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Showing content with the highest reputation on 08/15/20 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.
    6 points
  2. I cant blame them for making an announcement to distance themselves from Under. That toxic trash piece is always going to be a stain on the history of UPN.
    6 points
  3. Currently, the minimum length of time that a nation can spend in vacation mode is two weeks. My suggestion is to change the minimum length of time to one week as this seems like a much more realistic time for a lot of people. Right now, if you did go on vacation for one week and would not have access to WiFi or want to spend time with family instead of playing Politics and War, you could either hope that your nation is not raided while you are away or go into vacation mode for two weeks and have to wait a week to play again. The main reason that vacation mode is limited to two weeks is, from what I understand, to prevent abuse of the mechanic; however, I do not see how lowering the time to one week could make for abuse of the mechanic. I can see how a minimum time of three or five days could make the mechanic broken, but I do not see the harm in one week. This is my first suggestion and I appreciate any replies 😄 Edit: I now think that the time should be reduced to ten or eleven days (or ten days six turns) as one week could make VM be abused much more and cause problems in alliance wars. Ten or eleven days makes it a more reasonable amount of time to be on vacation without causing in-game problems like one week.
    5 points
  4. 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.
    5 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.
    4 points
  6. Join the Alliance of the Young World Federalists! The Young World Federalists are fighting to unite the world under a common federal, democratic government for the common good of humanity. Join us to show those nationalists how powerful a League of Democratic Nations can be! Alliance Page If you're interested in real world federalism, check out www.ywf.world and the r/GlobalTribe subreddit!
    3 points
  7. Two weeks is preferable I think, since alliance warfare 'rounds' tend to last around one week. If someone goes into VM, then they really should just be *out* of the game for long enough to where their VM length really limits their impact on several rounds of warfare, so two is a reasonable balance for that. Being able to just escape the opening rounds but come straight back for the next round means that blitzes can be cheesed off by intense short VMs, and that's the kind of thing that we're trying to avoid with the minimum lengths.
    3 points
  8. Given the timing, this seems like a last-minute publicity stunt. It's action not forum announcements that will change the minds of Orbis. I honestly hope you prove me wrong.
    3 points
  9. 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
  10. The United Purple Nations is pleased to announce our new government: Executive Branch: Prime Minister - Matt2004 Chief of staff - Noreen Secretary of State for the Home Office: Noreen Secretary of State for Foreign Affairs: Itachi Uchiha Chancellor of the Exchequer - Jared95 Elected MPs: Cameron Axley Sirogorath Sirgogobeans
    2 points
  11. Rebutting all of you in one post without quotes for the sake of brevity. "I'm content-starved bored and therefore any update is a good update. Let's add negative events!" You may be bored but you aren't putting full thought into a random event (the meltdown) triggered by a typical circumstance (low money on-hand, especially during war). What you actually want is content and you'll take any you can get, even if it sucks. And this suggestion sucks, no offense OP thank you for trying. Instead, we should be focusing on player-driven content instead of "events." Maybe blowing up ANY power plant in ANY kind of battle or missile/nuke will give extra pollution for X days but with a reduced chance of power plants being hit. "This feels realistic because Chernobyl happened irl." Akuryo addressed this pretty well already. Nuclear power is typically one of the safer and more environmentally friendly options that exist irl. You very, very rarely see an issue unless something else triggers it ie- soviet incompetence or a literal tsunami. "Nuclear power plants are overpowered" ... This is probably the least thought-out statement I've seen. The problem is that nuclear power plants are the only power plant that scales while conserving on improvement slots and pollution. That's not an overpowered improvement, it's a list of useless improvements (the other power plants) that only serve the lowliest of noob nations who do not know better. We should perhaps take a look at improving those instead of trying to make the entire game a little bit worse for everyone because [see point 1 of this post]. tl;dr- no thank you. Random "disasters" are a horrible idea when this game already struggles with balance issues.
    2 points
  12. Yeah, I gotta say I never really thought the day would come that I agreed with Kastor but this ^ x1000. I don't know what happened here, UPN, but I find it pretty unbelievable you just kick banned someone who has been with you for over six years and single-handedly makes up 100% of your voice and external identity. If that itself was the issue, you put him there, you enabled him to do what he did and allowed him to be that representative for your alliance so if there are any consequences from that, you should have suffered them together.
    2 points
  13. For people who get certificates maybe. Not for software engineers. You can always improve code, and a game. Suggesting Alex shouldn't try to improve the game because it isn't 'broken' is a poor argument.
    2 points
  14. I like this as a potential balance between your initial suggestion/concern and @Sir Scarfalot's concerns. I'd suggest 10 days because we're more used to that length of time within the game already.
    2 points
  15. Delete it, Alex has already been getting enough game-ruining ideas lately, 37 days is a bit early to give an opinion on something that affects you and someone who's been playing for years alike. And after having a look at your cities, I think this should be the last thing you should be sharing your opinion about. 😕
    2 points
  16. It's also one of the most realistic instances of why realism is not always a good thing in games. Realistically, the uranium used a nuclear plant wouldn't explode like this anyway. Next time you're gonna quote realism spend 30 seconds googling. There's a HUGE difference between weapons grade and fuel grade uranium. There's different isotopes of different elements and for a nuclear explosive you want a radioactive and unstable isotope. Just stable enough it won't rip itself apart before you tell it too. With uranium, this is U-235. Most uranium in the world is actually not U-235, and powerplant grade uranium is less than 10% U-235. This is because the more actively decaying 235 releases more energy and heats the water faster, faster than it can be cooled. That is to say, a higher percentage would literally cause the plant to meltdown, and the meltdown would be far more dangerous. Nuclear power realistically is so safe because it's actually, straight up impossible it to explode as outlined here. In part again, because the uranium used is not weapons grade and will not easily chain reaction fission, required for such an explosion. It's further impossible because if you've ever looked at a nuclear reactor, it's actually not very densely packed, is it? That's intentional not aesthetic, in theory fuel grade Uranium could still explode in a fissile reaction, but just like in a nuclear bomb it's have to be... Tightly compacted to facilitate the chain reaction splitting the atoms... Which, yanno, it literally isn't. You could drop a nuke right on the reactor, and it still wouldn't blow. No, not even if it breached the reactor. Which no commissioned weapons on earth, as far as we know, are even capable of, as to do it with a direct hit requires a yield in excess of 1MT and there's no guarantees there. Even if PW nukes are that big, you need to understand the conditions made in a nuclear weapon to cause this are extreme conditions. A nuclear reactor does not have the conditions to facilitate such a reaction, is a controlled environment for a slow, gentle decay, whole a nuke is controlled for an extreme chaotic hellstorm. Now, what would happen if you actually nuked a real life powerplant is that you'd make Chernobyl look like a goddamn tea party. One nobody wants to attend. Note: this is all assuming a direct physical hit. Pretty much all nukes are designed to airburst for maximum effect, which would likely not do much of anything to the reactor. These things are the definition of Tonka Tough. The EMP an airbust nuke causes would also be ineffective because shocker, nuclear power plants on top of being built to stop the bloody apocalypse from getting in, are built to stop any idiots from EMPing it and causing a meltdown, including if they literally go the extra mile to use a full on ICBM. Tl;Dr if you actually spent any time knowing or researching this before asserting this realism you'd realize this suggestion is wholly unrealistic. If we wanted it realistic, hitting an NPP would cause like 4,000+ pollution and last until the end of time, or 30-60 days since we don't do that even with normal nukes here. This is where the "realism isn't always good in games" comes in because at that point your city is basically KOd for 1-2 months and I might as well be c24. Also, Kratos is in KT has been for a while, not arrgh. This entire post was one big factual error. 😛
    2 points
  17. This makes sense, but a shorter minimum length of 1.5 weeks (10-11 days or 10 days 6 turns) would still be beneficial without causing problems, but maybe not 1 week. I think that 2 weeks is a little too long.
    2 points
  18. It makes sense. Nuke plants play such an integral part of this game, they should have more that go along with them. It's not like you can have a city with no infrastructure and a powerplant continue to run safely. There should be a cost for such a maintenance cost for such huge benefit and a penalty for mis management. Typically other plant failures aren't catastrophic. They just stop working but a lot more goes into maintaining a powerplant and the consequences are much greater. Might as well put the nuclear in nuclear power plant and make these bad boys more fun! Are you just saying all this because you were countered by him after you raided? For someone from arrfh you are pretty salty about launching a raid and losing. You shouldn't let that get in the way of improving game mechanics and discouraging people from posting their ideas. This kind of toxicity isn't needed here. How is it unrealistic? A nuclear poweplant failing, particularly after it's been struck with a catastrophic failure(bomb) is very much real and is the main reason they are far away from cities irl. This is one of the most realistic proposals we've seen.
    2 points
  19. When I saw the flag I was hoping for a disbandment. Disappointed.
    2 points
  20. Since everyone seems to be focused on what was #1, and not the main thing I posted this for, #2, I edited the OP to only have what was #2. The idea of melting down due to lack of funds was more of a side note, it is the destruction of a nuclear plant in war, and what it's effects could be that I wanted to be the focus here.
    2 points
  21. I don't think #2 needs any revision to be honest with you. Re #1: During peace time, you are correct that running out of funds is a rare occurrence, but during war time it becomes a lot more likely, due to heightened military costs (from increases military + war time costs), less infrastructure (less money from commerce), and increased likelihood of blockade and people raiding your money in ground battles. It just seems like an unnecessary addition to this change, ignoring the realism of it; I also don't think the chance makes a difference, because it would always remain an irritatingly busted event if it does occur.
    2 points
  22. This adds nothing good to the game and is very unrealistic. So not a good idea.
    2 points
  23. On board with number 2, everything else, not really. Problem with number 1 is, when you run out of maintenance for 1 nuclear power plant, you likely ran out of maintenance for all your nuclear power plants. Further, you typically only run out of maintenance during alliance wars, and during this time, some people run 2 nuclear plants per city as an anti-nuke measure. What this means is, each and every city in your nation will have 1, or even 2, meltdowns, and that's pretty absurd. Ignoring that it's not really realistic either, the nuclear plant wouldn't meltdown due to a lack of funding, it would shutdown. In any case, nuclear plants aren't "overpowered," they're just the most efficient. I think many people would love some useful alternatives and some interesting, renewable options have already been suggested. I do like the premise of disastrous events, though.
    2 points
  24. The only time I’ve seen it happen was when Alex created a bug that got rid of everyone’s money anyways we could try introducing natural hazards and other stuff in the game first then go for this cause no actual player will be dumb enough to leave his nation without money
    2 points
  25. I have a secret treaty with your mom.
    2 points
  26. 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.
    1 point
  27. Awwwww, I think UPN saw the scary alliances coming for them and decided that they would backstab their toxic leader who despite being toxic was actually pretty loyal to the alliance. This makes me wonder if Under's toxicity was just Under, or whether the whole alliance is a toxic competition.
    1 point
  28. “YOUR” experience isn’t the only thing that matters
    1 point
  29. What do either of these have to do with the validity of his proposition? Younger nations are capable of introducing new ideas, and probably more so considering they have a fresh perspective. I'll hazard a guess that since you're from arrgh you're upset that when you raided, he beat your friend here and now you're throwing a tantrum.
    1 point
  30. Three Mile Island, Chernobyl, Fukushima. Look these things up.
    1 point
  31. Good luck, though usually it's better to have some protectorates and members before you declare existence.
    1 point
  32. Being allowed full bot ability for 2 hours straight does not prevent nor discourage bot use...
    1 point
  33. 1 point
  34. Congrats! It's always nice to see change-ups to alliance politics and I wish you the best of luck!
    1 point
  35. 1 point
  36. Congrats, let there be more birthweis to come!
    1 point
  37. 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.
    1 point
  38. Arrgh might end up crying if this happens (I’m not arrgh)
    1 point
  39. That can be implemented (even though I’m against it I love my beautiful infra)
    1 point
  40. 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.
    1 point
  41. 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.
    1 point
  42. We have seen a lot of people who have had their API keys "stolen", or accidentally leaked when they give it to someone for bots and stuff like that. What I'm proposing is that we have some sort of log that can see in detail which APIs were accessed with our keys and when. This way we can easily detect/confirm if someone is using your API key without your permission/approval, and thus enabling you to regenerate your key before it's too late. Idk if this has been suggested, I certainly didn't find one, but please implement this feature because it would solve a lot of problems.
    1 point
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