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Showing content with the highest reputation on 08/14/20 in all areas

  1. As promised yesterday, after thorough testing by our QA Team, I have pushed the changes announced here live. Every nation with Tanks was just credited 0.5 Steel per Tank they had. A quick summary of the changes pushed live was: Tanks' steel cost was reduced from 1 -> 0.5. Anyone who already had Tanks was refunded 0.5 Steel per Tank. Old Beige was re-instated temporarily while we test some other fixes on the test server. When a nation loses a war, they will receive 2 days of Beige time. The nation score formula was adjusted slightly, particularly in regard to military scores. The score values for Tanks, Aircraft, and Ships were all increased slightly. The QA Team is helping me do a final review of all the changes on the live server to make sure everything is working as intended; if you find any bugs or have any issues please let me know.
    12 points
  2. Shut the frick up and be glad Alex is making some good changes and is trying to learn from his mistakes. Thank you Alex for taking responsibility and admitting your faults, and for trying to make things right.
    9 points
  3. Hello everyone, First, I want to start out by apologizing. When I removed "Beige" without warning on the live server some time ago, I did so primarily out of frustration and that is a terrible way to run or develop a game. I've done a lot of reflection since then, and I just want to say sorry for all of the trouble that that action of mine has caused. I do fundamentally believe that Beige is flawed (at least in the way that it had been implemented) but to just remove it with no ready replacement was wrong. I can say that since Beige has been removed, it has sparked a lot of good discussions and I think we are now closer than ever to developing a better replacement mechanic. I have been working with users in the Game Suggestions forum, as well as our new development team on proposing and discussing alternatives that will have less unintended consequences. Instead of just picking one and going for it, what I am hoping to do is run a series of short tournaments on the test server testing each alternative. From those tournaments we can gather feedback and make tweaks as necessary, as well as ultimately decide on a replacement and implement that into the live server. However, that is going to take some time. Therefore, instead of rushing things, what I have decided on is re-implementing the old Beige system as a temporary measure while we test and develop a replacement. That is, primarily, what this announcement is about. Right now the old beige system is being tested on the Test Server by our QA Team (you can go play on the test server as well and report any bugs you find with the changes if you'd like to help.) Once I am confident that the changes don't have any major bugs, I will be pushing them to the live server. I don't have an exact ETA, but I would say with about 90% certainty that will be within the next 72 hours. In addition to re-instating old beige, I am also making two other changes: The Steel cost of Tanks is being reduced from 1 -> 0.5. Reducing the Steel cost for Tanks has been suggested probably since P&W first began, and I am finally listening to the advice of the community and heeding my development team and going for it. The Nation Score formula is getting tweaked slightly to increase the score values of Tanks, Aircraft, and Ships. This was a popular suggestion by @Roberts, and was well received by the development team as well. Note that I am not going to adjust the score value of cities as proposed in that suggestion. I will, of course, let you all know when this change is pushed to the live server, but I wanted to give everyone advance warning and notice about these development plans. If you have any questions, feel free to ask.
    6 points
  4. I have a secret treaty with your mom.
    6 points
  5. When the white eagle of the North is flying overhead And the browns, reds and golds of autumn lie in the gutter, dead Remember then, the summer birds with wings of fire flaying Come to witness spring's new hope, born of leaves decaying As new life will come from death, love will come at leisure Love of love, love of life and giving without measure Gives in return a wondrous yearn of a promise almost seen Live hand-in-hand and together we'll stand on the threshold of a dream. The citizens gathered in the capitol to watch the forces of Empyrea return from the thousand years war. Millions of old men, women and children gathered in the great Ten-Men square (it was named this because it took ten artisans and masons a hundred years to complete this great feat) to see their heroes march down the center aisle and on to the steps of the great Forbidmen Palace. (It was named thusly because after the great palace was built the first emperor that lived there did not allow any men to live inside except for him. He had thousands of female guards, servants and concubines.) But when the citizens saw the state of their great army they were shocked. Other than the military leaders It looked as if there were only ten men left. (Ironic because of the name of the square they were all standing in.) One old monk was standing in the crowd watching the procession. He thought something was off. Now this monk had been around for a long time for he was already an old man when the great war started. He thought it was unusual that the leaders that came back with the soldiers looked like they had not aged one day. What was their secret? He asked himself. He looked in a bit closer to try to figure it out but instead he saw a dark aura surrounding the two kings leading the group. He noticed that their bodies looked strong but their spirits were weak. Then all of a sudden he hears a voice in his head. “Find the true kings.” It said. The old monk was confused. These were the true kings instituted by the Chaos Gods after the Eternal and Heavenly Magnificent Rozalia passed along the kingdom to them. These two men known simply as James of the southern kingdom and The Royalist of the north were instituted to be the leaders as part of that agreement. They had been top men during the reign of the Great and Charming one with the perfectly oiled body Rozalia. He passed it off as evidence of an early sign of alzheimers. But then he heard it again. “Find the true kings.” It said again. This time the forgetful monk couldn’t deny what he had heard. “Go to the southern dunes, that is where you will find the first.” The voice added. And before this forgetful monk could respond the voice quickly said “Bye,” and went away. So the monk grabbed his staff and cloak and started on his journey to the southern sand dunes to find his first clue. To find the way back. Months passed by and the monk saw his journey nearing its end. He stood on a cold windswept ridge and looked out across the lands below. To the East was the great mountain, its snow capped peak shining in the early morning sun, and beneath him the green plains of The Wei. Far away in the distance he could see a glimmering line on the horizon. “That must be the sea” he thought to himself, though he had never been that far before. He spent a few minutes in silence, buffeted by the chilly gale, wrapped in his thoughts. Then, a loud crack like the breaking of thunder, and then, in a deep, echoing voice. “Do not fear me, monk. Be you blessed with beautiful wives in your twilight days. I have a task for you.” The monk was startled, but reassured by the calming nature of the voice. “What do you wish me to do, Son of Heaven?” “Look towards the Great Peak. Focus your thoughts. Remember your quest. Now, point at the peak.” The monk pointed and from the tip of his finger sparks flew, brighter and faster, more intense with each second that passed, until a blinding light erupted in front of him and the monk remembered no more. * Ever The Royalist, Filip: Regent of the North of The Wei, woke with a start. The room was dimly lit by a grey dawn, but he could already see that the other side of the bed was empty – 'James must already be out on his early morning rounds at the barracks' he thought sleepily. That wasn't what woke him up however, Filip could have sworn he heard a voice in the quiet of the morning. Could it have been James at the barracks? No - it was too far for sound to carry. He sat up and listened intently and heard nothing, not even the birds were singing, yet...perhaps there was something. Now, sleep shaken from him he was more aware of his surroundings, and the echo – faint but persistent, reverberating in his mind. “Return! Return! Return!” He jumped up with a start, now fully awake, and ran for the door to the room, crashed through it and stumbled into the Grand Hall. There he was almost knocked over by Penguin, charging out from the corridor that led to the arboretum. They called to each other, and were surprised to realise they'd witnessed the same event. As they recalled this curious event, they were disturbed by The Regent of The South entering the hall, sweating and out of breath. “What is the matter, James? Did you hear it too?” “Is there a problem at the barracks?” queried Penguin. “I bring important news!” Was James' response. “I was on my way to the barracks when his Excellency, Canter...uh...cantered into the courtyard with a message from the mountains. We must ride there immediately!” Soon enough the cavalry was called, and horses were saddled, and they rode into the west. Shortly they came across a splendid manor house where they came across The Wei's most trusted Imperial Advisor mounting his own horse – pants forgotten (as usual), esteemed buttocks airing themselves. ForgotPants had witnessed the same event, and as soon as he had seen the Palace cavalry arriving he had started to get ready. Again, their number growing, the cavalry moved on further west until they began to reach the foothills. Now they began to notice changes – the air was muggy and thick with the smells of fire, and the sky darkened, save for a blinding white beam of light shining atop the highest peak. They moved on closer and closer to the peak. The air grew thicker until it became like a suffocating fog, filling the lungs and clinging to the skin. They topped the last ridge into the final valley where they met Reece. His Excellency had been standing exactly where Canter had left him, staring dumbfounded at the sight ahead, and it truly was an awesome sight. Hard as it was to see with the harsh blinding light that still shone on the mountaintop, they could see flames rising as high as the tallest trees, with smoke whisked away in a ferocious vortex down onto the lowlands. The sight was strangely hypnotic, but The Flying General was made of sterner stuff. “Come on, we must find out what is going on” “But...it's so pretty” was Reece's reply, however at the crack of Penguin's whip in the air the company was soon brought back to reality, and they continued on the final leg of their journey towards the peak. Arriving at their destination, they quickly realised, and understood all that had happened. Within the beam of light, tumbling down from the Heavens was a mighty stream of paper, rushing and cracking, emulating the sounds of trees in a hurricane. They fell on to the fire and were instantly engulfed in the flames, burning it all into a black ash that was blown down into the valley from a fresh wind sucking up from the north. Filip stared in wonder for a moment, before reaching in and snatching a sheet of paper from the flurry. He turned it over, saw a diplomatic seal, and looked around at the group. They all saw it, and they saw the world they were living in, and they all understood. The paper must go.
    5 points
  6. Hello! Pm me if you wanna sign a treaty with my nation, if an arrgh member tries to take our stuff in GW we all smash him/her. 1000-3000 scores only Let's show these pirates who's boss.
    5 points
  7. Customizing images is fun, but they're only visible on a nation's front page. Could we also show our custom images on internal pages? Ex:
    3 points
  8. The ability to sort/filter messages by seen as well as the current date would be very useful in my opinion. especially for people running mass messaging bots (mainly recruitment bots) who want to be able to see replies that happen while the bot is running. There may be other catagories that could be useful like filtering by alliance also. Feedback very welcome obviously.
    3 points
  9. They will decommission at the 0.5 value, I will credit everyone 0.5 Steel for each Tank they have right before I push the changes to the live server.
    3 points
  10. I was thinking the following, in regards to a Nuclear Power Plant destruction due to lack of maintenance or war: If the plant gets destroyed in a battle, the effect would be the same. If it was destroyed by a nuclear bomb, the effect is a double-nuke. This could daisy chain if each nuke effect destroys another plant, but that would be very bad luck indeed. I also live near a plant that was closed because it had been leaking small amounts of radiation for years, so I do think having a small chance of some pollution works, too, but what I would really like to see is the above. Nuclear energy is not always 100% clean and safe, and the game should reflect that. Having this game mechanic in effect would make people think twice about getting Nuclear Power Plants, as (realistically so) there is some risk involved with them. Right now, they are overpowered.
    2 points
  11. Looks like the nation link was just incorrect and has been fixed. https://politicsandwar.com/nation/id=206759
    2 points
  12. Yay. I loved seeing all the posts. The last post about the person travelling all that way to give the animals water. 😭 Thank you everyone. Ellie is very happy. Hope you don't feel sick from all the cake! 🍰
    2 points
  13. This is a suggestion that has been floated previously, but I think that given the late-stage of the game it would really add something. In a nutshell, my proposal is that every turn, there is some (very small) chance that any given Nuclear Power Plant will experience an accident, causing a meltdown and resulting in the uninhabitability of the city. (I.E. The city is destroyed/removed.) Right now there are 0 mechanics that can reduce someone's city count. Because there is effectively no cap on nation growth, some players are just really far ahead of others and will always be farther ahead. Adding a meltdown mechanic will add a small limiting factor and at the least reduce the growth rate of very high-city nations. Yes, I know, you could just not use Nuclear Power Plants, and I would expect that some players would switch to Wind Power. Which, in my opinion is fine, as that does take up a lot more improvement slots and ultimately still accomplishes the same goal of reducing the growth rate of players at the high end. Here are some numbers I've calculated using a 0.0004% chance of a meltdown happening per Nuclear Power Plant (NPP) per turn. For smaller nations, the likelihood of experiencing a meltdown is lower because smaller nations either have no or significantly less NPPs. It's also important to recognize that the cost of rebuilding, say, City #10 is significantly less than rebuilding City #40. It would be a relatively insignificant change for most players, but it would up-the-ante so to speak for using Nuclear Power Plants, and IMO it's a fun mechanic - it allows a player's risk-tolerance to enter into their decision making when deciding how to build their cities. This change would of course be thoroughly tested on the Test Server for bugs, and probably wouldn't be implemented until late January at the very earliest. So, in the mean-time, I'm throwing it up here to get some feedback. The numbers could be tweaked, of course, but I think that this is a reasonable balance. Let me know what you think.
    2 points
  14. Fair is fair. Thank you alex, for reinstating old beige as a temporary measure and for changing your approach toward new implementations. The shift toward allowing for more extensive (public) testing and feedback for alternatives on test server is a welcome one that will hopefully serve to improve the quality of future updates.
    2 points
  15. Not a game engine, just us secretly have a good relationship and maybe share cookies with each other;3 Edit: a bit aggressive Changeup, I'll fix that match up problem... if you had a little bit more IQ you would know I am trying to just mess around and have a good time, if you do not like that then do not post in my threads instead of complaining to my alliance... thank you. @Changeup
    2 points
  16. Why do you think being a whale is a problem? Just because you're not a whale? I don't understand why the admin should try to find a way to damage players that basically did everything right If you are a whale you played the game a lot, you managed your economy well, you won wars or avoided wars with good politics, isn't this the point of the game? Imagine being a player that buyed 10 credits per month every month and used them to become a whale faster and now the admin, the one that gets your money, is thinking a way to remove the advantage you have thanks to those credits If you think a nation is too big just hit them, literally happening right now, hire mercenaries to nuke them, put bounties on their nation, convince them to play keno, there are so many things players can do At best you can make city 40 cost 5B, city 41 cost 10B, city 42 cost 15B, etc. in this way even if you are a whale with super high infra you need a lot of time to buy a new city and other players can get close to you
    2 points
  17. I like the idea of having a nuclear meltdown because I think it adds a fun random element to what is normally a boring game outside of war. However, removing an entire city is a bit drastic. A better idea would be to have it make the city go 'inactive' for a few days, where it practically doesn't exist but is back to normal within a few days. @Shiho Nishizumi had the idea to make a nuclear meltdown function like a regular nuke, which I liked. Removing an entire city is to dramatic though.
    2 points
  18. Wei rips up their paper edit didn’t realize someone responded to Arctic before me ;(
    1 point
  19. DO YOU KNOW DA WEI DO YOU KNOW DA WEI ITS OUR BIRTHWEI YEEEEES I HAS FOUND DE WEI DER IS NO PAYPA IN DIS WEI
    1 point
  20. Arrgh might end up crying if this happens (I’m not arrgh)
    1 point
  21. That can be implemented (even though I’m against it I love my beautiful infra)
    1 point
  22. Progress takes time it’s not like all his decisions will have a good affect also we are not going back to beige its temporary It will be replaced
    1 point
  23. If the war began before you put yourself into vacation mode, then it does not prevent the opponent from finishing their war against you.
    1 point
  24. Listen here you lil shit I listen to your radios, I am gonna start a revolution and become THE Thalmor Radio, making it my own and I become the popular one.
    1 point
  25. Thank you for listening to the feedback. Also, I'm glad my alliance didn't max tanks lol
    1 point
  26. Pardon the thread necromancy here, but I have kind of a twist on this idea, and didn't know if it warranted a new thread or not. I was thinking the following, in regards to a Nuclear Power Plant Meltdown: 1. The effect should be equal to that of a Nuclear Bomb (not a whole city destroyed) 2. Instead of a small chance every turn, make it so you have a decent chance of meltdown if you can no longer afford to maintain it (the $10,500 per day). 3. If the plant gets destroyed in a battle, the effect would be of a nuclear bomb. If it was destroyed by a nuclear bomb, the effect is a double-nuke. This could daisy chain if each nuke effect destroys another plant, but that would be very bad luck indeed. I also live near a plant that was closed because it had been leaking small amounts of radiation for years, so I do think having a small chance of some pollution works, too, but what I would really like to see is the above. Nuclear energy is not always 100% clean and safe, and the game should reflect that.
    1 point
  27. this is literally just “i made an impulsive change nobody liked so im changing it back to what people liked wow im so thoughtful.” go on girl, give us nothing.
    1 point
  28. Man this is a great change having zero replacement was definitely hard to get around and had some major negative impact on my alliances recent war I know several of our membership will be happy to know this change happened I look forward to the new concepts and seeing what the future holds my best of wishes to everyone going forward
    1 point
  29. dear capitalist scumlords of pnw, ur all clowns lmao
    1 point
  30. I no longer recognise House Stink Stark. Long live Squeegee! Long live the Seven Kingdoms!
    1 point
  31. 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
  32. Your city count is the ultimate determinant of your maximum Military capabilities. The same alliance who has been bullying new players for years with low infra exploits and 10+ city count differences is now crying that they must fight people closer to their own city count and skill level. Cry me river, lmao
    1 point
  33. Interesting idea. I think expanding on current game mechanics could give this game some well earned love. Instead of just adding projects or modifying current numbers the addition of a new mechanic would add a depth that need not be explored by new players, but give experienced players a new tool to use. Of course I think the crime numbers should be increased, perhaps it could scale with city count or have an exponential curve. I think instead of down voting without giving any criticism you should bring up why you think the suggestion isn't worth the time of day. Otherwise we won't have play opinions on what this game needs.
    1 point
  34. Props to Dave for a David vs Goliath ending.
    1 point
  35. I just woke up after a binger and thought wouldn't it be amusing to have custom images for projects? Like have my space program being a .gif of a coke bottle and mentos. or my advanced city planning be of those little car mats?
    1 point
  36. This. On top of that it's highly highly unrealistic. Nuclear incidents happen, sure but no where near on the scale or magnitude of what is proposed here. Chernobyl I think most people would agree is probably the worst nuclear incident outside the WW2 bombings; the number of people who directly died as a result of Chernobyl is 31 - the IAEA estimate around 4000 premature deaths associated with the disaster. And the proposal is to wipe out entire cities at a fairly high % chance? (so if for example you have 30+ cities pretty much guaranteed to have a meltdown killing hundreds of thousands of people at least once a year...??) Sorry but no. If you want to introduce this sort of mechanic do it with nuclear weapons rather than imposing an ultra unrealistic mechanic on power plants.
    1 point
  37. I don't like the concept of losing a city. If you're going to implement something like this you'll have to reduce the cost of cities.
    1 point
  38. 1 point
  39. Natural disasters are a great idea. However, I am lukewarm about the fact that it can completely remove the city. When you have to pay over 1 billion to get city 30, it is just devastating to have to pay for that city 30 twice a year. In my opinion it should just send a city down to 0 infra and destroy all improvements.
    1 point
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