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Showing content with the highest reputation on 10/26/20 in all areas

  1. Hi everyone, The submission period for your P&W themed jack-o-lanterns is over! You can see our submission thread here: Now, it is time for voting! Please evaluate the following submissions, and submit your votes using this form here: https://forms.gle/vNUojjB94wcjz9ie7 We will announce the winners on either October 30 or October 31. Again, a huge thank you to Zim, Andru, Laurentino Cortizo, Adam the Conqueror, CloakedMidnight, and Rockychososo for sending in these fabulous submissions!
    3 points
  2. no. Alex has said he won't do it, neither he will let cities be destroyed.
    2 points
  3. I will just point out that Zim made his pumpkin while drunk with rum. This should give him an extra point or two.
    2 points
  4. I'd also argue that the main cost of this war isn't a visible one tracked by Borg or Carthago's bots. It's the reputation of these Swamp alliances, fresh off a victory, now looking like a paper tiger while Arrgh continues to mount billions per day in damages. It's also worth wondering how many nations have sold infra or refrained from building/rebuilding during this time. Peacetime is prime growth and tiering opportunity that "major powers" can't afford to miss. I'm sure Quack, Rose, and Hedge are just looking on with popcorn in-hand at this point while the sphere with the largest lower tier(s) is hampered from growing into a threat while they tighten their tiering and grow fat on that 3.5k+ infra.
    2 points
  5. I decided to carve the INGSOC insignia into my pumpkin. The INGSOC logo represents my alliance, Oceania.
    2 points
  6. I have never been nuked but it seems as it I have been. How’s this possible? Sorry I have been but I never recieved the notification for it
    1 point
  7. The Old Allies Foreword: Although times change through hardship and endurance, it was inevitable that Terminus Est and The Wei were going to have a passionate relationship again. Old allies that have fought side by side for years through conflict and struggle are finally getting back together, with the hope of success and intimacy for both alliances as they work as closely as they have done in the past. Article 1: Devotion Both parties agree that while the treaty is still in place, to uphold a state of peace between the two alliances, and that any disagreements will be sorted in the bedroom. Article 2: Intelligence Both parties agree that out of respect for each other, any intelligence that could help either alliance out -- potentially relationship-harming hotties -- should be immediately shared with the other. Article 3: Defense Both parties agree that should either the other come under attack, the other will immediately and to the best of their ability, help the other in mutual defense. Article 4: The End Should either party want out of this treaty, they will give the other alliance seventy two hours notice of their breakup. TL;DR If you haven’t already somehow realised, Terminus Est and The Wei enter an agreement of mutual defence. Signed on Behalf of Terminus Est: Warmaster: FinlayMac Warmaster: Boyce the Great Primarch of Immediate Altercations (IA): The Arctic Explorer Primarch of Chaos Est: Stavros Cassadine Primarch of Milcom: DragonK Primarch of your butt: Morte Signed on Behalf of The Wei Regent: James XVI Regent: Penguin Flying General: Damid Canter Excellency: Boris Underground
    1 point
  8. Hm, that is odd. Thank you for letting me know, I added the missing money to your nation.
    1 point
  9. Thank you to everyone who participated! I am going to setup a thread for voting here momentarily.
    1 point
  10. Recognizing hostilities with an alliance in perpetual state of war... When are people gonna learn that Arrgh gives exactly 0 shits?
    1 point
  11. So as things currently stand, radiation (and Food production penalties) is pretty dynamic, in a war it can literally change every second. For a game that mostly revolves around turns, I think radiation needs a little love. What I'd first like to suggest is that radiation is updated only at turn change, as one of the first things before processing Nation income. The radiation page should also be updated to show not only the current radiation, but a table of the past 50-100 turns (and maybe some pretty graphs). This will give players an easy way to track trends in the radiation and plan accordingly. The second change I'd like to suggest, is that radiation affects more than just Food production. High radiation levels should affect all production and nation income (a lesser version of having a city nuked). Your citizens aren't going to necessarily want to work and some of the weaker ones may end up dying. This will add another aspect to wars, as heavy nuke use will affect the entire player base (and may cause friction with alliances that heavily use nukes in war).
    1 point
  12. Since digital submissions are allowed, here's the first digital one lol Atlantian Floating Pumpkin Patch
    1 point
  13. Happy Halloween from The Republic of Ohio! PS: Sorry that it doesn't look the best, I found it a little hard to do the detail within the triangle and carve as I had to use a big knife as the little pumpkin carving knife broke. (If you can't tell it's my nation flag.)
    1 point
  14. 1 point
  15. My point was, it clearly wasn't worth it
    1 point
  16. In case it's been lost on anyone, Arrgh has dealt 26bil in damage too The swamp(resources/infra/units yada yada), taking into account loot, 23 bil. Arrgh has received 10 bil(same stuff) in damage, but looted around 5 bil. Arrgh losses are at around 5 bil.
    1 point
  17. You don't care about your infra because your alliance will reimburse damages anyway. That's a really irresponsible way to look at things. Alliances entrust their members with funds and their government with funding decisions. The funds belong to the alliance and its members. Not caring how these are spent is like not caring about the very fact members are taxed (being stolen money for a common goal [that does not exist, in this case]). The said members: https://politicsandwar.com/nation/id=230114 (inactive since August, 7 cities) https://politicsandwar.com/nation/id=138153 (inactive/ no-raids declared since August, 6 cities) https://politicsandwar.com/nation/id=242546 (inactive since beginning of September, 3 cities) https://politicsandwar.com/nation/id=244183 (inactive, no raids/wars ever declared, 2 cities) https://politicsandwar.com/nation/id=243607 (inactive, no raids/wars ever declared, 2 cities) https://politicsandwar.com/nation/id=241227 (inactive, no raids/wars ever declared, 2 cities) https://politicsandwar.com/nation/id=241839 (inactive, no raids at all, 5 cities) https://politicsandwar.com/nation/id=243098 (inactive, no raids/wars ever declared, 2 cities) https://politicsandwar.com/nation/id=245297 (inactive, no raids/wars ever declared, 2 cities) We mostly removed just the new players that joined for a few days and never played again. tl;dr: 3 weeks and counting, with not a single pirate/raider being removed from Arrgh. You are close though. We will surrender soon and get a loan to rebuild.
    1 point
  18. Good base idea but it should happen at the end of the war. I like the fact that only the defensive nation gets the recovery. We don't have maps or invasions but this would give a sense that when attacking someone you are in their nation.
    1 point
  19. I like the idea, but I think looting all defensive battles would be heavily tilted in favor of raiders or guerilla nations as counters spend a lot of ammo to keep those nations zeroed and blockaded, while raiding or launching missiles require very few resources. Being able to recover a portion of ammo after each defensive battle would make an already difficult task for counters, starving ammo, more difficult, and it would enable self-reliance without requiring a nation to be actively doing anything. I'd prefer that losses be recovered at the end of a war, or instead of limiting it to defensive battles it could be immense triumphs that return a small amount of ammo, steel, and aluminum so then you have to actually work for it.
    1 point
  20. Exactly Trying to win a traditional war on arrgh with stats is impossible. Anyone that has brains enough to worry about can see that. The only way to hurt arrgh (not kill, again impossible) is to hurt their way of life, their raiding. What makes them arrgh. If we can blockade and ground dominate them long enough they will start to flake away. The core and idea will always be there, Arrgh will always be there. Perhaps now they will think twice about double standards, and how they communicate with other entities that have far more capabilities then them.
    1 point
  21. Most of the time the only people who care about that distinction are fascists and Neo-Nazis. To the rest of us, they're all just trash.
    1 point
  22. Only way I like my nazi alliances. Gone.
    1 point
  23. Afrika Korps. Also please don’t bother to apply to TKR in the future.
    1 point
  24. First, for those asking about the updates in this thread they are being worked on and will come on the test server first and then will be pushed live as Alex implements them. My hope is that they will all be out in the coming month. Now for the bulk of the thread Game Changes When Alex changed military kill rates he based percentages off of daily rebuys. The changes I'm listing are not changing those numbers, but instead are increased or decreased directly by the listed percentage. So if an attack kills 50% of a daily rebuy by Alex's listing and I say that is decreasing by 20%, then the attack is changing from 50% to 40% of the daily rebuy. Just wanted to be clear about that. Time to dive into it. Spies Spy Casualties reduced by 60% from spy attacks. Losses from failing an offensive spy op are also reduced by 50% Spy Satellite only increases damages from spy vs spy attacks by 20% instead of the base 50%. Spy vs spy attacks are 5% more difficult. If your odds of success were 75%, they are now 70% Spy vs spy attacks are 5% more likely to have the identify of the attacker identified. If your odds of being identified were 70% they are now 75% Soldiers 5% increase is casualties from soldiers fighting soldiers. (combine with tank bonus later) 33% reduction in tanks killed by soldiers. Soldier only attacks/defends kill too many tanks. Tanks Tanks ability to kill planes after gaining ground superiority reduced by 40% 15% increase in casualties to soldiers by tanks 5% increase in casualties to tanks by tanks. Planes 40% 25% increase in tanks killed by bombing runs. 10% increase in soldiers killed by bombing runs. 10% increase in ships killed by bombing runs. Ships 10% increase in ships killed by other ships. Treasures Treasures can be directly traded between players. Treasures cannot be traded while either nation has an active offensive or defensive war. A nation with a treasure already in it cannot trade for another treasure. City/Project Timers New City timers are not effected by projects. New Protects have their own timer of 10 days (120 turns) City timer resets are reduced by 1 credit to 3 credits. Project timer resets cost 2 credits. New Project Someone give a good name for this project Effect: This project provides two project slots. Cost: Cash: $50,000,000 Food: 100,000 Aluminum: 5,000 The cost/concept is focused on giving mid-tier nations an additional project slot. I'm highly open to the idea of changing costs to better reflect this. Whales might buy it, but whales have more project slots than the use in many cases. This one might get entirely shot down by Alex, I've not run it by him yet. Most of these other changes have the green light for Alex, but the numbers can be tweaked still. My plan is have this thread decided upon sometime around the first week of October, so please provide input during these next 10 days or so. These changes are the results of threads like these, suggestions in the suggestion section (like treasure trading and project timers). In addition the new project is due to a desire for more project slots. Attention is being paid and other conversations are being had on discord. Please continue to provide feedback. Thank you.
    0 points
  25. Short Description During wars it will become possible for players to steal a small percentage of land held by the other player during ground attacks. How it would work If a ground attack is successful then land would be taken from the city with the highest amount of land on the opposing side and be given to whichever one of your cities have the least amount of land. The amount stolen would probably be between 1-3% of a city’s land for each ground attack depending on certain criteria like troop count, war type, etc. These numbers should be a small enough amount stolen where it would be hard to abuse the mechanic effectively while still providing a reward for the victor. These numbers could change and i don’t expect them to stay the same after feedback. Benefits It would add a little more realism to the game as territory control shouldn’t be static in wars. It may also deter pirates or others being countered heavily from investing all of their money into land when they get blockaded. Tldr: Steal some land in wars
    0 points
  26. Alliance militaries would be a mechanic to help defensive nations in a war. It would allow them to gather soldiers from other nations in their alliance, but only if the nation agreed to it. There would also be a maximum amount of troops you could get from other nations. This would be more true to life because in pnw, you have to blitz someone with 3 wars to get a true counter. But in real life, such as in the Korean War, the UN brought troops from different countries that did not necessarily declare war on their own, but with the United Nations. In order for it to not be overpowered, there would be a certain limit on the amount of troops, and the troops would be put back in each nation after the war is over, but some of them might not go back to the original nation because they were killed in fighting. This mechanic would only be able to apply to the nation on the defensive side in alliances. What do all of you think? I would love to hear from you, and I accept any criticism on this topic.
    0 points
  27. This comes down to using alex's dev time wisely. Yes baseball could be fixed. Is it worth the effort at the cost of other things like a buff to navy or search boxes taking nation/alliance ids, not so much.
    0 points
  28. Just curious, there are losts of communist alliances, but couldn't find anything fascist using search. Btw, the game creator stated that fascism is not banned in the game: https://forum.politicsandwar.com/index.php?/topic/26981-strong-political-slurs/&tab=comments#comment-433368
    0 points
  29. I asked about fascist alliances, fascism and Nazism are different (the game developer also recognize the difference), for example fascism is not racist.
    0 points
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