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Showing content with the highest reputation on 06/10/20 in all areas

  1. Thanks to @Adrienne for the suggestion of putting it up here! Introducing the 1st Annual Orbis Hunger Games! This epic battle will pit 48 of Orbis' alliances against each other, with the winner receiving a life of riches and glory, getting free manhwa, burritos, and the annual privilege of fighting UPN. After the reaping, 4 tribute alliances from each district have been selected to go into the arena and fight. After days of preparation, the tributes are ready to enter the arena. May the odds be ever in your favor. I'll give everyone 30 minutes to speculate and place bets before Day 1 will begin. Enjoy!
    6 points
  2. Nation Link: https://politicsandwar.com/nation/id=214296 and https://politicsandwar.com/nation/id=192965 Ruler Name: PartyAvocado and Kim Jong Wrong Nature of Violation: This is clearly war-slot filling and a coordinated bounty claim. They're members of the same alliance which avocado left to declare on Wrong and Wrong decommed his entire military to avoid mil casualties. Avocado has since rejoined 404 after declaring the war. Editing so that I don't get warned for posting in no discussion in response to @Borg He's got 2 bounties on him for a total of 28 million and the below battle results show that avocado killed no soldiers with his attacks meaning he had no soldiers in defense and only rebought them when someone informed him of this report. Also, you have a member declaring on another member who left the AA specifically to do it and was then readmitted which means you and your gov were aware of it. And his score graph clearly shows a massive drop in his military right before he got hit. Nice try tho. 06/09/2020 11:44 pm Jarl PartyAvocado of Stormcloak ordered a ground attack upon the nation of conman land led by superme leader kim jong wrong and eliminated 10 Resistance. The attack was an immense triumph. Jarl PartyAvocado's forces lost 41 soldiers and 0 tanks, while superme leader kim jong wrong's defenders lost 0 soldiers and 0 tanks. The attack destroyed 44.22 infrastructure in the city of stock city and 0 improvements. Jarl PartyAvocado stole $71,455.99 in the attack. 06/10/2020 12:11 am Jarl PartyAvocado of Stormcloak ordered a ground attack upon the nation of conman land led by superme leader kim jong wrong and eliminated 10 Resistance. The attack was an immense triumph. Jarl PartyAvocado's forces lost 38 soldiers and 0 tanks, while superme leader kim jong wrong's defenders lost 0 soldiers and 0 tanks. The attack destroyed 45.48 infrastructure in the city of Dirt bike capital and 0 improvements. Jarl PartyAvocado stole $70,274.15 in the attack.
    5 points
  3. 5 points
  4. Suspiciously wealthy sponsors bankrolling tCW... hmmmm.... I've seen this one before
    5 points
  5. Has anyone ever stopped to think how much time has passed since the game's creation? I'm not even entirely sure by this point. However I sometimes like to look at some nation's we've lost on the way. The last time this fine lad logged into the game was in 1970! Nixon was still president back then! https://politicsandwar.com/nation/id=52301
    4 points
  6. Polaris killing KT really is something that could only happen in a game based completely on RNG.
    4 points
  7. A truly valiant effort, I couldn't be prouder.
    3 points
  8. Disagree, RNG is useful: Wars in real life often are won with lower rates. Arguably when attacking, cities should have fortification bonuses. It adds a risk/reward measure to battle ensuring people don't just put in enough to get a guaranteed risk but need to decide where to over-commit at times if needed/worthwhile. It's healthy to the in-game economy. It ensure more turnover of units/resources and especially when munitions/gasoline trade <5000, it's a built in anti-inflationary tool similar to credit trading for resources above 5k. I think having war RNG brings more to the table than it detracts.
    3 points
  9. King of the Heralds: Benfro Prince of the Heralds: GoldyHammer Herald of War: Blink Herald of Growth: Schirminator Herald of Foreign Affairs: Herald of Internal Affairs: Wizel16 Herald of Fabrials: Talus Shards: Odium, Honor, Survival, Harmony
    2 points
  10. If anything the RNG element needs to be buffed. Automatic wins/losses are boring. Uncertainties and probabilities make wars more interesting and dynamic.
    2 points
  11. ayy lmao theres only room for one vassal in this town
    2 points
  12. changeup i hate to break it to you but u aint the first how do i charge royalties?
    2 points
  13. They're not saying Nuke turreting itself is a problem, they're saying nuke turreting becoming the primary strategy of the game is problematic. It might be a thing that happens in the current game, but it is not an effective means to win a war, just a lazy person's way to deal damage. The current meta is "Nukes are good for dealing damage against superior opponents with expensive infra, getting sitters off you whilst in beige, and baiting people into beiging you." Nukes becoming a large part of conventional warfare kills strategy, makes it hard for small/new alliances without large bank stockpiles able to compete in war, and ignores that they already serve a purpose in the current war system, a change in price would be a sufficient change, if any is necessary to begin with. The new nukes would also make it possible for pinned nations to drag their pinners by destroying the military improvements (along with the military inside). Edit: Scarf brings up a good point, if I'm a 32 city whale with the score of a city 20, I'm declaring on 5 city 16's right as my cities start reactivating again.
    2 points
  14. I hope cam dies. A horrible death.
    2 points
  15. v Dark Brotherhood dies, World Task Force drowns, and Acadia betrays Carthago. Grumpy used his remaining instincts to escape those bratty kids in The Immortals.
    2 points
  16. If you're Jesus, we have bigger things to worry about. mics are expensive
    2 points
  17. On behalf of the Anarcho Primitivist Alliance of Orbis , I would like to congratulate our secret agent Alex for successfully ridding the world of both money and production in one swift action. Now we can all live in peace until the ripe old age of 26 like nature intended. Anyone trying to return us to the old evils of civilization will be met with our overwhelming righteous fury. We stand ready to meet our foes with rocks and slightly sharper rocks.
    2 points
  18. This isn't really a farewell or goodbye but I'm gonna be taking a break from p and w. Recently my mental health has deteriorated because of a lot of factors. My life has become so monotonous over the last couple of months, logging in every day to a game that I don't really care about anymore hasn't been helping. I've tried various things to help make me feel better including "self medicating" but nothing has helped. I'm taking a break from life, I'm gonna try new things and in about a week I'm gonna decide on if I'm gonna keep playing or not. I'm gonna stop chatting in p and w servers for a while as well. I'm sorry to the people in my alliance and some of my friends for acting weirdly over the past while. I just didn't want to admit there was something wrong with me but that just made things even worse. I'm sorry guys I really was acting strange and negative. I'll hopefully be back soon and you guys will have the old Jamie/Alexsa back. Goodbye for now.
    1 point
  19. So currently spy's take way way to long to rebuild compared to the other military options(literally weeks compared to days). This combined with how easy it is to kill spy's and it makes it physically impossible to rebuild spy's once you have been zeroed in wars, even while in a long beige time. While I do agree spy's should have a longer rebuild time compared to more conventional military, they should still take far less time to build then what they currently are at. So I would like to suggest the following rebuild rates Base rate: 5 (changes base rebuild time from 25 days to 10 days) with IA: 7 (changes rebuild time from 20 to 8.5 days) with spy sat: 9(changes rebuild time from 15 to 6.6 days) With these changes it will still be possible to zero someone on spys. However it will also be possible to rebuild them in a reasonable amount of time.
    1 point
  20. Only responding to this portion because I didn't understand the rest of what you wrote: I don't think you're accounting for the underdog position of being outnumbered in a war where every 2 days you might need to dedicate both your spy operations to keep someone's spies below 20, giving you essentially 1 day in between to sabotage military. Winning the spy war is one of the few ways an underdog can gain a significant advantage, but if you tweak the spy rebuild/kill numbers too much, it becomes more tedious to maintain, much less of an advantage, and adds more expense (sending 60 spies to assassinate > sending 30 to sabotage, cost-wise) to, in this case, the underdog whom is already at such an enormous economic loss. If you lose the spy war as an underdog however, the disadvantage isn't as strong because the underdog will not have military to sabotage aside from mostly soldiers, in fact there is more of a disadvantage simply in not having the ability to sabotage the enemies' military. Point being, spies in its current form serve as an excellent mechanic to underdogs, giving them a slight advantage and method of fighting back, which is especially important with the new war changes added. The advantage provided is fairly balanced since it does not change the outcome of the overlying war and the amount of time and work that gets put in; it takes tons of coordination to first, win the spy war, and continued coordination to keep the enemies' spies killed, much more coordination than the loser of the spy war reminding their members to build spies daily.
    1 point
  21. Nation has been banned, thanks!
    1 point
  22. I've removed the nation, thanks!
    1 point
  23. Sure, just ignore that someone has to be below 30 spies for any sort of military ops to be conceivable, and below 20 for best results. Congratulations, 2/3 of the time is now used suppressing spies, making the already weedy influence of military sabotage ops completely pointless. Why do people who clearly don't know how to run or operate milcom or wars always so insistent on knowing what needs changing? Edit: as example since you're so obviously unaware of how to run a spy campaign, your entire premise assumes the spying starts on a daychange and is successful. This is optimal but not always the case, and the opponent will usually be down to around 10-15 spies after it. Add in the 9 for that day, up to 24, daychange comes again, 2/3 ops used to kill spies, he builds 9, is back up to around 15 or so, daychange, military ops, builds over 20, then spy killing again. 1-2-3-4-5, 15 ops in 5 days including the opening right before DC, 10 of these killing spies. That's if you get the OPTIMAL case scenario. If you don't, and say start spying after DC, he'll be back up to around 35 when DC hits again. he'll be at around 20ish area, build 10 more, over 20, the 3rd day is therefore more spy killing. Finally zeroed, day 4 is military ops, but day 5 he's getting around 20 again, so your milcom has spies killed to slow it down. 12/15 ops are now killing spies. 3/4 of all operations are JUST maintaining spy supremacy, so much time infact that it's kinda pointless to bother.
    1 point
  24. Can you explain why it would make spies useless? I can see how it would make it more difficult organizing to hold an opponents spies down, rather than wiping out spies at the start of a conflict and then not worrying about it for a while. However, a day to wipe out spies and 6 days to rebuild with the associated projects is not unreasonable. This is a slower rebuild time than every unit in the game, giving multiple days to spy military while an opponent rebuilds spies.
    1 point
  25. Of course of course, I was most definitely copying something that happened 2 years before I started playing. More than half of the alliances in that no longer exist.
    1 point
  26. Always admired your professionalism with business and ability to let loose and have fun when no business was going on. Solid separation. Don’t know the new guy. Hopefully he can reach the ranks of IC, Lord, and yourself.
    1 point
  27. Not sure why you are being hostile troll but such things have no place on a suggestion forum. Not everyone plays the game the same way as you and that's just reality.
    1 point
  28. Hmmm I think that would be a bit much. Maybe tie the amount of improvements lost to the amount of infra destroyed by the nuke? If the nuke destroys 800 infra that would be 16 improvements destroyed. I think that would be enough.
    1 point
  29. Look at the leaderboards my friend. People in this game are competing for more then one thing. If something like this were added then it would be another thing to compete in which I find to be entertaining. As I said before this is a metric to gauge a nation's economic strength. It's not ment to be a new game mechanic lol. There really is no reason to complain about having access to more information lol
    1 point
  30. If your nation gets nuked 32 times, I kinda feel like you should be out of the game for a while. The cost associated with doing something like that is insane. So your 32 city nation is unable to make money for 11 days per nuke and oh no, maybe you lost a farm and a market. There's a reason that people consider nukes to be a loser's last ditch effort. Shouldn't a nuke cost more than a naval attack? Right now nukes are just super powered missiles. If people actually want to keep their wimpy nukes, then sure we could add different warheads to the nukes. The current nukes could be tactical nukes and then these improved nukes could by Tsar Bombs. I can't imagine why anyone would actually want to use the old style of nukes though.
    1 point
  31. Let's be realistic here the effects of nuke pollution on a city is very limited at best. As that city has already lost most of its pop from losing its infra.
    1 point
  32. I'll love you for at least a bit if you can describe the images you're uploading. My screen reading software can make nothing of them.
    1 point
  33. No need to be hostile I'm looking at the income records, and it looks like you're generating $60,447.02 per turn (every 2 hours.) At 6PM game time, you produced $60,447.02 and had $215,262.01 Before that at 4PM game time, you produced $60,447.02 and had $154.814.99 Before that at 2PM game time, you produced $60,447.02 and had $94367.97 So, it all seems to be working properly to me. You can check things out yourself on your Revenue Log page: https://politicsandwar.com/nation/revenue/log/
    1 point
  34. Well, so much for our super-secret insidious plot to subjugate SK by means of British invaders, British 5th. columnist infiltrators, and dissemination of subversive British propaganda (using proper English, of course!) from TKR. 'Sigh'.... Long Live Queen @Adrienne Anyways!! And long live King @Benfro!!
    1 point
  35. Bittersweet. Sad to see you go, but also happy for Benfro.
    1 point
  36. It was fun working with you, Adrienne, enjoy the break.
    1 point
  37. Duh, nukes should be more powerful for their cost. Currently it cost about the same amount in resources as it does in infra destroyed, if you target cities with <2000 infra. This tells me you don't know how and when nukes are launched. You can only launch one per day and disables you for 24 hours to even do anything else with that opponent. It's not like you can spam click them. Okay, it's not like top 50 alliances have infinite cash flow or anything. Why should getting a tax from 200+ members ever complain about resource costs? Better build a vital defense system if you don't want to be nuked. Don't get on here and spread those tears of 2500+ infra cities.
    1 point
  38. Man, I just joined too. I missed an entire coup while I was asleep... when’s the next one? Jokes aside, despite the short time under your leadership, thanks for everything!
    1 point
  39. Retirement is fun, and lord knows you deserve it. thanks for making the game fun o/
    1 point
  40. @Adrienne No one can ever doubt your dedication for TKR, your leadership through trying times helped build TKR into the benchmark for a well oiled efficient alliance with an even greater group of members. We had our ups and downs in our relations but I'm glad many of us got to know you and your gov over the years. You left leadership when TKR's position is stronger than its ever been. Enjoy retirement Nizam you've certainly earned it. @Benfro You've got some big shoes to fill Benny. ;,p
    1 point
  41. Except it's still pointless and not really useful for anything. Anyone so severely invested in the very nice one trick pony use of this can easily make a sheet to do the same thing, and just plug in an alliance ID to see. Or if ya make it real fancy it could even pull for several at once to compare. This straight up is not necessary and doesn't contribute anything of actual value.
    1 point
  42. i think rather then calculating everything it could calculate your city value + current infra + land value. If it did that then it would be a useful metric
    1 point
  43. Admin is busy, post Anarcho Primitivist memes
    1 point
  44. My takeaway from this post is that a bunch of morons who don't actually get how the community works tried to make an Illuminati and you stopped them, therefor leading to the death of what could have been the most hilarious moment of retardation for the year.
    1 point
  45. Given the context that this apology is coming after Cam's behavior was savaged in the other thread and on Discord by nearly every other group, effectively backing them into an FA corner; and given the context that high profile members continue to defend past actions; I think it's fairly reasonable that people are skeptical. Look, you guys fricked up hard last war and a lot of people are rightfully pissed off about your actions. It isn't the first time an alliance has found themselves in that position, and it won't be the last, though it may be more heated than most. Take it from an alliance that has been there multiple times before - take the L and move on. It's not unreasonable to want to hold them accountable for their actions in some meaningful in-game way, such as say rolling them in a short war. With time, most people will move on if you will. T$ in particular, which seems to be singled out by detractors here, has an entire history of doing just that. The fact that we can exist on the same political axis as them again proves it. We - the various divergent alliances that made up col A - are not IQ. We don't hold permanent grudges over past behavior or past governments. Every single alliance of meaningful age on our side has at some point made friends out of enemies, enemies out of friends, and back again. If you truly change you will find most people's attitudes change with you, but you're going to have to face the immediate consequences first. Whether that's a war when the NAP ends. or just several more threads of people &#33;@#&#036;ing.
    1 point
  46. Yeah atm we are just collecting api keys for the bot to use, replace and then day change reuse. This just makes it sensible for different alliances to govern properly rather than trying to keep a list of api keys of nations to use.
    1 point
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