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Showing content with the highest reputation on 08/12/20 in all areas

  1. Today is a very important day! Not just for me but for ellies all over the world. It is World Elephant Day - a day dedicated to the conservation and preservation of elephants everywhere. Ellie started out as just one elephant - a purple elephant trying to make her way and bring some happiness in the scary planet we live on. Now, the original Ellie represents all elephants and it is with this in mind, I invite you to celebrate elephants with me by grabbing some of your favourite cake (coffee and walnut here) and posting your best Ellie pictures in the thread below. Normally, I'd invite you to join me in Purple Flower Garden for a big party too but well... next time. If you are interested in finding out more and how you can help the elephants, send me a message either here or on Discord. Thank you :)
    39 points
  2. Mandatory Carthago propaganda :3
    9 points
  3. @Yui You already get the vast majority of my Ellie Photos, but here are three more, just for you. SMH. Bad pirates get put in the naughty, no raiding corner to think about what they've done.
    9 points
  4. Live action feed of the purple ellie in action.
    7 points
  5. @Yui Happy World Ellie Day!!! Gives Yui lots of cake The just and merciful Romans destroyed Carthaginian civilisation to save the Ellies from being used in war.
    6 points
  6. On behalf of our alliance, Carthage endorses this post.
    5 points
  7. Oh right. I'm supposed to post a piccie. Here's one from one of my favorite games:
    4 points
  8. You are what makes this world a scary place for Ellie's and therefor you deserve all the sadness in existence.
    4 points
  9. Just wanted to post some good news regarding this, and showing some of the good work being down to eliminate the illegal Ivory trade. https://www.straitstimes.com/singapore/environment/18-million-worth-of-ivory-to-be-destroyed-nparks-launches-new-centre-to-combat I think its all our wishes that as more pressure from governments is placed upon the countries which are the primary consumers of Ivory products and measures taken to eliminate poaching of Elephants and other endangered animals. That we could begin to see a resurgence in numbers of these animals and others which have been unfortunately on a downwards trajectory for sometime.
    3 points
  10. I prefer the classics
    3 points
  11. For the Elephants! And 4 Ellie!
    3 points
  12. I was about to make a dead elephant joke, but then I realized that Purpleymoon is too nice. Happy Ellie day to all!
    3 points
  13. Mech-elephants of the Soviet Red Guard shall protect the real OG elefants Supported by our great war hero Wojtek the Bear! yea should beware of that, everyone gonna gang up if you try to mess w Purplemoon
    2 points
  14. Elephant Day is a major, three-month long, biennial holiday in Rossiya. In preparation, the entire nation spends considerable effort both online and offline to promote the interests of the Elephant. o/ the Elephant o/ the Elephant's supporters
    2 points
  15. Happy Ellie Burt day to everyone \o/
    2 points
  16. Preface While a lot of us might log into P&W multiple times a day, overall player-retention in P&W is not very high. In fact, I would guesstimate that 90% of new players don't make it past the first month. I think a lot of this is due to the nature of browser games in general, not just P&W. You need specific qualities to be able to spend enough time on a text-based game for it to be engaging, in my opinion. Nevertheless, this suggestion is another step (in addition to my tutorial idea in another post and maybe future ideas) that I think could help slightly in raising P&W's player-retention. Main Issue Currently, city/project timers last 120 turns, or 10 whole days. When I first joined P&W years ago, this seemed like a slightly odd number to me. As a new player, seeing double-digit-day-long timers is a bit discouraging. New players want to start playing as fast as possible. Now, P&W is a long-term game, but I think shortening timers could have somewhat of a psychological effect in helping with player-retention. Proposed Solution What if we reduce city/project timers to just 84 turns, or 7 days/1 week? Having to wait 10 days (double digits) might seem like a lot to people. Whereas one week simply seems like more of a normal thing and even though it is only 3 days less, might be more acceptable. In real life, people are used to waiting for things on a weekly basis. School/work deadlines, meetings, etc. It's far more natural to use a week-long cycle instead of a 10-day cycle. In addition, the average city count in P&W keeps going up with time. Thus, being able to build cities a bit faster would probably help new players get better integrated with the majority of the active playerbase, especially when global wars break out. Testing the Solution Let's disregard the build-up from 1 to 10 cities as this has no timers. To get from 10 to 15 cities currently takes 50 days in city timers alone. If you have 1500 infra per city at 15 cities, then you also have 5 project slots, which means an additional 50 days. That's a total of 100 days just to get to a decent nation size that allows you to be competitive in a global war. With week-long timers instead, that would take 7 days x 10 (5 cities and 5 projects) = 70 days. So, you save a whole month in timers alone. However, timers are not the only thing that matter here. Of course, even if you reduce city timers, city costs are exponentially more expensive with each additional city. So, it will probably take you more than 7 or 10 days to save up to get your next city. Disregarding any sort of alliance growth aid, smarter players that flip on the market and/or raid actually could earn enough money that they are able to build their cities every 7 or 10 days for the earlier cities. So, I think it could be good to shorten these timers so that new players can get these earlier cities faster. Because of the exponential cost of cities, it's going to take a lot more time to get the later city counts, so once new players get a bit closer to the average point, they will start to slow down and match the growth rate of older players, so that way, it isn't unfair or anything. Furthermore, I think this could help new alliances in general. In my previous example, I disregarded alliance funding. However, it's obvious that most players who have 10 cities are in an alliance. Thus, they are probably subject to alliance growth initiatives. By reducing city timers, this could help newer, but well-planned alliances become relevant faster. If these newer alliances are doing their econ properly, they can utilize shorter timers to save a month in the catch-up game. I think it's good for game health that rising alliances are able to get into a proper war range a bit sooner. It could help make global politics and wars more interesting and dynamic. Conclusion New players are a bit impatient and want to be able to play as fast as possible. While the retention rate will never be high for P&W due to the nature of browser games and nation sims, reducing city/project timers could help, in my opinion. Furthermore, it could help new alliances with potential become relevant faster and shake things up and keep the game more entertaining.
    1 point
  17. I left out Ireland because that goes over the 4 province monthly limit.
    1 point
  18. 1 point
  19. Elephant meat tastes good. Edit. Thanks for all the downvotes!
    1 point
  20. I think Akuryo missed the point a long time ago. It amazes me why people even respond to him. I agree with this. This is the type of suggestion that does alot but actually just nothing. The last update already lessened the challenges this game offers. There appears to be no reason why this game should be easier. It is already easy for new players anyway. Just join someone like the immortals and you literally don't have do anything but click buy new city. And I'll say it till I'm blue in the face: Doing things for people is not activity!! Some people like this play style. But all it does is attract more empty headed idiots. Seeing how Akuryo turned out I think we need less of that here.
    1 point
  21. What's the alternative, no content? If building up your nation is just a "grind", than almost anything about having a nation in this game is going to be a grind. These statements are contradictory. This isn't about maintaining a gap. It's about not hyper charging growth so much that growth stops being rewarding.
    1 point
  22. 1 point
  23. While it nears a gray area, I don't think that their intent is to make you quit the game, and there certainly are plenty of options besides quitting (negotiating a peace, finding a protector alliance, obliging to their demands, joining a different alliance, merging with a different alliance, paying another alliance to attack your attackers, etc.) Therefore, I do not think this violates the rules.
    1 point
  24. Hello, I'm a mobile user and after accidentally buying 1100 uranium I got an idea of a confirm button before buying. Why? On mobile using a mouse is very unlikely and since the buy and the bar that lets you change the amount you want to buy is close it's easy to accidentally press something else. So I think a confirmed button is a good idea.
    1 point
  25. I pledge my sword to the banner of the King in the North, Zygon StarkBy the old gods and the newdown with the tyranny of the Squeegeewith honor, loyalty, and direwolves for all
    1 point
  26. should have just disbanded before you left
    1 point
  27. Separate City & Project timers maybe? That's always infuriated me.
    1 point
  28. Hello ladies Or should I say Ayyyy lmao
    1 point
  29. Daily Reminder to disband your respective alliance and join BK
    1 point
  30. As of December 25th, 2014, The Syndicate declares that it is officially entering public markets. Foreign Investors and prospective Associates are encouraged to contact Syndicate officials through Appropriate channels, as listed below: IRC: #syndicate Forums: http://syndicatepw.net/ /$/igned for The Syndicate Roy Mustang, Director of Acquisitions Psycho, Director of Accounting Partisan, Director of Marketing
    1 point
  31. A catch-up mechanic but also something that benefits people already in the game. Here's my proposed change, not a huge impact but it saves everyone money. Current Forumla: 50000*(x-1)^{3}+150000*x+75000 Proposed Formula: 40000*(x-1)^{3}+150000*x+75000 C10 is $8m cheaper this way, c20 is about $40m cheaper, c30 is about $200m cheaper, c45 is almost $1B cheaper. Basically just helps accelerate everyone's growth a little bit but eases some significant cost off the higher city counts and makes it a little more feasible to have a "big" nation. Graph:
    0 points
  32. Guilty Alliance - Oceania https://politicsandwar.com/alliance/id=7527 Against FairyTail - https://politicsandwar.com/alliance/id=7720 FairyTail is a small alliance of friends that created the alliance to enjoy playing and building with each other. Recently Oceania declared a round of wars with 9 attacks on FairyTail. Their peace request was simple "Join us or get perma-rolled". This type of behavior called "Raid-Recruiting" doesn't seem fair to a small group of 6 people, especially those that are just trying to find some space to play the game. But the rules don't say this is unfair to play. So play on. But now it's too much. On this second wave of attacks of which FairyTail's leader is blockaded again there becomes a point to this perma-rolling where it's not a game anymore. At least for the 6 getting steamrolled. At this point in time according to the definition of Harassment: "Harassment is unwanted behavior which you find offensive or which makes you feel intimidated or humiliated." Perma-Rolling someone because they won't join your alliance is "unwanted behavior that makes you feel intimidated" to join them. It's get perma-rolled or quit playing the game in their own little group. According to the rule: This is harassment that will lead to players quitting the game. Going 1 round in a 5v3 and crushing them is fair, it's "Politics AND War" after all. But hitting someone to beat them down just for the fun of it isn't right. Since the time beige has been removed several people have brought up this question of "What happens in the instance of a perma-roll?". Well the answer is simple. Alliances can beat down smaller groups into oblivion until they end up leaving the game. I submit this report to attempt to have the second wave of attacks peaced out and a warning sent to Oceania Gov about this behavior. I also submit this report to attempt to have the rules explicitly say "Perma-Rolling" is against the rules to help protect small alliances of friends like FairyTail.
    0 points
  33. Even though I hate the timer myself (specially when I have enough money to buy another city) Completely removing it wont do much good alliances with start making the new guys start getting money by raiding in-actives at c3-5 and then start making city jumps while buying projects as well entirely destroying the fun of the game
    0 points
  34. No elephants are tasty
    0 points
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