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Showing content with the highest reputation on 03/09/20 in all areas

  1. Investor Contact: Leopold von Habsburg Media Contact: Eumirbago SYNDICATE, INC., ANNOUNCES FOREIGN AFFAIRS EXECUTION NASSAU, Bahamas, 2020-03-09: SYNDICATE, Inc., (NYSE:SCC) is sad to announce that after a period of period of peace, the shell shock of war has caught up to our Strategic Planning Officer. Partisan will now hand over the reigns of all foreign affairs communications to Eumirbago. Starting immediately, Eumirbago will now be the liaison between the general public/dignitaries to The Syndicate Foreign Affairs department through the end of the agreed Non-Aggression Pact. In the upcoming future, The Syndicate will be headed on a trajectory towards Market Takeover. Eumirbago will be relaying the communications of Partisan, Strategic Planning to all dignitaries shortly. It must be made clear: The Syndisphere will be a transparent and benevolent monopoly. About SYNDICATE, Inc. SYNDICATE, Inc., based near Nassau, The Bahamas, is the world's leading gasoline, aluminum and munitions distributor for a wide variety of peacekeeping and humanitarian activities. Wholly-owned SYNDICATE, Inc. subsidiary brands include The Enterprise, which provides development and growth opportunities for multinational prodigies around the globe, and Syndisphere, which continues to test the limits and boundaries of the competence of organizations. This sentence is here because we are 6 months away from dominating the game. For more information about SYNDICATE, Inc., and its activities, contact Eumirbago, Foreign Affairs Liaison.
    8 points
  2. Greetings, I come before you today with a heavy heart. 341 days ago a group of alliances (Soup Kitchen, The Knights Radiant, Seven Kingdoms and Church of Spaceology) came together to form a bloc in the pursuit of establishing mini-spheres throughout Orbis, keeping hegemonic forces in check and being a beacon of Light for how alliances approach the political landscape. Although history provided an alternate path to what we envisioned, I don’t think I could have asked for a better group to work with over the past year. Memories were made, friendships were strengthened/created and fun conversations were had. We had some ups and downs and lost a close friend and teammate along the way (RIP CoS <3). Even so, we still stayed together and stuck it out through the Great Purge. Alas, the message I come to present is that our time has come to an end. As of March 6, 2020 - Chaos Bloc is hereby no more. Although we no longer find ourselves in a world where our goals and vision align, we wish our friends and former partners the best of luck. Sincerely, Lunatics of Chaos Special shout-out to Ripper, Thrax, Adrienne, Goldy, Benfro, Squeegee, Mikey and Bezzers. One last time: LSMFT
    5 points
  3. Anybody who thinks is a good idea reveals themselves for having no ability to think further than 3 steps ahead. 1. Irrelevant to if the change is even good, this is just appeal to Alex's laziness. 2. Also, frankly, irrelevant, part of the bore with this game is that everyone knows everything. 3. By making it literally impossible to be aggressive without notably superior numbers, tiering, or both. Since otherwise being aggressive is now literally suicidal. 4. Aggression translates to either you have to intentionally orchestrate a dog pile or you die. 5. No it doesn't. Try thinking about it for more than 4 seconds. It took me a whole 23 of processing this bullcrap to realize it was a hilariously stupid goddamn suggestion. First off, raids aren't a significant concern to established alliances in their main battle line tiers. They don't do alot of raiding there. Secondly, it doesn't make wars more interesting. All it does is encourage amassing dog piles even more by making victory in an aggressive action otherwise near impossible. They either have to have overwhelming numbers, hoping either for the 1v1s to be drudging stale mates bloddying both severely or that the defender starts countering. Even then, they can just not counter and it becomes a stalemate. This puts pretty much all of the emphasis on tiering. Downdeclares go from being wise to being absolutely required for an aggressive action, and the downdeclares required will need to be by 3-5, or even more cities depending on the tier targetted. Oh, and even better, if you implement epi's addressing the upper tier buff this would be, now you just go back to aggressive action being suicide. Aggressors do take the risk, and that risk should be rewarded if executed properly. This myopic suggestion removes any award or benefit for being the aggressor and instead actually penalizes you. Penalizing risk has never, in any multiplayer game, been a good suggestion, and it never will be. If risk doesn't pay nobody will do anything. Furthermore, @James II, the current way Blitzes and counter offensives function in the current meta, in relation to the argument on deployment, is already quite realistic. Take NPOs entry to GW14 for example, they didn't actually commit their entire forces, and left a large number in reserver to counter attack on targets of high priority. Meanwhile, if you choose to risk putting forward your entire force, and if you've chosen and executed the situation correctly, you should be rewarded, your attack should be devastating. How devastating depends on how outnumbered you are by your target or what reinforcements enter for that target. How screwed you are now depends on how much they committed, what further reinforcements they have vs what you have. It's literally a series of attempted flanking manuveurs, and keeping or not keeping reserved back is a tactical risk in and of itself in these plannings. Because the way mechanics function rewards aggression, people don't often keep reserves and instead go all in for one big KO. There's not really anything wrong or even unrealistic with that decision, just that in the real world it'd be called reckless at best.
    5 points
  4. Man I'm not sure anyone actually wants your job. I don't know what you did to trick Eumirbago, but I pray for his sanity. Enjoy an hour off, I guess. Maybe two while he figures out what he's agreed to.
    4 points
  5. Have I.... Have I been couped? Well. I had a good run.
    4 points
  6. Come on, man. War's over. The biggest players on your side quit or were banned. Camelot is with Rose now. You don't have to use their talking points anymore. You're free now!
    4 points
  7. Given the weird nature of GPWC I wouldn't really count them for this. Your sheet further suffers inaccuracies for counting alliances which died as all their players deleting or going inactive. Ming was down to like 20-22 members when it peaced out, it was House Arryn merging that brought them back. I was down to 16 when I peaced, at 36 when I re entered, and ended at 28, from a initial start in June of 25. That's -17. Also seems.to count VM nation's which is questionable. Still very bad numbers even despite some inaccuracies like above, of course.
    4 points
  8. I really enjoyed that week we had before permawar began
    3 points
  9. I'm not upvoting the 32nd fake-retirement of Partisan. Sorry you have to do more work until Partisan feels like it again, eumir
    3 points
  10. Agreeing with Akuryo here. The answer isn't to nerf raiding or wars, it's to nerf casualties and blitzes. We had that big poll that got 100+ responses by Prefontaine, I would make the next war update based on that poll and then see how that affects things.
    3 points
  11. Please remove that guinea pig from your profile picture. It brings back bad memories
    2 points
  12. @phil the third welcome to the game. Regarding your question, keep in mind that each coal/oil power plant can power up to 500 infrastrcture in a city (maximum). For 500.01+ infrastructure, you would need more power plants. Also, the coal mines may not produce enough coal. As a sidenote, edit your forum account and add your nation name/link to it. That's a requirement in the forums and also useful for others to know who you are (e.g. I am not able to check your cities and locate what your problem is, since I don't know your nation).
    2 points
  13. I will be in contact in the upcoming weeks to give dignitaries a rundown of what @Prefonteen requires of your organizations.
    2 points
  14. I vote for more war. I never did get my access to manwa. When does Roq get to come back?
    2 points
  15. Hey, I have an idea for a command center/radar station as a defense mechanism for air strikes. This system should have its own page where you have two values to input (air to air missiles and radar station(s)). This is the idea! It takes 1 day to make each radar station per city, which allows for the production of 20 missiles total and a production of 5 air to air missiles per day, with each missile capably possible of taking down 1 jet. The military page contains (troops, Tanks, Planes, ships, spy’s, missiles, and nukes) and you should add a command center link to it. Each city should contain the ability to build 1 command center per city allowing 20 air to air missiles and 1 radar per city, allowing the command center to target planes. Without radar, you have no way to target planes during your defense, but this should be an expensive project. For the project it should cost $20million, 5,000 aluminum, 5,000 munitions, and 2,500 steel. For the Improvement Command center $1million, 250 aluminum, and 250 steel. Sub category Improvements under command center Radar $500k, 100 aluminum, 75 steel. Air to Air Missiles $5k, 25 aluminum, 50 munitions, 50 gasoline. __________________________________________ Also, planes should be able to target the system specifically along with targeting other planes. And Normal missiles should be able to target the radar with a chance of taking it out, and an even lower chance of taking out the command center all together. Also Nukes should wipe our Command center radar and all missiles in a city, along with another improvement to give nukes more worth to use for smaller players that aren’t whales. Plus, if you have this improvement it decreases ground control effect on the attacker. Balance as you please, but this is a good idea in my eyes and would add more strategy to the war mechanic. Hope you guys and Alex understand the idea.
    1 point
  16. Downvotes have always been one of the most important pinnacles of forum interactions, most notably as an easy and quick way to disagree with someone's message and make your disagreement easily known to the world. In light of the recent outbursts of new game change suggestions popping everywhere around us, I believe it is now more important than ever to have them back. Surely this is universally supported by the great majority of our community, and I see no reason why should we not have them. If we're concerned about negative karma farming, just turn it off. Not like anyone cares for that anyway. If we're concerned about people's feelings because of a downvote.. well. Tough it out. Or rename "Downvote" to "Disagree". Make your support known by upvoting this suggestion. If you disagree.. well, tough luck for you, we don't have the downvotes.. yet.
    1 point
  17. Here is the war ID. https://politicsandwar.com/nation/war/timeline/war=617221
    1 point
  18. I was looking at something and I noticed that not many people were really talking in depth about member loss for Global War 14… so here is the post. All stats from June 17th and February 20th (the date listed as the beginning/end of the war on the wiki) were given by https://politicsandwar.com/index.php?id=132. Top Three Safest Alliances (that didn’t increase in membership) Ming Empire (100% of former members. Not a dime over or under.) The Syndicate (87% retention) Goons Squad (85% retention) Top Three Safest Blocs/spheres Rose Sphere (79.54% of beginning membership. Coalition A) Syndisphere (73.68% of beginning membership. Both Sides) The Covenant (70.61% of beginning membership. Coalition So, TL;DR We just had a huge loss of membership in some of these alliances. Membership in these alliances dropped by a combined 2795… which makes me think that we are going to need to do more in the future to stop stuff like this from happening…
    1 point
  19. There are too many times I have bought too many military units due to mistakenly pressing the large hyper sensitive button. I need there to be a check box or something to confirm military buys. (Can't believe nobody suggested this before.)
    1 point
  20. Why are those strings on your back connected to a snake's tail?
    1 point
  21. Oh, we tried. Several times, in fact. Other side wouldn’t have it. And when the tables were turned against B, Coalition A took the high road and white peaced with everyone instead of smashing some of their bankrupt alliances. I think that’s worthy of everyone keeping in mind. I don’t want to see another dial up type of war while I’m in this game. It was bad on so many different levels it’s not even funny.
    1 point
  22. 10 days later: an average of 12 forum accounts voted for no changes an average of 4.5 forum accounts voted for less or no MAP's when wars start an average of 9 accounts voted for no superiority or blockading when a war starts an average of 31 support reducing casualties and increasing buy rates in some way. That's a pretty clear result. I'm sure Alex will be implementing no MAP's very shortly.
    1 point
  23. @Alex look, I found a popular, non controversial, non game breaking suggestion! Dooooo iiittttt
    1 point
  24. It was good working with you @Prefonteen all the best
    1 point
  25. These papermillers, they're the 0.01%! They're the Syndicate Executives with their golden parachutes, being subsidized by our tax money! They make billions in profit every year while we sub-30 city nations struggle and have to go without! It's time to rise up and say no more, the Syndicate needs to pay their fair share to Orbis. It's time the papermillers had their paper SHREDDED! #Arrghie Sanders 2020
    1 point
  26. Luckily I have preserved my negative Rep!
    1 point
  27. The funny thing is that whatever changes you make, the same people will come out on top.
    1 point
  28. Virgin Rose members S E E T H E S as Chad Templar points out his massive cope. Keep on writing these walls of text nobody will read over a silly raid war. Meanwhile, we've done billions more in damage to you guys than you have to us. Not to mention the upkeep cost of the extra military all Rose members are having to eat. Can't wait to see your next wall of text!
    1 point
  29. Alright man. There is nothing between those two posts that contradicts a single thing said, in fact, I would say it reinforces claims. 1. You can boast about a guy being ill prepared for war all you want but last I checked your entire alliance had 200 planes and nearly no spies left. This has been further pointed at and it's even worse according to more recent screenshots, nothing said in my second post remotely discredits this claim. 2. I’m sure you’ll reap the political and financial benefits of nuking the shit out of our 10 city nations. Horsecock did, to his credit, try to prove me wrong on this by showing off all the wars he won from nuking some larger nations. That was round 1. While I do admit to being dramatic in saying 10 cities, it still is nations that don't bring much money and have lower infra levels. Now it's round 2 and how many nations over 20 cities do you guys have the ability to nuke right now? In my second post I mention that Rose already has nations out of your range back to business as usual, this is because now you will be nuking our smaller nations. You can't reach us where it hurts anymore, but please - continue to boast about literally every small victory you can; all you're doing is reminding me why I dropped you and your first alliance as a protectorate all those years ago when I led Rose. (Which is no small feat, I signed pretty much everyone who knocked at my door for a protectorate and you were one of two that I ever remember dropping.) 3. Pointing out how unfair the odds are with them being 5:1 - you hit an alliance that had a protectorate and you’re throwing a fit about people honoring it? Now here you see me agree that we have overwhelming odds, and I explain why that situation existed under it's current condition. I outright say that Rose blitz was a success for Rose if you also include the edit I added just minutes after posting. Immediately after saying it was a success for Rose I suggest that it didn't need to be a perfect blitz because of our number advantage. It's fine we had several hiccups. This one is actually hilarious too, because Horsecock's reply to me saying claim 3 is acting like he isn't upset - showing off his successes; while yours is to give a sarcastic congrats because you're a bitter little prick. All you did was prove me right, and throw a fit right after I say you are throwing a fit. So please inform me how I'm backing out on anything I initially said.
    1 point
  30. Like, how was it successful? They won a few wars, mined some salt, burned some infra and looted some loot. They achieved their goal and your blitz didn't prevent that, so ¯\_(ツ)_/¯
    1 point
  31. I was going to reply to this with a jab about how no one takes you seriously, but as I started typing I couldn't help but get the feeling that I was taking a jab at a puppy on life support. Step out of the dark and into the light. It may only require the simple action of sliding your head out of your anal cavity.
    1 point
  32. KT MEMBERS: and yet @Horsecock is still going to say our blitz was unsuccessful.
    1 point
  33. Imagine hiding your bank on a 0 score nation
    1 point
  34. Yall were my favourite group of allies ever, and I hope to work with you again. F in the chat one time for Chaos
    1 point
  35. 1 point
  36. Not counting GPWC, the alliances as a whole lost 1525 members. I used the start and end dates of the war for the sake of those two dates being the start and end date. Only exceptions I allowed was for alliances that did not exist during the beginning date. The end date was never changed. The counting of VM nations is just a rather unfortunate draw back of using the stats website. I would have preferred more accurate numbers, but for now that's all I had/have access to. And agreed, the numbers are horrific. Given the counting of VM nations, the loss numbers are likely even higher than the 1525 number I said earlier..
    1 point
  37. 1 point
  38. I'm going to go ahead and refrain from basing my foreign policy on premature cries about phantom hegemonies which began literally a week into a 6 month NAP while other parties began signing various treaties. Instead i'll resume being myself, an actor who has -to his own detriment- torpedoed the status quo whenever stagnancy threatened to arise in the past years while others sat around eating crayons.
    1 point
  39. it has been a few months since my last meme video and i thought i would bring them back starting with this one Took me all day to make this so i hope yall enjoy it thanks for watching
    1 point
  40. Gib me back my cheap 2$ soldiers please
    1 point
  41. I tried to make a wiki page for this just now, but it wouldn't work because it thinks it's spam or something. Anyway, I'll include it here for everyone's reference. I couldn't just paste the plain text here either because it gets interpreted by the forum, so screenshots is about the best I can do right now.
    1 point
  42. This is a combined list of some of the most requested features for the API. If you have a popular suggestion you would like to see added, post below and I'll edit this post. The Politics & War API, while very useful, could be much more convenient with a few changes, ranging from simple additions to more complex options: Tax API: an alliance API which lists the gains from the last turn for a specific alliance (protected by key). Grouped Nation API Queries: right now, if we want to fetch a list of nations, we have to first obtain a list of IDs (usually from /nations/ or /alliance/id=*), then fetch each nation individually from /nation/id=*. This is both more time-consuming to implement and more work for the server, which has to deal with the overhead of all the separate requests when it could be optimized in one call to the database. A mechanism that either lets us specify multiple IDs for /nation/id=* or lets us get a detailed version of /nations/ (possibly limited to chunks of X nations at a time if you think pulling the detailed info to every nation in the game at once would be too expensive - e.g. /nations/range=1000:2000 or something of the sort) would make this much easier for everyone. Note that this should be optional - so that if you only want a simple list of nations, as is currently the case, it should still be the default. Grouped City API Queries: basically the same thing as above, but for cities. It would be nice, for example, to be able to get both a detailed nation and all the details of all of its cities in one go. Total Number of Improvements in Nation API: just a convenience, instead of having to call every city to find out. Ongoing War IDs in Nation/Nations API: it would be very useful to see a list of a nation's ongoing wars in the Nation API and the Nations API (as an option for the latter). Bank Manipulation in Bank API: might be open to exploits, like what happened with trading bots, but something to manage transaction in the bank could be interesting. Radiation and Season in API (personal suggestion): this is something I would find useful (not sure if others would), but a way to get the radiation level and season for a nation would be nice (in the nation API ideally). Treaty API: an API to view active treaties for each alliance.
    1 point
  43. In all likelihood, this is the last post I'll be allowed to make here, since I'll be deleting my nation right after this. I've been working on a Python wrapper for the Politics & War API, and I've decided to release it in its entirety here: http://github.com/Lyrositor/pnw Among other things, using the data available through the API, it can calculate how much a nation is producing/getting in revenue, how much an alliance is making, it can warn other nations when an enemy has built a nuke, etc. I was going to do much more with it, but it's not going to be of much use to me now, so enjoy if you can. There's basically no documentation, but I think the code is relatively self-explanatory for somebody who can read Python. I hope this can be helpful to someone. So long, everybody. It's been fun.
    1 point
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