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Showing content with the highest reputation on 04/02/20 in all areas

  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
    7 points
  2. See you guys in a year maybe. Been in this game for so long, too many people to shout out. I will be in Roz Wei discord if anyone wants to ping or w/e but taking a break from this game for a bit. Hey, At least this game outlasted Ministates
    7 points
  3. The leader of Blitzers is now Clton. After leading this amazing alliance for 2 months I found that gem that is Clton. His first forum post deeply influenced me. It made me cry for three days and three nights, who can write a post so well other than Clton. Therefore I officially gave my position to the great Clton. I wish him the best of luck o7. And I will be deleting. Oh wait already did ?‍♂️no more hot potator. Signed: The Sole Leader of Blitzers: A HOT POTATOR HAPPY APRIL FOOLS
    6 points
  4. Leaked security footage direct from the T$ embassy!
    5 points
  5. Both West Bengal (https://politicsandwar.com/nation/id=190260) and Atlantica (https://politicsandwar.com/nation/id=171566) attacked Peoples Republic Novrynska (https://politicsandwar.com/nation/id=192620) with an unverified unique ID while being in two different alliances. Very likely that they're multis working together to back each other up.
    3 points
  6. Capping Score from future Missiles and Nuclear Weapons at 50 each. Fixed it. That's a fair solution.
    3 points
  7. We've been talking a lot about aircraft and how to re-balance them. One of the big reasons that aircraft are overpowered is that you can effectively, in one attack, take out several hundred aircraft AND do a lot of damage to the other units of nation (soldiers/tanks/navy). You can effectively keep someone's air zeroed for free if you're also using air attacks against their other unit buys. In a blitz, once you have someone's air reduced to ~2/3rds of yours, you can eliminate the rest while attacking their other units with air strikes. Proposal: Eliminate any aircraft losses for the defender for any type of air attack except "attack planes". This would make it more costly in MAPS and victory points and resources to keep someone's planes zeroed.
    3 points
  8. the Neutrality man is the way to go
    3 points
  9. You're not actually going to cap the score nukes and missiles provide, are you? Fraggle earned that #1 slot dangit!
    3 points
  10. Congrats, you just completely disabled raiders. Time for arrgh to become infrarrgh. on a serious note, I hope this is only for the test server...
    3 points
  11. 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.
    2 points
  12. 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!
    2 points
  13. I would think you need to take into effect the potential damage. If I get a group of 3 people together and attack a guy with 5 nukes, after 2-3 days i know he is going to be zero'ed out of nukes, and his ability to do damage to me and mine decreases significantly once he gets dropped to 0 nukes. If I get a group of 3 guys and hit a guy with 50 nukes, we are all going to be eating nukes everyday, and will be eating nukes everyday over multiple rounds. There is legit military strength behind that.
    2 points
  14. itt: the losers from the previous expressing how they don't want it be easier to fight back in a losing war, after being sat on for the better part of an irl year. But yes, we don't know "what the frick" we're talking about. Instead of a positive update for the whole game, Alex is now uploading a full nerf to raiding again onto the test server.
    2 points
  15. Could we get a numeric value for what "nerfing planes against tanks" means please?
    2 points
  16. Using the last war as an example of the meta is inaccurate. IQ spent years forgoing growth to stockpile resources for a perma war conflict. In the end after all that investment they still had to cheat to stay afloat. That being said, all the issues of that war would be worse with the increase to rebuy. Its already way too difficult to effectively "pin" people in war. All this change does is make it even harder, and put even more emphasis on resources as a deciding factor for victory rather than coordination. skill or activity. As for changing score, unless the military units are rebalanced to be more reflective of strength, like I suggested before, I don't see this as a good idea on its own. Score is way too arbitrary as it is to go making it more defined.
    2 points
  17. Eat my buttocks like groceries. https://tenor.com/view/duck-duckling-animal-bird-run-gif-5295491
    2 points
  18. FRICK YOU SNEK You’re the toxic duck Like duck off You are the ducking problem with this game Trying to claim we cheated Like duck off Everything about you is everything wrong with this game duck of@man You ducking openly cheated So duck off with your holier than thou turd when you promote ooc attacks I told you, it is full of duck
    2 points
  19. 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
    2 points
  20. @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.
    2 points
  21. 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.
    1 point
  22. This is literally just a discord server with a casino bot in it.
    1 point
  23. I vote for 100k per city to scale with nation size. or 100x infra level as a way to incentivize higher infra levels.
    1 point
  24. 1 point
  25. well, yes, they were trying to exterminate the game, and sadly, all the good milcom minds were on their side, fighting a horde of cripples, so yea, that was doomed from the start. and cheating is not allowed, so Alex will ban people who cheat. That is irrelevant. Thats like me saying "this wouldn't prevent people from using a glitch to max their planes out whenever." No, it may to have made a difference in the outcome of the war, and neither would the 100 score city change, but your looking at this from a "side vs side" perspective. there's nothing Alex can do to make an incompetent side beat a competent one. However, look at it from a different lens, player vs player. A thing a lot of ppl forget is wars benefit smart players on both sides. this change would help facilitate that. It would allow smart players to win, not necessarily old and big players , but smart, active players., now, what does this do on a bigger scale? well, terms dont mean anything. if your side blows up twice as much stuff, and steals twice as much, you win. no one gets "pinned", but the side that is more competent will be able to work together to pick and chose good battles. now, I admit, the 1/3 wouldn't fully accomplish this vision, but pair it with something like being beiged, you give part of your military capacity to the victor, would cause a meta change, to a more exciting war. It wouldn't be about the numbers or tiering, the victor is determined by who coordinates better, which helps small alliances compete in war.
    1 point
  26. Great job Alex , continue it so we enjoy more this game
    1 point
  27. ARTHUR 1 SHALL BE AVENGED!!!!!!!!!!!!!
    1 point
  28. Just waiting for someone to say "bring back downvotes, please".
    1 point
  29. I'm just here so I don't get burned at the stake
    1 point
  30. well it limits peoplein war to a certain degree. like, you cant dec on more than 2 people already, esp w this, cause say a 25 city took down two 18 cities, those 18 could double buy too, and slot the 25 city. Really, think of all the situations you can, this doesnt benefit a tier. It benefits good players. This isn't the fix all to the war system no, but it is somewhat balanced. Cities are more useful, their score goes up. a good pair to release together. war is boring cause you can drag ppl down in one week then you sit around for two months while the big wigs talk it out. This would make war a constant thing, no pinning, just people fighting
    1 point
  31. Seems no one can enjoy life and have fun these days without getting offended, smh. You guys really need to calm down. Good April Fools joke
    1 point
  32. A reminder that this is a No-Discussion Forum.
    1 point
  33. 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.
    1 point
  34. Looks like a genuine case of historical grievances to me.
    1 point
  35. Can y'all quite cluttering this thread comparing the size of your e-dicks? Thanks. I support the score change. I'm less sure about the military change. A change could certainly be warranted, but I'm not a fan of it being a uniform number of days for each unit. I like the fact that there are different dynamics for buying and blitzing with different units.
    1 point
  36. @Alex you already have simulators for individual wars and stuff. Why don't you write a script that simulates a war between two alliances. One with ten 30 city nations and the other with twenty 10 city nations. See how many turns it takes got the latter to annihilated. Then increase the latter's city per nation to 11 and see the difference, and so on. Once you are satisfied with how soon the higher city nations can down declare and destroy others, use ratios to adjust the score. So, if you are happy with the outcome at 14 cities per nation of the 20 nation alliance, the city score to use for nation score would be: 50 * 14/10 = 70. Also, like others have mentioned, it'd be best to do one change at a time to see the effects of that change alone. No more than one game changing changes at the same time.
    1 point
  37. 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.
    1 point
  38. Figures you'd have low standards for what classifies as an alliance.
    1 point
  39. This belongs in National affairs, your alliance is literally just your nation.
    1 point
  40. These are facts. You are incompetent, and therefore the "facts" you speak are inaccurate. This is before we point your hypothetical either requires the c15 to be bloated on score, or the whales to sell down to nothing, meaning c18-20s could jump on, take GC, and maintain it because a whales 2/3 buy at c30 isn't enough to reliably break it, and is too expensive for that cost.
    1 point
  41. 100k per city seems relatively fair. It'll help the lower tiers more which is fine.
    1 point
  42. Great idea. Yes, this^ Soldiers are an effective meta for raiding but to be fair to the game, I don't think they should counter planes.
    1 point
  43. I think something like $100k per city would be good. Or a set amount of like $2.5m for everyone. For resources its not really needed as they cant be looted by ground battles, but I wouldn't mind something like 1k per resource either.
    1 point
  44. After further consideration, I think that raising the score from 50 to 100 would be sufficient. Please now see for further discussion and gauge of support.
    1 point
  45. This increase in score based on cities would actually appear to worsen the problem that we saw last war - where the higher city count whales were being sat on by numerically superior lower tier nations with literally no chance of escape. Casualties, cost of units, and daily purchase limits need to be revisited before score ranges imo. I'd *like* to see cities count for more (like 75-100 score per city), but without additional changes put in place it would pointlessly worsen problems we already see. I feel like the complaints are really just people being raided who can't find counters quick enough to help them since it's been proven multiple times that multiple nations can beat a higher tier opponent just with coordination.
    1 point
  46. Hedge Money didn't get the same treatment. I wonder why?
    1 point
  47. Can't I be ur new waifu, Eva-Senpai? UwU
    1 point
  48. Now this is the story all about how The hood got flipped, turned upside down And we'd like to take a minute just keep the beat We're going on a journey, buckle-up in the backseat -- Old-Glory Oblivion, born and raised On the low-tier where we spent most of our days Chilling out, climbing, collecting all cool All while beige-ing some f-fools, steppin’ like a stool When a couple of $neks, they were up to no good Trying to take us out of our childhood We got in one little war and Paston got scared And said "You're moving with your uncle to get repaired" -- We whistled for a save and when it came near The License plate said "Juul’n" and had Chappie in the mirror G P A or Terminus lets just clear the air The stats will live forever, the game just ain’t fair -- I made another town, t’was about seventeenth or eight And I yelled to the Queen "Yo, Dav smell you later!" Looked at my kingdom I was finally there To sit on my throne as Capone of GS! We're here to do two things: Politic and War The O.Goons Capones: Xonera, Unlimited Goons: Epimetheus, Alucard The Squad Vokker, Paston, JVstriker, Strea, KitKat Join our discord: https://discord.gg/uJGwKCK https://politicsandwar.com/alliance/id=5039 Protected By: The Black Knights* *Our meme overlords “Damn it feels Good to be a Gangsta”
    1 point
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