while we had them. Obviously, the world can make their own opinion and assume - but I just wanted to say, this can't be all pushed on to GGFU. There's a lot we need to do as an alliance in IF to actually be better.
    13 points
  3. KT - shredding paper since 2020
    13 points
  4. I would just like to repeat Max's sentiment; GG&FU did not abandon us. They were prepared and eager to defend us. As Max said for various reasons our ability to respond to a brilliantly well executed blitz by KT, was inhibited. Dragging our allies into this fight didnt seem to make much sense. Sometimes we have to congratulate our enemy and take the loss as a lesson. No one mocked Frazier after the Thrilla in Manilla, Joe was unprepared and Ali rocked him early. Futch through in the towel and said we will live to fight another day. For us this was a Thrilla in Manilla scenario. To GG&FU, we love you, we enjoyed you, so long and thanks for all the fish.
    10 points
  5. I find this absolutely disproportionate to how the alliance actually functions. Gentlemen's Gaming and Fisticuffs Union is an alliance that is not only good at poaching, it's also good at econ, foreign affairs, and internal lifestyle. We at the Gentlemen's Gaming and Fisticuffs Union are exhilarated by the idea of winning of our first war as a group... But, to speak more on our economics, the Gentlemen's Gaming and Fisticuffs Union is an alliance that prides itself on our growth. A nation such as yours, which is city 25, would be grown proportionally to your nation's revenue. If you were to join the Gentlemen's Gaming and Fisticuffs Union we would try to fit you into our growth schedule. That basically means that we will start getting you city planning projects, starting with City planning which you would likely come on the 8th of March. We'd then give you Advanced city planning on March 29th, followed by City twenty-six on Sunday April 26th. Your 26th city, on the 26th day of April. Isn't that just wonderful timing? Honestly, if you want your nation to grow you're going to want to join Gentlemen's Gaming and Fisticuffs Union. We will continue to let your nation grow without the need for your involvement. Think about this way, we will give you a city build, tell you when to grow, and you don't have to do anything except log in and switch city builds. Doesn't this sound amazing? Well, it will be! Our only requirement for a nation such as yourself is that you are active enough to basically handle being raided and you're good in war time situations. What that basically means is that you communicate well in chats, you know what to do, and you will continue to do well in warfare. If you mess up, try to fix it and avoid trying to mess up again... Anyway, if you would like to join the alliance, feel free. I will put our discord link and alliance link here. https://politicsandwar.com/alliance/id=6125 https://discord.gg/xN4WSdq
    9 points
  6. Still need to uphold the treaty for those 72 hours.
    8 points
  7. I wonder how many downvotes this thread would receive had we still had downvotes, lmfao.
    7 points
  8. It has been a long time since Ive seen an alliance without pressure admit they dropped the ball in any way. On top of that by saying absolutely nothing GG&FU would have looked like the bad party. Honestly respect for not leaving your former allies out to dry. Best of luck with the rebuild. PS. Hope to see your next conflict shows an improvement in milcom
    6 points
  9. That alliance is not the best example as the vast majority of alliances do not hide their banks with a 0 score nation and isn't it against the rules to hide your bank with a 0 score nation anyways? The vast majority of alliance offshore banks are hidden in nations that are reachable and are not unlootable. They require activity and for people to be on top of their wars. People do mess up from time to time and when they do, it hurts far more because they're usually losing 33% of the bank. How is that against the spirit of what you want to maintain in the game? This is not a good idea, Alex. Echoing what I said previously, I'd rather see you just remove alliance bank looting altogether than do something like this and I'm not normally a proponent of that. I think this change penalizes alliances for finding ways to protect their bank from being looted, penalizes the losers disproportionately in wars, and is especially hard on smaller alliances. A larger alliance would be able to manage around this but an alliance of 15-20 would probably really struggle and is already more heavily impacted by bank looting due to the way the formula is set up iirc.
    6 points
  10. I find the use of "offshore" alliance banks a confusing gimmick that doesn't really improve gameplay. Alliances are effectively forced to use this gimmick to remain competitive, and I think that discouraging its use would be better for everyone. I have a few suggestions on how to do that: Set stricter standards on alliance creation: Nation must be at least 30 days old to create an alliance Nations can only create one alliance every 30 days (to prevent constant new alliance creation) Disable alliance banks when alliances have less than 5 members While the specific threshold could vary, in my opinion every "real" alliance has at least 5 members. This requirement would prevent frivolous 1-man "offshore" alliance banks, and would increase the probability of an offshore being raided (and thus discourage the use of "offshores" altogether) I think that these changes would discourage the creation and use of "offshore" alliances, which again, in my opinion don't add anything valuable to the game but instead force others to use the same gimmick to be competitive. These improvements to game mechanics would help to eliminate situations like this: https://politicsandwar.com/alliance/id=7244 That alliance has one nation with 0 score and is effectively "unraidable." Alliance banks are not intended to exist to eliminate the possibility of money and resources being looted.
    5 points
  11. Nation Link: https://politicsandwar.com/nation/id=20670 Ruler Name: Patrick Stewart Nature of Violation: While i rather appreciate the humor behind this rather bipolar messaging, i should really do without the insult involving my mother.
    5 points
  12. If you are genuinely offended, sorry about that. It was supposed to be jokey but that doesn't come through well via text
    5 points
  13. Y'all heard my piece - it was nice having that line while it lasted. Love y'all.
    5 points
  14. Normally staff does not ban over what occurs in DMs, there is ofc the occasional exception and SS23 is well with in his right as an admin to make one. Now that circumstance would normally make me at least more willing to sign off on an unban. But that is subject to your previous conduct, so lets take a look at that. Then there is the not small matter of your initial appeal method being to 'hire' people to spam the mods; Which by the way you haven't seemed to have paid them yet, which is rather mean of you given they risk being banned too. There is about 60 such records between manual warns and automod. So looking at the above, why exactly should you be unbanned? Oh btw you don't get to choose who the appeal goes to. You have to convince all of the mods.
    4 points
  15. I would rather you remove bank looting outright than disadvantage smaller, low-tiered alliances.
    4 points
  16. That honestly sounds terrible, why play the game, if someone else is going to play it for you? It sounds like you are one step removed from NPO.
    3 points
  17. GGFU is giving RnR a run for their money with their war-dodging skills.
    3 points
  18. There are plenty of established alliances offering safekeeping options. I think an update like this would support raiding and give a drive to alliances to solve their safekeeping issues through politics instead of fireworks and tricks. Edit: There are some alliances with less than 5 members that are real, not offshores... I guess we shouldn't nerf them... Maybe some more work on the requirements should be done.
    3 points
  19. If you don’t have Air Superiority I don’t know who does.
    3 points
  20. 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
    2 points
  21. Nation Link: https://politicsandwar.com/nation/id=107543 Ruler name: Ollyland Nature of Violation: Multi https://politicsandwar.com/nation/unique/id=107543 Looking at their trading history https://politicsandwar.com/nation/id=162226&display=bank , it seems like they've transfered funds to each other. One guy is in the offshore while the other guy is Government in their main alliance which leads me to believe its an alt account. They share the same Unique ID and have happened to be online at similar times.
    2 points
  22. I have no qualms with just removing alliance bank looting altogether. In my opinion, it's a mostly avoided mechanic anyway through "offshore" alliance banks, and therefore removing it would remove the clutter and confusion of additional 1-man alliances being created and recreated constantly.
    2 points
  23. offshore banks are dumb. they shouldn't need to be in the game, it should be balanced properly instead. these changes in particular are dumber, because they don't fix the core problem.
    2 points
  24. A couple of balancing mechanics: - Lower bank loot amounts - Increase the threshold for money being unlootable on a nation. - Add projects/improvements that make a certain amount of money/resources in a nation and/or in that nation's alliance's bank unlootable.
    2 points
  25. 2 points
  26. That’s definitely not what I’m hearing from IF. You should probably talk to them and get your stories straight.
    2 points
  27. Theres 'won't join', and theres 'unable' to join. Shame we're too good & upstanding to log dump.
    2 points
  28. That's an excellent question, and I am hiring a board of scientists as we speak to investigate!
    2 points
  29. Remove alliance bank looting so there's no point in having an offshore. Otherwise, they will always exist. Requiring 5 people on the AA would mean an intelligent AA would split their entire membership into groups of 5, and play hot potato with the bank to dodge beiges.
    2 points
  30. Would you care to elaborate how you find them confusing? Because I don't really see anything confusing about them. Furthermore, I said this to you several times before and so have other players. And I will say it again. They might not "improve" the gameplay but making it next to impossible to have offshore banks is achieving the exact OPPOSITE. Alliances have a limited number of people they can trust with a offshore bank. In a large war such as the one we just saw ending, you just need some competent people to do beige cycling and by the rules you're just suggesting, even large alliances are through very quickly with the number of people they can trust to hold a bank. If you hate these alliances so much, then remove bank looting all together. Making it extremely difficult to properly protect your stuff during war with which you fund the war, which is basically the most important aspect of this game to begin with, is an absolutely terrible idea. It will lead to consolidation because people won't like going to war if they don't feel they have a high chance at winning at the fear of losing their bank and the chance at rebuilding. It will lead to banks getting looted heavily during war and people basically being beat down really fast because they can't fund it anymore while their opponents can rebuild really quickly. It would discourage people from starting newer and smaller alliances because you don't have many people you trust to keep your stuff safe. And you basically kill ingame banks with that of which you just recently said they were "such an important aspect to the game" when you gave Seb a 15b dollar bailout. So let things stay the way they are and look into removing the small alliances that annoy you so much in different ways (maybe start with those that start on Idk #151 of the alliance list all the way back to #322 and delete the inactive micros among those) OR remove alliance bank looting completely. Every other decision is absurd and gets absurder the smaller an alliance is.
    2 points
  31. The problem is: A 1 city can still only be raided by a 1 city nation. And most 1 city nations aren't coming into the game to loot banks. The problem being addressed here is making alliance banks a Free For All game. A city cap of say 8 cities to make an alliance can be introduced. And to do away with transfer of ownership, nations below 5 cities cannot be made gov in-game.
    2 points
  32. The useful gimmick being to protect your hard earned money/resources? I'd rather it get "fixed" by making offshores irrelevant, rather than just making it more difficult for small alliances, but still provide mechanical loopholes for bigger alliances to run 5 nation offshores. (i.e. a 30 nation alliance can theoretically be creating a new offshore every single day, under the new rules) This also effectively kills a lot of micros, by disabling their legitimate bank usage. Possible other solutions: Introduce (useful) things players can dump money into if they don't want to purchase new cities. Set caps on how much can be raided from banks. Introduce some other currency that can't be raided, but have some conversion cost, or time delay associated with using it for storage in banks.
    2 points
  33. I remember a short conversation between us in this a while ago, Alex. I don't think it's that nobody agrees with you that that 0 score guy is patently ridiculous. I think they just dislike your idea to approach that problem more. So I've got two different ones. 1. Make the first city count for score like any other city. No more zero score bullcrap offshores. 2. I'm not really sure what to do for normal offshores. My alliances own personal situation has several very easy alternatives if this happened, and I can't think of anything that wouldn't cause alot more pitchforks than you've already got being raised here.
    2 points
  34. This is what downvotes were created for.
    2 points
  35. Investigating now; it seems there have been previous Verifications so I am contacting them about the lapse there.
    2 points
  36. My friend. It was only weeks ago and involved scamming ts out of much needed rebuilding funds while breaking two agreements. These are not grudges. They are legal matters. My lawyers will hear of this.
    2 points
  37. I get it KT is in another war, but my nation is a trading nation only. I am only in the alliance I am in so that when nations attack I can get backup. I don’t know how you fell about wars but considering you countered me I figured you’re the kind of person who enjoys it. That’s fine when it doesn’t affect me if you actually want to fight a war I can point you to a few people who enjoy that part of the game.
    2 points
  38. Hi everyone, Not so bad news given the title. For the sake of full transparency and communication, I am publicly announcing that I caught and fixed a resource spawning exploit today. All illicitly generated resources were removed, the perpetrators have been banned, and the bug has been fixed. How the Exploit Worked: By setting your tax bracket rate for resources over 100%, it was possible to create extra resources through regular taxation. There was a check in the code for this, both on the user-end and server-end, but there was a bug in the server-end (a typo in variable name) that caused the server-end restrictions to fail. I'm sure the user-end restrictions prevented anyone from actually going through the extra effort to try this until just a couple of days ago. Who Used the Exploit "Nation" of "Nationia" (ID 189749) used the exploit to generate 5,022,002 Uranium, 10,152,000 Gasoline, 8,100,000 Munitions, 9,124,000 Steel, and 8,884,200 Aluminum. These resources were transferred to a variety of "offshore" alliance banks, and another nation (ID 95654) helped manage/transfer funds. It's unclear if these two nations were controlled by the same user. ID 189749 clearly existed for the sole purpose of using this exploit, and went into Vacation Mode after spawning the resources. Screenshots of their nation pages These two nations have now been permanently banned from Politics & War. Discovering the Exploit This exploit was reported to me by @Dryad on Discord. He reported a suspicious deposit to their alliance bank, and I took a look. After investigation, I saw that the resources were generated from strange taxation records (4800000% resource tax rate) and identified the rest from there. They also asked me to thank @Vein and @neantasia as well (I think they discussed the issue among themselves before Dryad ultimately contacted me.) They're receiving a special achievement in-game for their help, as well as the player Borg who also helped debug this issue and some other site vulnerabilities recently. Fixing the Exploit Checking into the source code, I saw that this was just a typo in a variable name, and never should have existed in the first place. I quickly corrected that and tested to ensure things are now working properly. I also instituted a fail-safe check on the actual revenue generation script that runs every turn to restrict all tax rates to be between 0-100%. These two changes will ensure that this never happens again. --- I know that it is concerning to learn about such vulnerabilities in the game, but I believe that you all (the players) are better served when I am open and transparent about such occurrences, rather than trying to sweep them under the rug. I am certainly not perfect and mistakes happen, but fortunately in this instance this was identified and fixed almost immediately, and no damage or unfair advantage was gained thanks to the quick and honest action of the players noted above. Together, we can continue to develop and improve Politics & War to create a better game and community for everyone. EDIT: To be clear, I am confident that this is the extent of the abuse of this bug. All resource generating transactions are clearly marked in the taxation records, so it was easy to pull a list of every instance this happened.
    1 point
  39. Updated to add in "Move expired treaties to an archive tab." @Prefontaine, @Alex just pinging here to let you know there's been a lot of updates to the OP to consolidate more suggestions from the Game Suggestions subforum since the post was made originally.
    1 point
  40. As a wise snake once said: let old grudges die. This is a new era. Jazz has chosen to repent for his sins and turn himself over to the Light. He had lived with the Dark in his heart for so long that he provides excellent council on the Dark’s weaknesses. One may ask ‘how does one contain such a creature that has lived in the Dark for so long’, to this I say ‘one only needeth the Light....and lots of harpoons’. Praise be.
    1 point
  41. No dear brother, for the hot, delicious Soup that has once filled our mortal bodies has given away to the Light that will feed our souls. Praise be!
    1 point
  42. Yes! Bring downvotes back! Nobody wanted downvotes gone. The only people who campaigned for it was Noctis (who has been banned for a while now) and the GOONS community, so IC wise pushed a war trying to disband communities and OOC wise have been full of chronic rule violators.
    1 point
  43. I'm honestly shocked we've gone this long without a temper tantrum over an NPO gov member getting banned for cheating.
    1 point
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.