Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/27/20 in all areas

  1. Can we have reserve cities too?
    17 points
  2. 20% reduction in casualties from spy vs spy attacks. This is not enough, it currently takes about 4 spy attacks to wipe out an opponents spies, by reducing it 20 percent it now takes 5 attacks. Seeing as you can be spied 3 times a day, that still means you can be completely wiped out of spies over a single update. So your reserve spy attack thing really makes no difference, when you unleash your new spies that took 12-15 days to build up can get wiped out again over the course of a single update, because they cant fight back. You guys have made this so needlessly complicated, if you reduce the number of spies an attack can kill to around 5 or so, this basically gets rid of most of your problem. This allows time for the aggrieved side to fight back, at a disadvantage yes, but they can fight back in a spy war.
    14 points
  3. Thanks for your report. Cooper has been found guilty. The only question now is whether we grill him or roast him as punishment.
    8 points
  4. Hey everyone, Just wanted to share GW15's war stats with yall: https://tinyurl.com/piggystattracker I hope to update this daily (Alex should give me infinite API key so I can do it per turn :P) around midnight CST. If yall spot any bugs or want any features, let me know Offshores and smaller alliances I unfortunately didn't include because I didn't have time to find all of them, but if you were in the alliance at some point, it would track all your wars while you were in it. In that case, your name might show up as your ID because you left the alliance (i.e. if you want to check Sphinx, go to TCW and it is under the 36419 sheet). Anyways, have fun burning pixels and enjoy the stats!
    6 points
  5. --------------------------------------------------------- Got an exciting lineup for tomorrow! I am expecting Sketchy, Tarroc, and Sphinx all to appear on the show tomorrow. Sphinx will just be text only, but Sketchy and Tarroc are expected to be able to voice chat. Sketchy I am also awaiting final confirmation on, but he approached me to come on so I'm pretty sure he's going to make it. Going to obviously talk about the war, but there's a few other things I want to go over. There's a very special alliance out there I have some choice words for! Thalmor Radio is P&W's only weekly radio show. Airing very Friday night at 9 PM EST on Factory Fresh Media, I host it alongside my co-host Shifty. We talk about the game, share personal stories, and try not step on snakes and/or avoid alien abduction! Link: https://discord.gg/rcnJYAv People love the show's theme, so I'm going to link it here as well:
    5 points
  6. Since we have some time before this current war ends and the re-works to spies are coming out I figured we could all have a chat about how things are currently slated. The original thread talked about a reserve type system for spies. Working with the dev group we've found some problems with the rough draft and have sought to overcome some things. First change is the easy change. 20% reduction in casualties from spy vs spy attacks. Lots of people think spies die too quickly. 20% is where we believe is a good place to start with reducing the death rates in addition to the main change that will allow everyone to be able to rebuild. When spies are trained they are defaulted into an reserve status. Reserve spies do not add to your offensive or defensive capabilities, nor do they count towards score. Reserve spies cannot be killed. Reserve spies cost 1/3 the upkeep of active spies. Spies may be moved from reserve to active duty at any time. When you move spies to active duty you must move all of your spies to active duty up to your maximum active spies. Spies cannot move from active duty to reserves. You can never have more active duty spies than your maximum spy count. Active spies + reserve spies is less than or equal to your max spy count with the following bonus exceptions: All players may hold an additional 5 spies above the max in reserve. If you have a CIA project, you may hold an additional 5 spies (10) above the max in reserve. If you have the spy satellite you may hold an additional 5 spies (15) above the max in reserve. If you ever move more than 50% of your maximum spies from reserve to active, you gain 24 turns of espionage inexperience which prevents you from performing offensive spy attacks. Lets talk about what some of this means, as it might be confusing in a few places. Lets start with the last bullet point. The Dev team thought it would unfair for alliances at war who won the spy war at first to have enemies be able to come out and flip the spy war on them with a coordinated coming out of reserve status. Thus if you're moving large numbers of spies out at once, they'll help you defensively but not offensively for a bit. I'm all ears on how many turns this should last for, 24 is far from a concrete number. Next, why do you have to move all of your spies out at once? Well, without that part the more than 50% would be rendered useless. Just bring out smaller numbers a few times and be back to full. To give a couple examples of how this works with reserves: You have 5 spies in active, no CIA, and have maxed out your reserve to 50. You move to active, 45 of your reserves are moved to bring you up to max and your additional 5 that can be above max in reserve, stay in reserve. You have CIA and Spy Sat projects. You have 20 active spies and 52 spies in reserve. With those projects your max spies is 60, so when you move to active status you have 60 spies and 12 left in reserve. A more likely scenario, you have 0 active spies and 40 in reserves. You move to active status and all 40 are active. Third, how totals are counted. You cannot have 50 spies active and 50 in reserve. Without CIA you max spies is 50. With CIA is 60. That means your total spies active and in reserve have to equal those numbers but you can hold 5 extra in reserve and then an additional 5 for CIA and Spy Sat. A player with no spy projects can have 50 active and 5 reserve spies. Their active total can never be above 50. A player with CIA can have 60 active and 10 reserves. Their active total can never be above 60 A player with CIA and Spy Sat can have 60 active and 15 reserves. Their active total can never be above 60 These players could have 55 reserves 0 active with no projects. 70 reserve 0 active with CIA. 75 reserve and 0 active with CIA and spy sat. I open the floor to mockery of me. Also I did not proof read.
    5 points
  7. UPN didn't, RnR didn't. Seems you're not a member of Royal Orbis News, the only server that updates on a schedule frequently enough to be meaningful. I'm not shilling but seriously if you were there you'd know that. As for why those alliances weren't blitzed, one reason is obviously we knew what TJest was doing even if we didn't coordinate with them. Was real obvious. The other were left out because, frankly, we didn't think this would be the blitz through France that it was. Seriously by the time reservists coming in after the blitz arrived there wasn't a whole lot left, we did NOT expect that. What slowed us down after that became apparent wasn't that we forgot they existed until someone got a statpad itch, it's that the most active people who'd be around all had full offensive slots! Yes, I know, a horrible problem to have. It was awful. But we got through those times, troubling though they were. A dreaded time we will never forget! Anyway hi MS I don't really know any of you except one that I like and another who I really really don't. @Elder Rachael you're the good one 😄 Oh and Buck whose a delightful nutcase!
    5 points
  8. You should be able to have a negative net loss in spies, but not be able to lose all of your spies over an update. I don't get why we need an entire new system. Here's my spy proposal: -Drop spy-spy casualty rates by 50%. -Increase spy unit casualties from the typical 1-5% to 3-7%. If a nation has 1500 planes, you can now kill between 45 and 105 in a single hit. -Spy satellite casualty increases go down to 33% from 50% to compensate. -Spy satellite project now costs 8,000 of the resources rather than 10000.
    5 points
  9. Mhm, cyber bullying is not a joke Cooper. Mods, get this man banned pls 😤 Toxicity has no place in this community.
    4 points
  10. I feel like this can all just be simplified to something like increase spy rebuy rate by 50%
    4 points
  11. Past 12 cities, the categories start to scroll with the cities and its impossible to see what improvement you are looking at. I am going cross eyed and memory is not too good any more I think it would be better if the improvement name was static / fixed and just the cities scroll horizontally. Thank you ie, make the following static / stationary and only scroll the cities ... City Age Infrastructure Land Population Disease Crime Pollution Commerce Powered Coal Power Oil Power Nuclear Power Wind Power Oil Wells Uranium Mines Bauxite Mines Farms Oil Refineries Steel Mills Aluminum Refineries Munitions Factories Police Stations Hospitals Recycling Centers Subways Supermarkets Banks Shopping Malls Stadiums Barracks Factories Hangars Drydocks
    4 points
  12. The 24 turn clause is really the only thing that makes all these changes acceptable.
    3 points
  13. >mfw your best attempt at a proper response is to find a single exaggerated phrase and try to pick away at that. I'm talking about a spy blitz. Not a full-scale one, perhaps spend a little more time making sure you stick to the topic and go swing your dick elsewhere friend. Yes. Hence why I said that I preferred reducing spy casualties over spy reserves, both on the forums in that exact quote you posted as well as in the dev team. The entire point of the fricking 24 hour clause is to give meaning to organising such a blitz, so that your opponent cannot rebound endlessly without any problems.
    3 points
  14. I personally think this mechanic is excessively complicated. If I didn't plan on commenting, I would've skimmed through the wall of text and probably miss an important detail. That being said, I agree with Ronny. Despite the numerous clauses, this seems like a band-aid fix to me. As the loosing side of this war I think you've underestimated the problems surrounding the spy mechanics. Spy-op is technically non-existent for me since they've already been massacred on day one. I suggest that you reduce spy vs spy casualty by +/- 50%, disable espionage to beige'd nation (there's been at least 3 nations trying to assassinate my "spies"), increase spy damage (maybe proportional to city count?), increase spy enlistment to 3, and 4 with IA.
    3 points
  15. ok I laughed. Nice bot account @Azrael
    2 points
  16. Maybe you're forgetting they're also protected by CoA in an entire other sphere. I guess seeing is difficult with all that salt in your eyes though. 😄
    2 points
  17. 2 points
  18. This is moreso intended to address a point some people have brought up: I prefer a larger reduction in spy casualties over spy reserves due to the same reasons people have stated, it's a rather complicated solution that is fulfilling a purpose I don't think is needed. However, a couple of questions have been raised about the 24 turn clause: I don't see an issue with adjusting the time-slots to 18 hours, or even lower. The thought process behind introducing this was so that spying doesn't turn into an never-ending blitz back and forth. It's the main saving grace of reserves to begin with in my eyes: If one side gets spy wiped, there is nothing stopping them from rebuilding all the way back up to full and then blitzing at their own discretion, at any time. Since a coordinated spy blitz almost singlehandedly sets the tone of the spy war up until people rebuild again, the side that just got wiped can blitz whenever they like (read: taking the enemy by surprise) and kill the enemies spies before there's much time to react. Especially since it's harder to organise spy 'counters' compared to conventional counters. (to the degree it can even be considered a counter to begin with) Therefore, any alliance who's milcom department chose to put the modicum of effort it takes to organise that blitz, will be able to wipe their enemy for the most part. Up until their enemy rebuilds, blitzes at them and rinse repeat. My thinking may be flawed somehow, but all that does is turn the spy game into a game of musical chairs.
    2 points
  19. For many times community members trying to do stat tracker. I see it here and at discord Why @Alex with community help you can't make official one but really good one. We had really good one done by NPO member. But it's gone sadly(we all know why). And all trackers have this problem being only temprorary. I know you need time for it so other things will be neglected but many people really like to check stats. It would be a really good feature to have it anytime. Also gg evilpiggyfoofoo with your work!
    2 points
  20. not a meme, but shout out to @Yui for pushing me over the line we did it fam, thanks to all that contributed.
    2 points
  21. In A Galaxy Far Far Away The Eternal Fleet exited hyperspace into The Endor System --- Planet Endor, a planet not researched by the Eternal Rose Empire. Transport ships in the dozens could be seen leaving out of the hangar bays and down towards the ever green and endless forests of Endor. The High Justice exited her transport ship as she was tasked with carrying out the investigation. In the forests of Endor, it wouldn't take long for her to run into a creature--- furry with an abundance of different colors--- Red, Black, White and so forth. She walked towards it slowly, getting lower to it's level. "Hi there little one." She moved her hand to pet the creature as it's enormous amount of adorableness was beyond resistance. Not long after, the creature stood on its two hind legs and raised its arms, showing clear fury towards the High Justice. Caught off guard, the High Justice backed off a bit, giving the creature its space. It quickly ran off, and just as quickly, the High Justice followed behind it. After a short while, the creature brought the High Justice to a city, a city filled with a community not of one species, but of many. This wasn't common, especially not for a planet like Endor. The High Justice wandered in, her attire clearly showing the foreigner in her, and the locals stared, but to some familiarity. After her walk through the city, she was approached by a man in a black suit. "What brings you here? Disturbing our day." The man said. The High Justice turned and saw a man of great style and class, dawning a full black suit and pulling it off to the finest. "I am the High Justice of The Eternal Empire of Rose. Who are you? Who do you serve?" "We serve no one but ourselves. We are a group of freedom fighters, united by friendship and our shared beliefs and ideals. What brings you here?" The man asked. "I was sent by the great Eternal Emperor Valkorion Baratheon. I was tasked with finding any inhabitants to address their loyalties. Seeing you hold none, may I ask if you are willing to make an allegiance?" "If Pasky approves of you, we shall accept it." The Red/White/Black creature wandered around the legs of the High Justice before tugging at her garments, seeking to be held by her. She complied and held him in her arms. "I accept as long as I get 10 crates of snacks, and a strong stick. Do you seek anything?" The Red Creature (Panda) said. "A quite random desire, but can I have the ability of slapping that one herb kid I've heard of? I don't know why but I feel like he deserves it." "That is completely fine, he has disrespected us all by being here, so understandable." In a tavern across the road, a Comrade and a weird Spaceman were drinking; they both noticed the foreigner and wondered about her familiarity. The now existent camera would pan to a wall of tribute, many flags being dawned, but with one in particular of purple/pink and an elvish insignia…. Onto our next journey we go… to Walmart? https://cdn.discordapp.com/attachments/742137606090915970/747643206237421670/Walmart.png Preamble Rose and ASM agree to sign an MDoAP treaty. Article I - Empire =/= Union Both parties agree to respect each other’s way of carrying themselves. Unless Basil is the issue, then Vexz holds all rights over him. Article II - Expansion of Recon Droids Both parties agree to share intelligence, with the understanding that close cooperation is necessary for the security of both alliances. Article III - Red Panda's Can't Be Harmed Both parties agree to come to each other’s aid in the case of an attack by an external aggressor. Article IV - When Slapping Basil isn't in Trend Should one party decide to pursue aggression against an external party, the other party may join in on the aggression. Article V - Goodbye Once More Should either party wish to nullify this treaty, they must give a 72-hour notice before it is made official. Signed for Rose: Emperor: Valkorion Baratheon High Justice: Vexz Signed for Advanced Syndicalist Mechanics: Redarmy, 1st General Secretary Pasky Darkfire, The Angriest Red Panda, 1st Education and Training Committee; Redarmy’s anger translator Durmij, 1st Secretary of the International Solidarity Committee; Rolling back whatever Redarmy says Comrade Joe, 1st Under Secretary, The Simpsons are secretly leftists Dang, 1st Education and Training Committee; DANG IT Bird Shorten, 1st Education and Training Committee; Resident Emu Negotiator Bearson, 1st Education and Training Committee; Insurer of Micro Sovereignty Emily, 1st Education and Training Committee; Hope, 1st International Solidarity Committee; Honest not mean, Probably a Diva Basil, 1st Finance Committee; Nerd Trash Leaf Weedy Boy Wunnadem, 1st Finance Committee; Filling tickets for dayz Bails, 1st General Defense Committee; I'm not crying, you are Mr. Blyat, 1st General Defense Committee; Border Gore, 1st General Defense Committee; Tl;dr Rose and ASM have signed an MDoAP treaty
    2 points
  22. Currently alot of the nations in the game are reaching a point where there’s not much more they can do with projects. As such I would like to suggest adding “super” projects to the game. These projects are very expensive projects costing in the billions. They are unique in that they provide two different bonuses. They provide a unique bonus to the nation that builds them and they also provide a small bonus to the alliance that the nation is apart of. As these projects are very expensive it would require a nation saving for a long time to build them or an alliance working together to get them built. Nations that build them would get both the alliance and host nation bonus applied to their nation. Additionally, the alliance effect would not stack if an alliance had multiple projects. They would be built and count as a project slots like any other project. Here are some examples I thought off. I am not specially suggesting these as I didn’t put much thought into the numbers, they are just examples of how this could work. Development Bank Cost 500 Mil 3 mil Food Host Nation Effect - 5 % new city Cost Alliance Effect Nations under 20 city's get - 7.5% new city cost International Space Station Cost 750 mil 100000 Aluminium 100000 Steel 50000 Uranium Host Nation Effect -5% Project Cost Alliance Effect -5% Project Cost Modern Stock Exchange Cost 1.5 billion 50000 Aluminum 50000 Steel Host Nation Effect +3% Commerce +3% Max Commerce Alliance Effect +2% Commerce +2% Max Commerce
    1 point
  23. What do previous wars have to do with if someone is being a 'crybaby salt mine'? For that matter, what does any of this have to do with what I said? Nice argument though, "TCW's conduct last war, in relation to other AAs, makes you questioning me now a crybaby saltmine." I'm sure Roquentin/NPO would be proud of your argument if they were still around. I get this war, and understand why it's being fought. I just think it's hilarious to see you typing in caps about how the DoW 'DOES SAY' you'll hit protectorates but in reality you're meek cowards too afraid to actually do good on that threat in full. If you can't see the humour in that, I can't help you. But you know, keep using your caps lock, that will definitely solidify what you're saying and make it unerring. @Cynder yes please. As a pixel hugger, and a cry baby this will make all the difference in the world to me.
    1 point
  24. No but I would call somebody a crybaby salt mine for complaining about the CB used on his alliance that not only enabled NPOLT but spent MONTHS being too afraid and scared for itself to do anything while it's, I must stress, SMALLER, LESS WELL, ALREADY WERE IN THE WAR ALLIES constantly pushed for their larger friend to back them and switch sides. I mean, that, and the yanno literal logs of your MDP sphere allies planning to attack us, funnily enough the EXACT ally that protects MS whoda thunk it. Protip for MS: If you want special treatment, try tying yourselves to an alliance with better FA than a 56 year old toaster with faulty wiring. Or it's sphere for that matter.
    1 point
  25. We didnt hit RnR in the original blitz either. Its just a case of prioritizing threats. So if you got hit, but not in the original blitz, congrats we determined that you were not good enough to actually potentially disrupt our original blitz.
    1 point
  26. So what you're saying is I should stat pad Cooper next?
    1 point
  27. Dryad is also correct, assuming the attacking side wipes the defending side's spies, if the defending side is able to pull reserves and wipe out the attacking side, then the attacking side can do the exact same thing to the defending side, and the defending side is back at 0. Then while the war continues, both sides will be building up spy reserves again, only to repeat the cycle in about 2 weeks. That is just assuming you get rid of the 24 hour cooldown, if you don't, they will just get wiped out as dryad stated. I will give you guys credit its a creative new game mechanic, it just doesn't solve your problem
    1 point
  28. I would propose 18 hours of spy inexperience instead; 24 hours gives the opponent one guaranteed day change to eliminate all the enemies' spies again. 18 hours gives enough time for opposing Milcoms to figure out their opponent has unreserved their spies. It also gives the side trying to take back the spy war an opportunity to do so, instead of making their spies near-completely vulnerable to a DC spy wipe. With 24 hours, the side trying to reclaim the spy war is essentially forced to unreserve at the prior DC in order to have any chance of fighting back in the following DC, and anyone that misses the bus is either, losing all their spies, or missing the opportunity to participate entirely.
    1 point
  29. Too complicated. I'm just as confused on why the total number of spies killed per op can't be limited, just like similar ops (tanks, soldiers, etc.). And why this solution was the best instead of an easy one.
    1 point
  30. QA Team seems to suggest that it's been fixed. Let me know if you run into this issue again.
    1 point
  31. Thank you The Wei for giving me the go ahead to post this one, you guys are awesome.
    1 point
  32. You are a hero, thank you sir!
    1 point
  33. I am The brotherhood of Steel Fallout Themed, hope you enjoy it. https://politicsandwar.com/nation/id=180327
    1 point
  34. That's a lot of Signatures. Valinor reunited.
    1 point
  35. We meet today in freedom's causeAnd raise our voices high;We'll join our hands in union strongTo battle or to die.
    1 point
  36. What was random about it? I mean, the DoW DOES SAY the protectorates too. You realize they're protected by TEst, right? 😛
    1 point
  37. tCW's military reputation
    1 point
  38. Hey Alexio ❤️ You could have just asked if you wanted some cake but never fear. I can make deliveries!
    1 point
  39. I've always thought wars with actual CB's have always showed a lot more merit and make things more interesting in the long run. Good luck to you folk in Swamp for standing up for what you believe in and may you enjoy your time in the battle ring!
    1 point
  40. Give us the art! We want the art!
    1 point
  41. TKR acknowledges GOONS absence and wishes them luck in other nation sims.
    1 point
  42. Fair enough, they are a micro. Fair enough, they are inexperienced. Perhaps they posted a treaty that is not so significant. However, do they deserve that type of shit from you? No. I find this comment humorous coming from a member of a #75 alliance. You may need some more infra on those cities dude.
    1 point
  43. Literally no one cares about your shitty little micro and your O-level treaties. Come talk to us when you do something that's actually relevant. Your builds are complete and utter garbage; you should try going to an actual alliance who knows what they're doing. Disband immediately.
    1 point
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.