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Showing content with the highest reputation on 04/30/20 in all areas

  1. "Brezzers: There are 106 miles to Greatwall, we have a full tank of gas, half a pack of cigarettes, it's dark and we're wearing sunglasses, and last but not least, we have the full support of Vexz. Redarmy: Hit it" Valinor Rides Again! Captain Brazzer’s Space Log #10318 We have left Xandar to meet on neutral ground with the threat known as ASM. This One big union hopes to create an anarcho-syndicalist state throughout Orbis. We come to offer them assistance in this endeavor in hopes that they will not gain access to the required space technology to reach Xandar themselves and that earth alone will sate the red panda’s thirst for destruction and revolution. The orange creature with wild eyes they call Durmij is the main contact for this expedition. Once again, the Trash Leaf child is as annoying as the day I met him, maybe one day he’ll finally leaf me alone. He and the blitzed wizard continuously dance around the spaceship singing about mushrooms, snakes, and the return of elves. As always, Utz Quality Potato Chips remains my rock. Without his salty hand, I fear this vessel would have long since devolved into chaos. I hope we can make safe contact and avoid getting hugged by the Panda’s vengeance. Red Panda’s Wooden Log Entry #5071 Ate some bamboo leaves. There was something about a treaty signing today. Don’t know, I’d rather hug the spaceship with fire. But here we are. Redarmy said something about “Carrying a Big Stick” So I’m going to the woods today before they get here to grab one. Maybe they’ll give me something better to take notes on than this log, running out of room to carve stuff on here. Commie Entry #1720 Arrived this morning. The panda actually brought a stick. A God damned stick! And Bails has this crazed look in his eye. He keeps staring at the camera muttering something about candy… I hope they don’t screw this up. Dearly Beloved, we gather here today to unite two halves of one whole. While previously separated by war, we now reunite as one big happy family. Valinor Rides Again! And enter into the May Accords Preamble: Nova (Not the Riata Kind, can we get a F in chat for them my dudes), the one true space adventurer, and Advanced Syndicalist Mechanics (ASM, oh no commies! Weirdos, amiright?), The One Big Union, enter into an agreement of solidarity, prosperity, and whale hunting adventures (current company included). I. R.E.S.P.E.C.T., Find out what it means to me. Both ASM and Nova, and future signing parties agree that there will be no interference in either the general strikes of the Union or the space territory acquisitions of Nova. All may participate in fun activities of signed parties, including and up to illegal smuggling of space goods, and protesting fascism II. Gimme Some Lovin’ About General Strikes and Orbital Bombardments Nova, ASM, and future signed parties agree that an injury to one is an injury to all and will assist each other in the destruction of hostile forces through any means necessary. ASM, Nova, and future signed parties retain the option to withhold action and ordinance or assist in the destruction when one party is starting a riot. III. Everybody Needs Somebody for the Revolution All signed parties agree to share information pertinent to the revolution of the One Big Union, any space trouble that might be warping in from quadrant 6, or other information to aid one another against threats. IV. You Better Think About Acceptance into the Collective Whether by the threat of strike or self-actualization to join, no alliance will be permitted to join the union stated here without the full support of all other alliances at the bargaining table. V. Negotiation of the Treaty, The Old Landmark All alliances herewith agree to a collective bargaining period were the articles of this agreement may be discussed and revoted on. A vote of 2/3rd of the leadership of aligned alliances to change an article. VI. Cheaper to Keep Her: Withdrawing From The Union A member may withdraw in a body bag or a pinewood box, your choice of color, no third option. VII. Let There Be Drums: Other Extracurricular Activities All alliances agree to listen to Sid Valley Radio every Tuesday as a show of Union Solidarity. All alliances agree to pester @Vexz at any given opportunity for the betterment of the treaty partners as a whole. Lord of Visions and Dreams - Captain Rezzers Lord of Crafts and Dwarves - Commie!!!!! Thoron of Milcom - Utz Chips Thoron of Milcom - PikaBails Thoron of IA - Blood Red Panda Thoron of IA - Qwertitty Thoron of FA - DurmGritty Thoron of Economics - Trash Leaf Weed Boy Thoron of Economics - Joseph Stupidious Maximus Kano of Milcom - Mr. Splat Rusha B Kano of IA - DANG IT Kano of IA - Shortest Bird; probably an Emu Kano of IA - Bear “Terrorizer of Micros” son Kano of IA - Person of too many names Kano of FA - Corteaux, The Great Lawnmower Kano of Economics - One of THEM TL;DR The Nova Corp exist, we think. Some paper got signed or something. I was drinking when this was written. Also there is some memes in here from Val and CB days or so I am told.
    6 points
  2. The best part about this was that it was posted in "Yearly Awards".
    5 points
  3. What the hell is a roxche? Is that contagious?
    5 points
  4. You can theoretically get an utter failure even with double your enemy's forces; it requires around triple their combat strength to guarantee an immense triumph (and don't forget a few thousand soldiers worth in 'resisting population'.)
    4 points
  5. I'll never forget the time you guys backed out of a fight against goons.
    3 points
  6. Kinda late to introduce myself but basically been playing for nearly a year and decided to finally get more involved so yeah, go me.
    2 points
  7. Note, this project cannot be used with the cheaper pollution related project. This one is designed for late game/high infra, the other is designed more for mid game/mid infra. Green Technologies Requirements: City Planning Project, Space Program Project. Cannot have National Recycling Initiative Project. Cost: Cash: $100,000,000 Food: 250,000 Aluminum: 20,000 Iron: 20,000 Steel: 10,000 Uranium: 5,000 Effect: Pollution from refining resources is decreased by 25% Pollution from mining raw resources is decreased by 33% Pollution from farms is reduced by 50% Upkeep cost from resource production is reduced by 10% What that means: Ammo/Gas refinement drops from 32 to 24 pollution per refinery. Steel/Aluminum drops from 40 to 30 pollution per refinery. Coal, Oil, Lead, Iron, Bauxite drops from 12 to 8 pollution per mine. Uranium drops from 20 to 13 or 14 pollution per mine. (depends on how you want to round) Farms drop from 2 to 1 pollution per. Upkeep savings vary, probably ballpark to 2,500 to 5,000 per day, per city.
    2 points
  8. There's no doubt there's a bubble in the economy, right now we're not producing enough raws to replace those we're burning in refining. However, you will soon see the power of the free market, as demand for raws increases, so do the prices, as the prices increase, it will soon become more profitable to mine raws than buy them and refine them, people will subsequently start producing more raws. There's nothing to fear, the bubble will be removed through the power of the free market. Further, I urge noobs to not take the advice of having a couple extra resource slots at the expense of no hospitals or whatever, disease is a killer, if you ran your numbers, you'd realize what you're missing out on when you have 5-15% disease.
    2 points
  9. TL;DR There continues to be a resource shortage, which obviously isn't sustainable (around ~60-120 days worth of supply) Many alliances continue using their aluminum focused builds they set when GW ended, which aren't very efficient given the current market prices Dtc Justice is selling lead Wolfe is hosting an interview with sui in 0 minutes: https://discord.gg/k8eDhg For some reason S. Wolfe now has two forum accounts and posted this in yearly awards I would disagree with the production of aluminum being the problem. IMO the war needs of an alliance, and thus aluminum is important enough to justify its continued production. What I do see though is a lot of people going for inefficient 115% commerce builds, and wasting slots on trying to get zero disease & pollution. Given the prices of raws, it's actually much better caring less about pollution, and trying to squeeze out the last few percent in commerce, and instead producing the most valuable raws. I also see a lot of people trying to have their nation self sufficient, and having a variety of resource production in each city, instead of maxing out a specific one (and getting the obvious production bonus) Also non whales wasting slots on nuke/missile project (among others) instead of resource projects means that alliances need to use more slots to meet their manufactured resource needs.
    2 points
  10. Given how small and inactive the alliance is, I doubt it.
    2 points
  11. I am not drunk enough. What did you say?
    2 points
  12. "Get off of alum so there's less of a supply so I can make more money from my production."
    2 points
  13. All these with the exception of the raw resource improvements disproportionately benefit whales. Again.
    2 points
  14. I can confirm this and more: we're keeping it to ourselves not because we don't want to sell; but because none of you deserve to have it.
    2 points
  15. This alliance theme in one picture:
    2 points
  16. @Alex A major point to have a global war is to correct the supply in the market. During peace the raws and manuf are supposed to rise at a decent pace so that we have incentive to actually war. If the resources have supply issues during peace, alliances can't really progress as much as they should, and this makes them more reluctant to participate in global wars CP, ACP, space, and spy projects all take a massive toll on the global supply of resources, particularly raws. If you have looked at the supply charts, the raws have been in a massive decline while the manuf charts have barely gone up (except alum, everyone's producing that). These new proposed projects put a harder strain on the resource supply, and changing the raw production amounts doesn't help balance stuff because it makes it harder for smaller nations to get the +50% max bonus. For bauxite you are reducing the efficiency for example. Also oil currently having 12 slots, if you reduce it to 10 there will be a massive deficit to produce gas + oil on the same nation. Oil is one of the largest resource drains with space+spy projects costing 30k combined, if you reduce the maximum production of oil, you will further drive the supply down and increase the cost ..which is already stable at 5k ppu. I believe a possible way to fix this is to increase the production formula for raws. If you do the math....even with bauxite at 5k ppu and alum at 3600 ppu, it is still give or take double to profit per slot to produce the alum instead of the bauxite. I believe that is a mechanic issue more than anything.
    2 points
  17. Hello, Likely little of Orbis will read this and even less of you will care. I have MDD, as is known. But I was put in the hospital for attempted suicide. I will be gone for a while. I trust @AntMan and my executives ( @epsteindidntkillhimself among others) to carry out my will in my businesses and I resign from any government position @Chute Mi. I do not know when I will be back (or if I even will be), and if I do I will likely not be the same. My Depression is a burden that I try very hard to put off and ignore, and imo I was getting good at managing it. I had to screw it up, like everything else. It was a pleasure fricking around on this game with y'all. You are (in general) a nice community I have come to love. Even @Akuryo has their upsides (though few and far-between). I will miss you all as I...well I dunno what I will be doing, just that it isn't going to be great. Farewell and Godspeed everyone, Corps
    1 point
  18. It was recently brought to my notice that there are a few flaws in the spying system that needs to be addressed. Recently, on both the test server and the real server, I did some testing on spy ops. The experiment was: Trying to kill spies of someone with 0 spies. 4 ops were done by me and a few by other people. I would like to point out I was on covert for all these ops. At first, we did a tentative spy check using the spy odds and estimated the target had 2 or less spies. After this, we did a spy op to gather intelligence. The op confirmed the target indeed had 0 spies. We then tried to kill spies of the person. The parameters were: Extremely Covert and All spies used. Operation was : Assassinate Spies. The result said: You were unable to assassinate spies in X. Your agents were caught and identified by X's counter-intelligence forces. The operation cost you $Y and 6 of your spies were captured and executed. Save this information somewhere safe; after you leave this page you will not be able to see this intelligence report again without executing another operation. Results: Yes, we lost spies trying to kill spies on someone with zero spies. I talked to dTC Justice of Oblivion and according to him, there is a very slight chance of this happening. So I thought it was ill-luck. But we decided to try this again. This time too, we lost spies. I reported this to Alex, and he said I just had an extra bad day. Maybe he was true. But, we did a third op, just to be sure and not surprisingly, lost spies again. Mind you, the target still had zero spies. We tried this on the test server. Next up, we even tried this on the real server and faced similar results. After facing the same results multiple times, we decided that this isn't happening on a fluke. There must be something else going on. We made a ticket in discord and reported our findings to Alex. This is what Alex had to say: Basically, the current coding of the spy system means if you fail an op, you will lose spies. In this case, the number of opponent spies isn't a variable. You will always lose spies, even if target has 0 spies. This is an issue that needs to be addressed at the latest. The suggestion I am putting forward is: Rewrite the spy code so that if opponent has 0 spies, an op to kill their spies will always fail but: 1) The op must remain undetected or have a very low chance of detection. 2) The nation doing the op shouldn't lose spies or the chances of something like this happening must be extremely low.
    1 point
  19. There are several new projects and a change to raw resource production up for discussion. Please use the appropriate thread to discuss the individual idea. Depending on feedback/tweaking, with the conversation I had with Alex this morning the hope is to have these on the test server next month. Recycling Initiative Project Green Technologies Project Pirate Economy Project Telecommunications Satellite Project Change to Raw resource mining maximums
    1 point
  20. 1 point
  21. Hello, ^w^/ I've been playing PnW for a while already, but i haven't introduced myself yet.....soooooo, better late then never. Im shadow, im 17 years old and i live in the netherlands (real name classified) This game is awesome and i play it everyday, finding new stuff to do on a regular basis. 10/10 would suggest to friends!
    1 point
  22. I welcome you with open arms as well ShadowFire May the light of the Nether & thy 11 shine brightly upon u where u walk & guide u well. Sincerely, The Nether King of Orbis, Perma Apostle of the 11, Obejarl Firwof Kromwell signing off for a good day to all. May the fire of the nether, and the 11 have its light guide you in all its grace in glory!
    1 point
  23. As everyone continues life as usual, farming, trading, raiding, etc... Corps is getting tag-teamed by USN. Not saying I didn't deserve it. Naturally Corps is holding Corps' own against them, but also defeat is inevitable.... But Corps realized something incredible that might start a new meta, to be determined of course, but Corps has noticed that the navy is very underappreciated. Nobody has a standing navy anymore even though you can defeat someone in 15 turns with a navy. It also decimates infrastructure and only the air force can attack it. As Corps writes this Corps realizes that Corps just revealed Corps' plan to take over the world with ships. Corps said, "Shit" and posted this on the forum anyway because Corps is not the cream of the crop, in fact Corps is more like a root of a weed. An annoying little issue in your garden that you try and remove but you can't so it just grows back anyway.
    1 point
  24. Thats Disciples of the Deathscythe. I was looking at random micro leader UIDs, since I figured that at least some of them had multis. I was correct.
    1 point
  25. A new spammer has emerged @Alex. This one's a gold medal astrologist probably from the last Olympics.
    1 point
  26. Please spare me... I'm still having flashbacks from the last commie "revolution".
    1 point
  27. 1 point
  28. Does depend on what infrastructure you're at, how old your nation is, etc. Producing raws at the expense of population (commerce) is likely viable for a lot of new people.
    1 point
  29. The Carthago Communist Party supports this message.
    1 point
  30. 1 point
  31. May you find a welcoming home in TLE.
    1 point
  32. @Eumirbago would never lie. He is trustworthy. He once sold me a bridge when I was in Lord
    1 point
  33. With the new tutorial walking through players building their first 10 cities, I think this will be a non-issue once that's live.
    1 point
  34. What about something like: 1-9 cities = 1 vote 10-19 = 2 vote 20-29 = 3 vote and so on. This doesn't make massmember alliances that have 100 people and 800 cities overly powerful but it also doesn't make whale alliances that only have 30 people but over 800 cities powerful.
    1 point
  35. This is 1000% classic Buck
    1 point
  36. Seems like it's doing exactly what Alex wanted it to do: favor smaller nations who produce raws and compel whales to dump loads of cash on them. Slowing down the whales and encouraging quicker low tier growth. Also gives raiding some more viability which is nice as it encourages variety of playstyles and gives more active players in that range something to do besides playing farmville.
    1 point
  37. *resurrected* Congratulations Adrienne! I was worried it's about your retirement that's why I came here. Long live the Queen, TKR and abusing Smith! *back to coffin*
    1 point
  38. Congrats @Princess Adrienne!!! Thanks for leading us to hell and back again!
    1 point
  39. You guys were formidable adversaries. Congrats on your long reign.
    1 point
  40. I shall shine my light upon, from I and all my Lord's Children in the Light~!
    1 point
  41. Yes, ships are an important factor of rushing beige... some things about that though: A. rushing beige is an awful idea in terms of preparing for the second round. You're not gaining any new beige time for yourself, and if you're the defender then you're simply opening up that defense slot to an immediate fresh attacker. I shouldn't need to describe how detrimental that is to your other fronts. B. Pure ground forces can force a beige 24 turns after declaration* and are a critical component of the standard fastest raiding manuver of 3 ground 5 navy which can force a beige in 23 turns after declaration*. This is compared to pure navy which requires 26 turns after declaration* to threaten a beige. I'm not even sure where you got your 15 turns number, there's no way to achieve that even under perfect circumstances, not even close; that amount of time buys you 7 ground battles or 5 naval battles, both of which shave off 70 at maximum. C. Ships cost cash, steel, and are efficiently destroyed by aircraft, which they cannot defend themselves against. This is the main reason that aircraft are considered dominant; they hard counter everything except soldiers and other aircraft by virtue of crippling tanks and sinking ships at relatively low cost and no risk. D. To counter ships, one needs only build a few ships. Sure it forces the non-ship guy to spend resources, but it's either that or eat a beige which invariably costs much more than the actual ships, especially considering that evacuation of resources is obviously unlikely without ships. (Or counters.) The aircraft can as usual punish any breakout attempts, the ships are just there to give the aircraft time to work and to avoid the instant, and embarassing, loss that you're aiming to force by using heavy navy. Alternate counter: Pure ground. Pure ground attacks force a beige slightly faster than pure naval attacks do. *'after declaration' numbers based on number of turns after the server initially processes the war declaration. Basically, if you declare just before a turnchange, I'm counting that as the full turn that it is. Numbers calculated from default 6 starting action points; add one turn if Fortress policy is in play. Subtract one turn (and the defenders' dignity) if Blitzkrieg is in play. Obviously, these numbers assume immense triumphs in each action.
    1 point
  42. If you're gonna bullshit at least get your stories straight. I'm more then happy to disprove you from a screen cap taken of the NPO stats page 2 weeks after we left the war. Weirdly enough as Ampersand we managed better stats then your shitty Yakuza who you was so proud of did the entire war.
    1 point
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