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  1. Gather around my friends and plus one's. First our children grew up and hell has frozen over. Now something truly no one expected. It is by command of the joint alliances of the Seven Kingdoms, The Knights Radiant, House Stark, and The Syndicate; that I present to you the Inquisition! Lyrics: We, the Inquisition, come together in full manifestation of our friendship and solidarity. Committing ourselves to these accords in agreement with full promise of mutual prosperity and strength; with a greater understanding to be shared between us. I Mutual Defense A direct attack on one signatory is considered an attack on all signatories. In the event that one signatory comes under attack through providing military support to another ally engaged in an aggressive war, said signatory is not considered to be in a defensive war, and the response of the other signatories are not dictated by this section. II Optional Aggression All member alliances shall reserve the right to support each other in an offensive campaign. III Support We stand together in the shared security be any means. Information, aid, and diplomatic resources are all encouraged of each of member alliances. Our support for each other shall not be limited to a list. Yet we agree this agreement shall take precedence over all others. IV Sovereignty While unified, we remain sovereign. V Admission A prospective alliance may petition any signatory for membership. If sponsored, admittance will be a unanimous decision of the conclave. VI Withdrawal Any signatory that wishes to leave the Inquisition after diplomatic measures have been exhausted will have 72 hours before nullification of the member agreement. Should a member violate the spirit of this accord, a unanimous vote may expel the offender /s/ Seven Kingdoms, King - Squeegee Blackfyre High Septon and Kings Hand - Eld Fen Caron Grand Maester - Bradley Qoherys Lord Commander - McMaster Targaryan Master of Whispers - Mikey Tyrell /s/ The Knights Radiant Queen of the Heralds: Adrienne Prince of the Heralds: GoldyHammer Herald of Foreign Affairs: Benfro Herald of War: Blink Herald of Growth: Schirminator Herald of Internal Affairs: Wizel16 Herald of Fabrials: Talus /s/ House Stark King in the North: Zygon Hand of the King: Darth Ataxia /s/ The Syndicate Chief of Strategic Planning: Prefonteen Chief Operations Officer: Leopold Von Habsburg Chief Financial & Security Officer (Econ & Milcom): Theodosius
    22 points
  2. After thirteen brutal years and a failed Egyptian campaign, the Roman legions were captured and sold to their Carthaginian enemies. They endured all sorts of unspeakable horrors at the hands of their Punic captors. A handful of iron-willed Romans broke free of their chains one night, escaped their holding cells, freed their comrades, and silently boarded a small vessel that would lead them home to the Italian peninsula. Hearing the brave legionnaires' tales of imprisonment, the Senate, erupting into action—outraged by the obvious affront to the Republic—and called for a meeting that very afternoon. Senator Krampus, having had his daily fill of the tears of his oppressed members and slaves alike, spoke up: "Carthago is a necessary evil, a common enemy to keep all of Roma united. Carthago servanda est!" (Carthago must be saved) All the senators rose in fierce protest, outraged by this remark in light of the soldiers who had recently arrived, injured and beaten, having barely escaped with their lives. Lon: "Has anyone grabbed a pic of Asierith’s toes yet?" His voice echoed in the room followed by a heavy silence… Waldo: "Toe pics? Are the döners we stole not enough?" Lon: "You fool! What is the point of enjoying delicious döners if we know true victory against Carthago hasn’t yet been achieved?" Trouble: "God damn it, this is a stupid idea, but I love it, will there be any booze and pizza though?" Strett: "Of course there will. Listen, as long as the soldiers and their families are cared for, they'll need the absolute lowest taxations possible in order to survive, socialism will never work!" Velium rose and said: "The punics have a most curious religion, perhaps we should teach them the wrath of Mars and the prowess of the gods of Roma as we wage a fearsome war on them!?" And then, a man—a wealthy politician whom all in the assembly knew and truly respected—rose and walked to the center of the room so he could speak. Suddenly, the room was silent once more. "Our taxes should be as high as they can possibly be, since the state provides everything the plebs need, as long as I am able to hand out low interest loans we have nothing to fear" said Sphinx the Elder. He paused and a fruit fell from his toga, "I ask you," said he, "when and where, do you suppose, this juicy fruit was plucked from the tree?" Many in the room were of the opinion it must have been freshly picked from a nearby estate. "Know then,” he said, “that this fig was plucked in Carthago just yesterday – so near is the enemy to our walls." He paused for a brief moment and then said in a booming voice filled with confidence "Ceterum censeo Carthaginem esse delendam!" (therefore, it is my belief that Carthago must be destroyed). Many in the room raised their voices in agreement, they would go to war, for better or worse. General Daveth Scipio Africanus, formerly known as Dave the Slave, was summoned, eager to learn of the mission the senate had bestowed upon him; soon the troops any able man willing to support the campaign, set sail for Carthago and the riches and glory that awaited. There would be no quarter given, the people of Roma would settle for nothing short of the complete destruction of the city to satiate their bloodthirst for revenge. TL;DR Asierith thought he’d be safe today, he was wrong. SPQR declares war on Carthago.
    14 points
  3. @Alex, the issue you are trying to solve is to prevent down-declares from being as devastating as they are, right? Alright, sounds good. However, the second part of your proposed update, whether it be 1/3 or 1/4, actually makes down-declares even stronger. How? Well, while every unit can be recruited faster now, the critical unit here is still the aircraft. Until they are nerfed, planes will continue to rule in every single alliance war. This means that when a larger nation (let's call him Fred) down-declares on a smaller one (let's call him Bob), which will still happen with the score change, maybe a bit tighter (more on that later), that Fred can double buy all of his units at day change. With Propaganda Bureau, that 67% of max units becomes closer to 73%. This means that not only will Fred be able to recruit more planes in the span of 4 minutes than Bob's maximum, he can now even recruit more of the other units as well, completely neutering any chance Bob could have had at turning things around. Depending on the exact numbers, Bob could even have his triplets, Bobby and Bobbie, fight with him and they could still all end up losing to Fred. Let's address the tighter score ranges now. I was on the side of the global war that had whales. At one point of the war, when we were losing, we had our whales that were already 0'd and downed just go in to to suicide their planes at day change. Basically, they would attack someone who was fighting an ally that was close to turning the war around in planes. The whale would double buy and airstrike the enemy's planes. The intent was not for the whale to win, but rather, do enough damage so our other ally could break free. Now, however, even though the city scores may be greater, a whale that is 0'd actually has the chance to completely destroy a smaller nation that has maximum planes and maybe even some other units. The whale just has to go in with 0 military, and this time, instead of suiciding, his 73% units will actually outright win against the smaller nation. Down-declares are going to be ridiculously fun and overpowered now. Now, some people will say that whales have 3 defensive slots and you can still counter. Yes, you can indeed counter them still. However, Fred, the whale, can probably inflict a lot of damage before he finally gets countered, and all he has to do is survive until the next day change. If he plays his cards right, he could still come out on top, even when outnumbered. Speaking of countering, up-declares are now weaker, because again, planes are the focus of war still. Three 20 city nations with 1800 planes each could take out a 30 city nation with 2700 planes currently. However, now, all the damage the 20s inflict can be erased with a double buy. Even a single buy, which is now worth twice the old single buy, can prevent the three 20 city nations from claiming a victory they could have had/make it much harder to win. Maybe a 20 v 30 up-declare is not as realistic as say, 25. But, the point is that the main issue here is and always has been planes. Planes are already the focus of warfare. The meta is basically planes and soldiers. The second part of this update buffs all units, yes, but it that means it buffs planes. Buffing planes does not solve a single issue since the OP-ness of planes is already the root of the issue. Honestly, the current score range is fine. What needs to be fixed before that is: -Nerf Planes -Rework Beige (I want to get beiged in globals...... I shouldn't want to lose my individual wars in order to win the overall alliance war) However, given your own goal, which is to basically make the game more equitable for new players...... this update does the opposite. It favors the older and larger players. I strongly advise you to consider reworking the entire war system, rather than a single band-aid fix. This is going to create more problems later that you will want to fix. The entire system needs to work together, not be an amalgamation of several different ideas, that might not be compatible.
    11 points
  4. Figures you'd have low standards for what classifies as an alliance.
    11 points
  5. As the person directly on the receiving end if this joke (for context, check this forum post: https://forum.politicsandwar.com/index.php?/topic/28488-carthago-delenda-est-dow/or look at our alliance page: https://politicsandwar.com/alliance/id=5049), I want to confirm that this merely an April fools joke and make it clear that, now that the majority of the involved players have woken up to read the appropriate posts and see the wars, we're moving out to peace out across the alliance, with peace offered or accepted in 6/11 wars already. At the very least, it should be obvious that a series of wars intended to be peaced in the same day, on April fools, with a publicly announced joke, during peace-time and with no inactive (or already fighting nations) being attacked, isn't an attempt at avoiding raids or wars, as the current rules on slot-filling are trying to prevent. Loosen up a bit. It's simply a joke and a bit of fun, in otherwise miserable times
    10 points
  6. This change was actually tested on the test server some time ago, but I'm bringing it back up for reconsideration. The idea is to make ground units a counter to aircraft, which are currently all-powerful. First, this would nerf airstrikes on tanks so that Aircraft aren't particularly effective against ground forces. Next, it would change Ground Control such that if you have it, instead of grounding a portion of your oppponent's airforce, each successful ground attack with ground control would destroy 1, 3, or 5% of their aircraft based on the victory type. (e.g. Immense Triumph destroys 5% of your opponent's aircraft.) This gives people a way to counter aircraft, whereas currently the only counter is essentially more aircraft. If you like this suggestion, please upvote this topic. If you don't, please post a comment below letting me know what you think.
    6 points
  7. No, you can't sic a C30 with someone half his size. Especially under a format where, you know, the whale can (if hadn't already) effectively double the ground of that of his attacker and basically guarantee a GC. After the current effects of GC, you aren't talking of 1350 planes vs say 2000 of a partially deplaned whale. You're talking of about 900. And as Valk said, you can throw a downed whale or two in to do a quick AS to further jeopardize such an attempt, especially when a downed C30 can basically throw C11 plane counts at those guys basically whenever. Even a C20 is a hard sell, and not something that, unlike as being suggested here, NPO went with as a first choice. Not even secondary. The first recourse is, obviously, to simply have some AA with the upper tier to do the dragging for them. Which in the last war, was done by tCW and the likes. The third was the C20, but the first two were nations with the actual punching power to put in a hurting that couldn't be just shrugged off. Once they had alienated basically all of their upper tier co-belligerents, they instead resorted to having a single upper tier nation act as tip of spear for the rest to capitalize upon. To the extent where they built up some nations into higher city counts specifically to do this sort of work. The amount of times I've seen NPO send off three C20's on one 30+ are scant at best. And those where they did do that, were mostly when the guy had hit like five people or something of the sort, which yeah, no brainer. There's also that the C20 gargantuan consolidated tier that they and BK had (and which they based their entire strategy on) isn't really a thing anymore. They also managed what they managed because they engaged in some extreme infra selling which, while effective at what it did, was prohibitively expensive (10m per city 20 if you rebuilt to 700. Doesn't include improvements. 850 with improvements is easily 20m per city. This, of course, doesn't include lost production) to the point where I am fairly certain that it was a contributing factor towards their decision of cheating with GPWC. People like Valk, Zoot and Swedge did a pretty damn good job of explaining why this is a bad idea (which is pretty self-evident and why I didn't bother talking about it myself), so I won't repeat on that. I'll just say that this hypothetical of C20 vs 30 is not just moot due to what I said, but also due to the fact that in reality, there's a ton of nations in between those two to screen for the C30. And those nations in between too benefit more from the doubled plane recruitment rate than do the C20's, simply because it's military they can have on the field which enables more favorable trades, both in the miliary and economic sense. If your concern is lopsided blitzes, address it specifically. Though, again as Valk said, the main culprit is the plane and how centralizing it is. The price increase was basically the worst pretend-nerf that could've been implemented, as it had no bearing on it's effectiveness and multi-functionality. It simply meant that they're more expensive to replace, and as Durmij had pointed out, had de facto given an alum advantage to nation that already had planes at that point, to the detriment of those who lacked it.
    6 points
  8. Hey everyone, Chute Mi here... Just had a little fun with my friends Empiur, Nokia, Havgle and Shadow! If you hadn’t noticed, which you probably didn’t, we just blitzed TTO... And, I can say with pride that we... Ended with a white peace... Its ok though, because we won 69mil in compensation (Nokia definitely isn’t paying them 100mil to give us 69mil) Yeah, just felt like putting this on the forums, idk... Anyways, Imma go waste more time on discord... Sayonara~ I’d also like to thank and apologize to TTO and their gov for being good sports (Is that the right term?) and not carrying this joke of a blitz on unnecessarily. We apologize for anything we took or any damage we caused that wasn’t covered by the 31mil you received. Happy April 1st everyone! Also, for everyone that keeps saying Clover Kingdom, it was 3 alliances, not one... GIVE CREDIT, YOU NERDS (╯°□°)╯︵ ┻━┻
    6 points
  9. Let's be clear here: The score range change does not accomplish 'fair play' - it pushes whales further out of range + empowers alliances which have a heavy tiering advantage to effectively dominate said tier. Neither of which accomplishes more equality in the game. Likewise the proposed rebuy changes will advantage nations with more cities. Again primarily benefiting whales. I would urge people to think very carefully about these proposed changes and to consider the bigger picture rather than your own self-vested interest. Personally as a raider yes I would benefit from some elements of this proposal; however, neither of these changes are good in terms of the overall equality of the game and nor do they address the actual issues with the war system. The current score range system is tbh mostly fine: the only change which actually needs to take place is the suggested base increase to nerf the 0 score offshores. What actually needs to happen is for the plane advantage to be addressed; the alum. cost increase didn't do that and tbh neither of these changes will address that either. Personally what I would like to see is the introduction of an anti-aircraft artillery unit to act as a counter in a similar way that tanks act as a counter for ground. This has been mentioned previously and I'm happy to make a new topic so this can be discussed in more detail. But leaving that aside: I should preface this by saying I do welcome Alex looking for feedback on improving the war system but imo this isn't the way to go about doing it - we should look to address the actual problem (i.e. the plane balance) rather than creating new ones.
    6 points
  10. Looks like a genuine case of historical grievances to me.
    5 points
  11. Per: Following feedback in the above topic, I am looking to gauge support on another proposal. In summary: Change the nation score formula so that Cities add 100 score instead of 50, and add a +10 base score to everyone Change military rebuys for Soldiers, Tanks, Aircraft, and Ships such that all units are a 1/3 rebuy per day: Soldiers remain the same. 5 Barracks per City, 1,000 / 3,000 Soldier recruitment per Barracks Tanks: 5 Factories per City, rebuy / max is changed from 50 / 250 to 80 / 240. This means each Factory can hold 10 less Tanks each, but you can produce 80 per Factory per day (1/3 of total.) Aircraft: 5 Hangars per City, rebuy / max is changed from 3 / 18 to 6 / 18. No change to the total, but the rate is doubled from 1/6 to 1/3 per day. Ships: Increase from 3 Drydocks per City to 5. Instead of each Drydock holding 5 ships and recruiting one per day, each will hold 3 ships and produce 1 per day. I.E. Change from 1/5 to 1/3 but with 2 additional Drydocks per city. The rate of Ship building increases, but total max ships remains the same. I think this change would do a lot to make war ranges more reasonable, and also to improve the ability to fight back in wars. Double-buys would allow any player to get 2/3 of their total units at a time, and I think this would enable more comebacks in wars. Less holding-down and stomping should improve player retention and "fun" as well, in my opinion. Please use the poll to indicate your support or not for this suggestion. Thank you. Do you think a 1/4 rebuy would be better than the 1/3 suggested here? Please see:
    4 points
  12. Ex Machina acknowledges the change in status between TKR and itself and will proceed as designed to activate Order 66. Ex Machina Declares Total War on The Knights Radiant.
    4 points
  13. Even when he's used part of his buy, it's a tricky proposition. Which is why Boyce was able to be afloat for so long until he got dragged down (and he was probably pulling some of the craziest sell downs during the war). This is in spite the fact that he was marked to be dragged by Roquentin both for personal reasons, and for the hindrance he was. The one instance where he did get brought down by C20's, was when he had declared a bunch of offensives, and it so happened that in between these declarations and him building back up, he got hit by one of his offensive slots. And it's not just him either. I've seen plenty other people do just that and be quite fine. The issue is that people are too fixated on this particular hypothetical while neglecting to factor in the greater picture.
    4 points
  14. if a whale double buys, he has no more buy left. it is stupid easy to slot him with 3 15-20 city nations, who do have buys, and completely kill him by update. However, It does make the ppl sitting on them have to work a little harder to keep the whale down. yes, the whale will initially blow up the smaller nation they attacked, but with quick response, that damage is minimal. If your aa is good, the attack will be thwarted. basically it leaves space for the whale to win if the defenders suck, or the defenders to win if they coordinate well. NPO showed us first hand how weak whales really are. basically, in the current meta, 20 city nations are the whales. They can declare on people who cant declare on them, and drag them down 1 by one. This would make that still true, however, it would give whales a chance to drop down and fight back. Again, whoever would coordinate better would win. And this update kinda fixes the beige issue. It turns war from trying to kill the other side, to trying to conserve resources, and steal stuff from the other side. So really, this helps new player growth. Instead of having to sit on people, they will be able to focus on raiding in globals, and just from first hand experience, at 15 cities, with max tanks, you can make 200m a day for the first month of a war. for reference, thats enough to buy like city 25. so, a pack of 15 city nations even, with great coordination could not only beat whales, but raid all their money and use it to become a whale. Again, under 1/3 buy, its a more chaotic battlefield, and its less about tiering, and more about how you coordinate. This update does not help old players or whales. It helps smart players. And yea, like Valk said, beige is another big issue, cause having to train players to not win wars hurts retention rate. This kinda solves that, like, making pining players harder, so might as well beige. An additional change would still be needed, perhaps, if you get beiged, you lose x amount of your military production and the winner gains it? And about planes being OP, Alex posted a thread yesterday about ground attacks killing planes, which is realistic for all the history enthusiast, and balanced. basically, in his original post, every immense triumph would kill 5% planes, and if there were 4 or so nations that worked together to beat up the players ground, they could wipe out a HUGE chunk of their planes
    4 points
  15. I feel like this is pretty much not addressing any of the important issues with the war system. Fix the fundamental issues and not give us band-aid fixes.
    4 points
  16. Different recruitment rates for different units makes the game more interesting, instead of them all being the same. I believe most of the people that want a higher recruitment rate are frustrated at the ability to be pinned down. Instead maybe increase the recruitment rate for 2.1 days when a nation is in beige or when a defensive war has expired. This would give the ability for nations to rebuild their military.
    4 points
  17. I'd say make it let city. 300-500k per.
    4 points
  18. So, in my recent suggestion threads I've gotten a lot of mixed feedback. People aren't happy with a one-by-one approach of testing changes (calling them "band aids" and whatnot) and so what I think will be best is coming up with a list of changes, implementing them all on the test server, running a short tournament, and then implementing them in-game after getting some feedback. Some changes are more about wanting to lessen the game's learning curve by standardizing some things rather than making any big impact to gameplay (i.e. changing unit rebuys.) It will take some time to get everything setup for testing on the test server, so in the meantime I'm going to write out the list of changes that I'd like to make and get some feedback. Changing the Nation Score Formula Increasing the Score per City from 50 to 100 (after City #1) Adding a base +10 Score to everyone Changing Military Unit Score to be closer in-line with actual value Soldiers: 0.0005 -> 0.0004 each Tanks: 0.05 -> 0.009 each Aircraft: 0.5 -> 0.2 each Ships: 2 -> 0.75 each Capping Score from Missiles and Nuclear Weapons at 50 each Increasing the un-raidable limit from $100,000 to $1,000,000 for all nations Changing conventional unit rebuys to be 1/4 across the board Soldiers: 750 / 3,000 Tanks: 50 / 200 Aircraft: 5 / 20 Ships: 1 / 4 (Drydocks per city will go from 3 -> 5) Changing Ground Control so that when you have it your Tanks destroy Aircraft in subsequent successful Ground Battles Nerf Airstrikes ability to destroy Tanks In summary, these are essentially all changes that I would like to see made to the game. Before making them real changes though, it makes sense to try them out on the test server. This will give everyone a chance to experience the changes themselves, rather than just throwing out "I hate this" type comments without really considering them. In terms of adjusting military unit rebuys and scores, I used this table to come up with values. Because Cities will be worth 100 score, and with a 1/4 daily rebuy you can rebuild 1/2 of your military in any given double-buy, it makes sense to me that a full city's worth of units ought to be worth half the score that a city gives. I've set the scores up to be that way, and weighted them approximately based on how valuable each unit type is (e.g. Aircraft are worth the most comparatively.) Let me know what you think. Even if everyone hates it, we ought to be able to have a fun Test Server tournament out of it nonetheless.
    3 points
  19. This suggestion is about increasing the protected reserves any given nation has from raiding. For example, currently a nation's last $100,000 cannot be taken. I'd like to have a discussion about what the number should be, and if it should extend to resources (and if so, how much.) In my opinion, the cash threshold should be raised to at least $1,000,000. This is a really old mechanic that hasn't been updated in years, while the average nation size is considerably larger now than it was then. Please post your ideas below, and if you see an idea you agree with, please upvote it so that I can gauge support for different ideas. Thanks!
    3 points
  20. From The Desk of Mokey Fraggle Minister of High Art, The Best Nation Ever, Fraggle Rock Greetings Friends! As our gallery grows, I, Mokey Fraggle, would like to showcase a new piece. From the talented Darsh, who painted the portrait of Gobo, we have a glorious piece. Words can't describe it. Money can. Support the local Fraggle inspired artists. Donate today to Not A Scam LLC. Funds will go directly to the starving artists that create inspirational works. Many Hugs, Mokey Fraggle
    3 points
  21. Sure Firstly you are wrong about last wars problem being a stalemate situation. A stalemate with no side dominating the other would have been great compared to what actually happened, namely one sided being sat on with no way of turning the tides for months. Another thing you are mistaken about is that updeclaring would become more difficult. This score change would be a buff to updeclaring, because getting into range of someone with less than 1.75 times your city-count will become easier. I do not think that this is positive, because it will make dragging down whales easier who were already helpless last war. I also think that the effect this has on downdeclaring comes with a bunch of issues most importantly that it will become easier to pin people down. As a standalone change I think increasing city score would be very negative, BUT it synergizes well with the second change and in fact is kinda needed to balance it. Increasing the daily rebuy will be a huge buff to owning cities and that buff should be reflected in the score that a city gives. So it sucks atm but with the second change this has to come along. You are wrong about the city score change making it harder to hold down whales. In fact it is the very opposite and will make it way easier because in their zeroed state their high city count will inflate their score and keep them in range of people to keep them down. But you are of course correct saying that this 1/3 rebuy change is a significant buff to whales. I would however not say that this is a bad thing. It's in fact very unhealthy for the game when people can be effectively sat on for months with no way to get out of their situation. I would say that enabling them to fight back is not a bad thing, rather its very needed. What needs to be ensured however is that whales can't completely dominate everyone else now. The change to score given by cities comes into play here, because it makes it harder for whales to downdeclare too far and then completely crush the lower tiered opponent they declared on. I think it is up to debate if the 100 score increase is enough though to balance it. Generally though I think this problem is overstated by most people antagonizing the rebuy idea here, because for one I'm fairly sure whales won't decom 70% of their military all the time to downdeclare and then double-buy, because this kind of decomming will actually be very expensive and crushing midgets is usually not that high priority. Then the other thing is that in this game there exists more low-tier than mid-tier and more mid-tier than high-tier and that generally the high tier nations will find themselfes outnumbered and beaten by good coordination from their lower tiered opponents. Personally as a c35 nation I do not see myself being invulnerable to counters after the change at all, if I get slotted by 3 nations then all of those will have the rebuy change applied to them as well. What the change definitely does accomplish, is that if you find yourself zeroed it will become more easy to get back up as you do not need 6 days of beige anymore to max out. This is very good because you wont find one side of a war being dead for months anymore.
    3 points
  22. So you mean to say the war declaration isn't a joke but the war itself is? I have been played... damn you nokia
    3 points
  23. well, that's 3 people deciding to solo dec on TKR over the years....why do we get these and no one else does?
    3 points
  24. This belongs in National affairs, your alliance is literally just your nation.
    3 points
  25. There is an extremely disproportionate number of c30's vs c20's.
    3 points
  26. I'm sorry, didn't we just have a year-long global war where your side won because the "whales" couldn't beat out the zerg-swarm of Roqbots with 18-20 cities? Where the whole game who wasn't on your side joined together and still got held down because of the broken war mechanics... Your premise is, sorry to be rude, stupid. I don't appreciate you trying to further worsen the game by attempting to block the first genuinely good update in two years. I hope Alex can see the results of the poll and finally recognize it's time for change to come to Orbis that benefits all nations, not just updates that nerf raiders or buff sub-10 city "players" in GPWC.
    3 points
  27. Lets talk about this game actually works. If we are talking about a global war, what happens is the side with the better upper tier will smash the other side's upper tier. Once that superiority is established, the losing side then dumps all extra NS to make it basically impossible for the "winning side's" upper tier to fight. Assuming dropping out of range gives the losing side the numbers they can then slowly pick the winning nations off one at a time with the "winning side" unable to stop them. With the city score increases, it actually makes it easier for nations to hide well below the range of large nations, who are basically defenseless and have to be vigilant to counters which can now come at anytime. With the increased double buy, I think now a 30 city+ nation could hold off 3 20 city nations, it will be extremely expensive, but I think it would be doable. If your example above is a raiding situation. In this is the case, you need to think about cost, could a 30 city nation with 0 military hit that 15 city nation? Yes, is it worth it? They can buy 1980 planes, which will cost them just under 10k aluminum and 8 million in cash, which works out to what? 40-45 million in resources. That is a ton of resources to spend to raid a crappy 15 city nation, who is probably dirt poor. If it's a war situation you are talking about, after the first round or two of fighting that 15 city nation will be well out of range because they will have shed all their extra NS in the form of infra, and it will take a round or two to get that 30 city nation small enough to even think about targeting 15 city nations.
    3 points
  28. Alright, so while I agree with Alex's reasons for these changes, i am afraid that they will end up having the opposite outcome. First let us take the city score change increase. This change is likely to force alliances to tier their nations even heavier than is already the case since it will make it harder to support people if you do not have the same or almost the same number of cities. This will cause certain alliances or groups of alliances to end up largely in control of certain tiers when it comes to war, similar to what we have seen in previous wars, but to an even larger degree. The issue with this is that, unlike in previous wars, the increased score from cities, makes it harder to hit outside your tier, meaning the side in a war that controls the upper tier will have a harder time downdeclaring and the side that holds the lower tier will have a harder time updeclaring. This will cause the stalemate effect we have seen in previous wars to become even worse as neither side will have the ability to get a decisive advantage over the other. Secondly, let us look at the plane rebuy time (because honestly none of the rest matters at all). Planes are already over powered and making them quicker to buy will do nothing to help that situation. But let us look at the specific reason many are citing, the ability to "make a comeback". In theory that is all fine and good, but in reality what this basically does is make it impossible to hold down large nations, thus giving an advantage to nations with higher city counts. It is already made harder by the city score change since it means you'll have less people able to help hold down large nations and added to that the large nations ability to instantly buy to 2/3 max planes makes it nearly impossible. It means that in order to hold down a large nation you will need nations with similar city counts in order to do it and if you don't have those you are simply out of luck. It will make it near impossible to decisively beat alliances with a higher tiering than your own. So my opinion is that while I totally agree with the intentions of these proposed changes, I don't think they will have the desired outcome, but rather an outcome that is detrimental to the game.
    3 points
  29. raiding is pretty much the only way to catch up besides winning keno or making a huge tax farm aa and embezzling the money. just from my experience with raiding, this is a 50/50 update. if the raider is good and the defender is bad, raider has a huge edge, but, however, this basically makes raiding active nations impossible, as a raider, you are almost always slotted, so the buy doesnt help you that much. Your fighting 8 people who also have improved buys, so no advantage there. This update really helps smart players across different parts of the game. First time in a long time we havent had a "me suck at game, nerf everyone around me" update. correction: keno has been disabled.
    3 points
  30. Hello losers. I have once again appeared on your forum bots and refreshed feeds. Today is a special day. You see, Deathly Hallows did not want to join the Butlandion cause. Instead, they refused to give me what I asked for. So like any rational human being I decided to take it myself, but how?.... One special man lacking of ignorance knew what he had to do. He surrendered everything to me and joined the Butlandion cause. His name, Souparmon IN HONOR OF PANTHEON HE HAS MADE ME PROUD BY COMPLETELY ERASING THAT AWEFUL WAFFLE COMPANY FROM THE MAGICAL STICK HOLDING ALLIANCE DEATHLY HALLOWS. Once again this coup is a statement to you sheep. Forfeit everything to me, and you will become reborn into the Butlandion family. Sing along children: He's got all of Orbis in His hands He's got all of Orbis in His hands He's got all of Orbis in His hands He's got all of Orbis in His hands He's got the itty bitty Micros in His hands He's got the itty bitty Micros in His hands He's got the itty bitty Micros in His hands He's got all of Orbis in His hands He's got a-nuclear facility in His hands He's got a-nuclear facility in His hands He's got a-nuclear facility in His hands He's got all of Orbis in His hands He's got a-handicapped alliance in His hands He's got a-handicapped alliance in His hands He's got a-handicapped alliance in His hands He's got all of Orbis in His hands He's got all of Orbis in His hands He's got all of Orbis in His hands He's got all of Orbis in His hands He's got all of Orbis in His......
    2 points
  31. Also please dont forget that to get into "range" of little nations, most regular whales (not raiding whales) on the winning side of the war, need to drop generally over a billion dollars in infra to even get close. And you want losing whales that get dropped down so they are able to wreak a little havok and swing wars back the other direction. Kinda like how knocked down 15 city nations can wipe out 8 city nations with little effort. Assuming a war is not a complete curbstomp (see knightfall) the losing side needs large nations to drop score, and help turn the tide in the lower tier, while the other side's upper tier is completely useless because they are too large to help. This helps keep the ebb and flow of a war. Granted you have now made it easier for large nations once the extra infra has been shed to drop down since they can now buy more planes/military in a double buy. In a global, personally I would be wary of dropping below 1000-1300 planes to try to pick people off, just because of exposure to counters (NPO's war bot did a great job of making sure I got countered every time I tried) Now I can probably drop to 0 planes but without coordinating with other nations, tho it will be next to impossible to 0 someone out on my own, I might be able to drop lower. whats painful with the increase in purchasing, is the cost of war, its going to cost a nation like mine 11k alum 8-10 million dollars to do a double buy. I see some people saying its unfair that a 30 city nation can wipe out a 15-20 city nation, I find it pretty unfair that 3 nations that are 200-250 days old who are physically impossible for me to hit due to the war declaration range, can take down my nation that is over 2000 days old. End of the day I think it would be interesting to roll this out and see how these two changes actually affect gameplay. It will definitely cause people to come up with some new strats to figure out what is the best way to handle things.
    2 points
  32. Glad I left TKR when I did. Having to endure an attack of this magnitude would be absolutely terrible.
    2 points
  33. "Planes are overpowered." "How about we double their recruitment rate?" Smh.
    2 points
  34. Actually, I agree with most of your statements Bjorn, but I founded Yarr to address the same concerns rather than keep !@#$ing about them. In our 3 years of existence: - We have never screwed anyone - If we took a hit due to a raid, we replaced deposited funds with our own - We have never paid interest on deposits - We lend our own savings - And cctmsp13 devised a way for us to lend people's deposits, have them participate in the decision on who it will be lent to, and then track it all. And we don't take a cut. Where is our profit you may ask? This activity gives us retirees a role in Orbis, a way to stay relevant in our retirement. And that lies at the heart of the problem with banking - as a money making venture, if done honestly, there is NO MONEY TO BE MADE. At best you keep up with inflation, and at worst, the people who put it together feel a sudden pang of entitlement, wig out, and steal the bank, justifying themselves that it makes up for the service charges not charged... In short, a greedy or blingy banker is a future thief. Seb is a member of Yarr now, and of course doing his side deals. You came visiting our Discord, made similar accusations (which I did not necessarily disagree with), but failed to present any evidence, so I asked you to stop, and you did. Yet the problem persists, and reappears on a public forum. If you have evidence of his wrongdoing, please post it here and we can take a look at it. Yarr's credibility is our core product.
    2 points
  35. This is no joke, we must unite and take up arms in order to bring down the greatest threat to our civilization!
    2 points
  36. only thing good here was the ngnl reference
    2 points
  37. Getting players from Swamp who barely understand the log in mechanics, let alone the war mechanics, to come brigade the vote doesn't mean the update isn't warranted. When the "majority" don't even go to war except once per five years, I don't think they should get a vote.
    2 points
  38. I've never actually heard someone suggest higher recruitment rate in beige ? @Alex this here is a novel and unique idea that could fix the problem of people being pinned, add this and make a slight change to beige so all wars end in some amount of beige, and pinning until end of time no longer possible ?
    2 points
  39. 3 day rebuy is better. Yes whales will have a huge advantage in troops 1 vs 1, however if they get slotted defensively that turns it into a 1 vs 4. Those 4 nation's should easily take on a whale with coordination, which any compitent alliance can deal with. 3 day rebuy also helps with nation's constantly getting rolled over. As wars go on raiders and the drop in score of the losing side take away slots from the attacker. With how beige is structured and with a 1/3 rebuy the losing side can easily come back during round 2.
    2 points
  40. Everything you said is false and was literally proven false by you and your allies.
    2 points
  41. The first suggestion is fine, the military changes would be VERY impactful - and not in a good way. This makes it significantly easier for raiders to bully nations Alex (notice who supports these changes). They can drop to 1/3 military and be full strength within 5 minutes, allowing them to pick off weaker nations easily. If you're seriously going to 1/3 military daily, then you should eliminate double buys so people can't play that game - perhaps a quantity timer each turn as to what's available to build (and now we don't know when someone's day change is, so you can literally be screwed at any hour of the day). If you do press forward with this anyway, there seriously needs to be something done about people playing shell games with alliance banks as raiders, along with beige time for offensive wars. You have people with giant banks that make a new AA every time they are slotted, so it's literally never able to be touched, giving them almost unlimited resources to continue to raid whomever with zero risk. You want to stop bullying smaller guys by raiders, let them actually get raided for once.
    2 points
  42. I think this could be good if only tanks could destroy the aircraft. If soldiers could do it then it would be too strong, because soldiers are dirt cheap and it would be kinda crazy if they could destroy aircraft. I would rather not see more reasons to increase soldier cost further
    2 points
  43. Veins disagreeing says all you need to know about what this change would do. Him and the rest of mythic are known for having a massive city count and very low infra. It makes them very effective at raiding smaller nations. By doubling the rebuy, you'd only make it even easier for them to do so as it would completely mitigate the need for a standing army, which is about the only thing giving the dramatically smaller nations they target a fighting chance. And the warning? Worth it. ¯\_(ツ)_/¯
    2 points
  44. After further consideration, I think that changing the score from 50 per city to 100 per city would be sufficient at reducing the extreme range of city counts in downdeclares as it presently exists. There's more information in this (now locked) topic: Please use the poll to indicate your favor or disfavor with this suggestion. Thank you.
    2 points
  45. Yarr. Only because we don't want your money, we will hold your money for you, and loan you our money at small interest rates to rebuild after wars. We don't care much about anything but chilling out and drinking.
    2 points
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