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  1. Our news outlet will be covering events within the Orbis World, we represent an unbiased look into these occurrences. In no way does this reflect/is endorsed by our alliance. We opened this news room out of a love for all things P&W. Our first news article will be an interview with Pope Innocent lll, of the Papal States. He is the leader of a new and upcoming micro, Bombardier. The following is the interview: KingThrokk: 1) What made your alliance decide to make a public DOE at such an early stage? 1b) Did it go how you expected? Pope Innocent lll: 1) I did it to make a point. To show that there’s an alternative to raiding or joining a bigger alliance and becoming a debt slave, that collective action can overcome all. 1b. Yes, I expected the backlash. KingThrokk: 2) As a micro without a protectorate, what are your plans going forward to protect potential members/applicants? Pope Innocent lll: 2) We currently have an MDP with the USSR. KingThrokk: 3) Given that your alliance strictly forbids raiding, how do you plan on growing newer members effectively? Pope Innocent lll: 3) We gain revenue through commerce, infrastructure and command economics. We protect these assets with strong naval power. Having access to the global trade market is key. KingThrokk: 4) In your DOE you mentioned “uniting all micros”, is it your alliances wish to eventually get other micros their sovereignty? Pope Innocent lll: 4) Yes, we seek to give micros an out, so they can break the cycle or raiding, debt and poverty. So that they can become the masters of their own destiny. KingThrokk: 5) Finally, is there anything you wish for the people of Orbis to know about you or your alliance? Pope Innocent lll: 5) Yes, I want them to know that we are a peaceful alliance, we want to grow and bring back the old ways of commerce living in peaceful coexistence with all other alliances and nations. This concludes the interview with Pope Innocent lll of Bombardier, all parties have consented to the interview and its’ public release.
    6 points
  2. In places like the war timeline, banking, revenue page, nation stockpile toolbar, trading page, data visualization page, project page cost info, military unit cost/consumption info, city improvements page... the order that each resource appears in is inconsistent. It would be more professional looking and user friendly to just pick one order and stick with it across the whole game. The trading and data visualization page in particular seems really random, but the fact that the resources appear in different order on the war timeline page (loot taken vs resources consumed) should be cleaned up too.
    5 points
  3. As it is tradition, the Grand Imperial Federation. We just reached top 75 and are climbing higher. If you would like to discuss treaties just message one of the leaders. We counter all raids for ourselves and our allies, so attackers beware. Long Live the Grand Imperial Federation! (obligatory link: https://politicsandwar.com/alliance/id=8649)
    4 points
  4. If i see one more OOC post about OOC politics i will send everyone to the gulag
    4 points
  5. For a long time we didnt have any DoE. Than yk RIE did it. And now its a trickle down effect. Next micro to post a DoE im nuking
    2 points
  6. for a alliance called The Grand Imperial Federation. this DoE isn't that grand
    2 points
  7. Why do you insist on changes every global war though?
    2 points
  8. "We're a peaceful alliance." Well, Orbis isn't a peaceful place.
    2 points
  9. Change your govt time to dictatorship and then visit your policies page and update them to reflect what a fascist is. If you don't know what they are, you really shouldn't be wanting to go that way.
    2 points
  10. Now I'm not expert but isn't your name a trademark infringement? hmm?
    2 points
  11. Tell me where the sequential numbers hurt you Hidude. It's ok, you are in a safe place here. 132
    2 points
  12. This thread is a compilation of Quality of Life suggestions from the Game Suggestions subforum mixed with a few of my own from conversations had with fellow players. Feel free to suggest additional ones here in this thread and I can add them to the list. Nothing suggested here should be a massive change to the game (so nothing that would alter game mechanics, for example, no matter how minor) but rather small changes that would make life a little easier for general members and/or gov. Alliance Pages and Management Remove VM nations from alliance stats. Makes the alliance stats a more realistic representation of the alliance as it currently is. Give the ability to sort member/applicant lists by "Last Online". Allow for alliance leaders to add/remove flags from their in-game drop down list. Remove fields from alliance info pages that aren't changed from their default values (e.g. if an alliance's forum link points to https://politicsandwar.com/forums/) Add a PW wiki page field to alliance info pages. Allow for alliances to add in an alliance/community religion. Allow for a bloc treaty type with multiple alliances. Give the ability to leave a "Declare War" warning to applicants like can be done with members. Make a checkbox to remove expired wars in alliance wars. Allow alliance officers to moderate in-game alliance announcements (i.e. lock announcement threads, delete individual posts, etc). Add a drop down to the input box for alliance member changes, to make it easier to input their leader/nation names. Add an info box to the alliance "Join" screen to allow alliances to input/edit information for applicants. Show default tax rates on the alliance "Join" screen and remove or reduce the two day seniority requirement before collecting taxes. Allow alliances to give in-game awards to their members. Allow alliances to view what trade bloc name members have voted for (also suggested here). Have a "history" page on the alliance page to view alliance score history breakdown and growth over time. Alliance Bank Management Allow for alliance tax brackets to be changed in bulk (allow for multiple members to be added to a bracket at once). Allow for alliance leadership to set tax brackets for an arbitrary range of city counts. Instead of "All 20 city nations" allow for the input of a range like "All nations with 15-20 cities". Fix the top line of the WC/bank pages to allow the headers to still be read as you scroll down. On the alliance bank page, show the total income over the last turn/day to the alliance bank. Bonus points if it shows you the last few turns/days for comparison Double bonus points if there's one of those fancy graphs that show how your income has varied over time. Show the current per turn/day value of a tax rate on a given nation when you're selecting a tax bracket for them, will help make educated decisions regarding the impact a particular tax bracket might have on members. Split up the resource tax rate by individual resource instead of having it put collectively (also suggested here). Allow alliances to embargo other alliances (but give members the option to opt out of them). Allow for more than 50 results/page to be shown on the bank activity page. Be able to sort and/or search alliance bank activity (also suggested here). Add raw resources to the warchest view on the control panel in-game (already viewable in the bank api). Allow for the "$" and commas to be ignored when inputting values and/or allow for k,m,b to be used to send cash/resources (i.e. 1m instead of 1000000 to send 1 million food). (Also applies to resources/trading) Replace color based tax exemptions with activity based tax exemptions. Create a "Select All" button to autofill bank contents into the withdrawal fields for easy offshoring. Allow alliances to have a drop down of custom transaction notes. Remove applicants/former members from tax bracket lists (bug). Allow officers to search to find out what tax bracket a member is on. Add a bank withdrawal confirmation screen (see post here for examples). War Screens and Battle Simulators Add military units for both you and your opponents to the war screen so that you don't need to have endless tabs open to decide in what order to attack opponents or to compare your military against theirs. Add average infra/city to the declaration page as this information helps players decide between war types. After moving off beige, default to alliance color rather than gray (save gray for inactive nations rather than active fighters). Add a confirmation screen/checkbox before offering/accepting peace. Similarly to the copy spy results option that was just added, create a "copy attack results" option for standard war attacks as well for ease of coordination. For the battle simulator, don't automatically refresh the options in between runs. It makes it difficult for people to run multiple simulations in a row to get an average. Instead, maybe include a "reset" button so people can decide when they want to clear it. In the war screen changes; an option to simulate ground/air/naval could also be given. Say a check box above the dropdown which says Simulate. This would simulate an attack with your current military versus the opponents current military without manually typing everything in. Increase character limit for war declaration messages. Add a confirmation screen/checkbox before purchasing military. On the war attack page, update max units destroyed figures based on the number of units to be sent out field. Also, add in fields for amount of gas/munitions used with that selected number of units. Add icons for ID/VDS to the active wars screen. Make it easier to tell if you're not able to declare war on someone before you hit declare war. Add units killed from spies to totals on war info pages (or, alternatively, to unit kills on the nation page). Allow nations to set a custom default message. Make the war damage tables more intuitive (see post here for examples). Simplify buying/selling military units: When buying or selling military units, provide a screen showing how many barracks/factories/hangars/drydocks you'll need averaged per city to support whatever amount you're attempting to buy or sell to. Or provide an option to buy or sell to X barracks/factories/hangars/drydocks per city. So if you're coming off a war, have an option where you can sell down tanks to whatever will leave you with 3 factories per city worth of tanks, instead of leaving the player to do the math. Use the @ feature to more easily buy/sell down military to the preferred level Make war results clearer on alliance war pages by showing the result of the participating alliance member (see post here for example). Infrastructure, Land, and Improvements For the bulk import feature, have the default be to all cities but give the option to select which cities to import to. Cities may have differing infra levels/improvement slots, especially during war, or people may want different builds for different cities - but still across multiple cities - so allowing them to choose which cities the import applies to would make things easier (suggested here, here, and here as well). For the "expected daily profit per improvement" line on resource improvements, it appears that after buying/stacking improvements for the bonus, it factors that bonus into the "expected daily profit" figure and inflates it as compared to the other possible improvements. This makes it hard to compare and see if another resource may be better. Allow for improvement numbers to be typed in and submitted instead of or in addition to using the +/- buttons on the city improvement pages (also suggested here). Allow for nations to toggle between a wartime build and a peacetime build they set up. Resources and Trading Allow alliance leadership with bank perms to buy and sell from the market directly instead of having to transfer money/resources to their nation first (also suggested here). Allow nations to trade resources (i.e. steel for aluminum) with and send cash offers to one another. Allow for the site to be able to read commas (and currency symbols) when inputting values (nation score, money, resource amounts, etc). Unstack the trading graphs here in order to more easily visualize trends of individual resources over time. Instead of having the average prices scroll on the market page, keep them static. Allow for a confirmation screen/checkbox on the market before purchasing open trade offers. Allow for the usage of the @ feature when depositing to the alliance bank or making trades. Increase trading limit to 10m. Add "Date Accepted" to the sorting filters (separate from "Date Offered") and set it to the default for "My Offers". Move "Current Top Offers" on the "Create Offer" screen to the left of the form, "Sell Offers" top, "Buy Offers below (dropped below for a mobile) and by default it be displayed. Allow players to set timers on embargos. Give an option to "hide embargoed offers". On the "Create Offer" page, show how much of the selected resource you have, to make things easier on mobile players. Only show trade pop-up if posting more than 1 stdev from average PPU. An alternative suggestion can be found here. Re-separate alliance and global trade markets and remove captcha from alliance trade markets (also suggested here). Alternatively, allow in settings to combine or separate these markets. Restrict it so that you cannot place offers (in a resource) more than the amount of resources you have. If a seller/buyer no longer has the required funds to back a trade, remove it from the trade page. Merge functionality of the buy/sell page into the create offer page (read post here for more explanation). Site Navigation and Alliance/Nation Search Pages Be able to search nations in multiple alliances. (I'd personally suggest an alphabetized drop down menu here instead with the ability to select multiple options rather than having players type in alliance names.) Show for how many more turns/days a nation is in beige for on the nation search list. Allow for bounties to be sorted. Separate the treasure/color bloc pages from the leaderboards to make them easier to get to. Turn the current color bloc names in the Color Trade Bloc Leaderboard into links to each color bloc voting page Turn the number of nations column in the Color Trade Bloc Leaderboard into a series of links to all nations on each color (e.g. the number of nations on olive should link here). Put a link to the game graphs and the stat tracker on the navigation bar (and fix the stat tracker). Allow for a search by discord handle. Allow players to filter alliances by GDP. Categorize/organize projects on the Projects page. Individual Nations Allow for players to set a signature for their in-game messages. Allow for different types of embargoes: baseball, market buy, and market sell. Show custom images on internal pages. Allow for the ability to sort in-game messages. Allow players to delete ads from their account page. Add the option to deposit resources in another alliance bank, like you can your own. Add in new government types (suggestion 1, suggestion 2, suggestion 3). Reduce the cost of resetting city/project timers in accordance with the amount of time left on the timer (i.e. the timer is for 120 turns, reduce by 1 credit every time the timer drops by 30 turns). Make a transaction ledger for alliance history and/or allow for a manual input of alliance seniority with leadership approval. Expand nation factbooks. Additional suggestions here. Show pre-tax net revenue. Remove base score from the nation score formula. Add expected profit for factories like we have for mines. Nation Pages/Stats Add a PW wiki page field to nation info pages. Allow nations to see a list of their current commendations/denouncements. Double the National Motto character limit (and allow characters with accent marks). Give option in settings to hide custom nation descriptions by default. Alternatively, have a "Hide nation description" button on all nation pages that people can toggle on/off (also suggested here). A variation of this was previously implemented but is broken and in need of a suitable fix. Add Militarization Level to nation pages. Highlight unpowered cities in red so they can be quickly identified. Nation stats additions: Number of people killed in nuclear strikes Total Damage Nukes/missiles blocked Notifications System (Read post here) Group unread notifications of the same type and date. Separate the date and time into separate columns (add another column for time). Change the date format to day and month name instead, e.g. "14 April". Change the time format to 24 hour time, e.g. "23:44" instead of "11:44 pm". Remove the superfluous explanation field at the top of the notification page to reclaim more vertical space. The general format of grouped notifications would consist of 3 columns; date, time, description. The initial description for grouped notifications should contain appropriate links on the keywords embargoed, trade, war, aided, and achievements. Some changes to the way notifications are formatted (see post). Unread grouped notifications are ordered by their last event notification time. Notifications Create a notification for when wars expire. Allow for an alert when you run out of a resource you use for production/upkeep. Notify players when their tax bracket is changed. Get a notification when an enemy's blockade/superiority is removed. Create a page to show results of espionage operations. Add the note accompanying alliance bank transfers to the notification when receiving funds. Also, clean up the notification message to remove resource sent values of 0. Allow players to toggle/filter notification categories based on what's important to them. When you get a notification for a pending trade, include a link to accept/reject it. Baseball Allow for maxing out player stats with a new button or input a number into quickly to specify an upgrade number. Allow for a custom stadium image(/jersey) same as the already existent custom team logo, as a VIP feature. Auto-hide the blow-by-blow table that shows how the game went. Allow for an option to keep baseball player names static so they don't reset on retirement. API & keys Add treasures to the Nation API. Add treaties to the API (Also here). Add nation militarization level to the Nation(s) API. Don't require payment/credits to change API key. Allow people to transfer API calls to others instead of sharing API keys. Miscellaneous/General Ease Remove notifications number from sidebar when looking at the notifications page instead of after. Move notifications/messages to the top bar. Send an automated email to players with nations emerging from vacation mode after an extended period of time. Make usage of Nation vs Leader name consistent. Make resource order consistent. Language change to turn change message. Allow for the treaty web to be expanded upon request past the Top 50 (suggestion 1, suggestion 2, suggestion 3, suggestion 4). Provide a notification if a country you're warring against gets deleted. Allow bounties to be filtered. Give a 2FA log in option. Randomize default color bloc option for new/unaffiliated nations. Add conversions to real time behind the number of turns (see post here for examples). People within the Admin Alliance shouldn't be counted towards the leaderboards. Link forum accounts dynamically with nation ID to minimize the issue of mismatched nation/leader names. Introduce a transparent theme (see post here for example). Separate out memorialized nations of PnW players who have passed from VM nations. Completed Suggestions To be sorted: Last updated 1/15/2023
    1 point
  13. "People curse the one who hoards grain, but they pray God’s blessing on the one who is willing to sell." - Proverbs 11:26 BOMBARDIER DECLARATION OF EXISTENCE From the beginning of existence Orbis has been divided into two very distinct classes. The very backbone of modern orbis’ functioning is built upon and necessitates the continuation of the two existing classes. The two classes being the ruling class or “bourgeoisie” and their subordinates known as “micros”. The ruling class of Orbis has consistently used the “micros” as pawns of their imperialist and egotistical wars and posturing. This has left micronations no other option but to either submit themselves to the authority of the ruling class or to raid their fellow proletariat nations for survival. It is this deep and long existing class struggle that leads us to bring Orbis one step closer to the union of all micronations. We believe strongly in the unity of the proletariat and all oppressed peoples throughout Orbis. The current state of all major alliances is either a dictatorship of the bourgeoisie by which the proletariat have absolutely no say in the affairs of their alliance, or they are anarchist in nature, engaging in piracy and stealing from their fellow proletariat nations. In our time we have also observed alliances which fly under the banner of socialism but make no strides towards the liberation of oppressed classes. Total liberation of micronations first begins with the acknowledgment first that the vast majority of governments exist for the exploitation of oppressed classes. This is what both Marx, Engels and Lenin would refer to as a dictatorship of the bourgeoisie. We believe in a dictatorship of the proletariat, the micronations of the world, being the majority should yield their numbers to enforce their political might with one alliance acting as their vanguard and voice. The liberties of peaceful existence should be enjoyed by all nations and all people across orbis and the world. Discord: https://discord.gg/RCmEGrQStU Alliance Link:https://politicsandwar.com/alliance/id=8746
    1 point
  14. From conversations and threads created during the last couple weeks/months I've compiled some ideas regarding tweaks to the war system/spy system based on feedback. These changes (besides spies) are much smaller and fewer than usual, I hope that's a good sign. Planes doing Bombing runs When performing a bombing run damage dealt to defending planes is reduced by 33% (THIS DOES NOT INCLUDE DOGFIGHTING) The idea is that the target is blowing things up that are not planes. If you're sending 300 planes at 100 planes to bomb tanks, you may get an Immense Triumph but you're not going to kill as many of the 100 planes, and you'll lose more of your planes than if your goal was dogfighting. Reduce ships killed by bombing runs against navy by 10% Ship vs Ship Increase ships killed by naval attacks by 10% Changes that have not been introduced yet but are on the way The February update thread found HERE shows some changes to missiles/nukes/Iron Dome/VDS. These changes are still coming, along with spies being able to hit an additional missile chance. Spies Reduce Spy vs Spy casualties by 20% Create a method where spies can be rebuilt without losing spies without those spies contributing to espionage defense/offense (reserve/active system) Should nations be able to have units spied away while in beige? NOTE: Except for "Changes that have not been introduced yet", these are not confirmed changes to be made. This is a discussion based on feedback from the war to see if these changes (or others) should be made. Thank you
    1 point
  15. The following is a combination of old updates that were never put in, changes based on feedback/suggestions. Please feel free to provide feedback and suggestions to alternative options. Try to limit additional content beyond the scope of what is in this thread. Thank you. Trading 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 1 credit. New Projects Research and Development Center Effect: This project provides two project slots (net: one additional project slot) Cost Cash: $50,000,000 Food: 100,000 Aluminum: 5,000 Logistics Center Effect: Opens an additional trade route for Commodities Cost Cash: $5,000,000 Food: 25,000 Uranium: 5,000 Aluminum: 5,000 World Trade Organization Effect: Opens an additional trade route for Commodities Requirements: International Trade Center, Logistics Center, Space Program Cost Cash: $20,000,000 Food: 250,000 Uranium: 15,000 Aluminum: 10,000 Gasoline: 10,000 Spies Casualties Spy vs Spy casualties are reduced by 33% for the defender on a successful op, and attacker for a failed op. Missiles Spy attacks against missiles have a 25% chance to destroy an additional missile. Soldiers 5% increase is casualties from soldiers fighting soldiers. 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 33% 15% increase in casualties to soldiers by tanks 10% increase in casualties to tanks by tanks With soldiers killing less tanks Planes 25% increase in tanks killed by bombing runs. 10% increase in planes killed by dogfights Ships 10% increase in ships killed by ships. New Attack Type: Bombardment When a nation is blockaded naval units can bombard a city instead of performing a naval battle. This attack destroys 33% less infrastructure This attack destroys 2 non-power plant, non-military improvements in that city. If there are only power plant and military improvements, this attack kills no improvements. This attack costs 50% less gas to perform. This attack costs 50% more munitions to perform If a bombardment attack happens while the defending nation has defending ships, the casualties caused by those defending ships is increased 25%. Example: If you attack with 200 ships and they have 50 ships defending and those 50 ships were going to kill 20 attacking ships, in a bombardment attack they instead would kill 25 ships. You must use at least 75% of your max navy when performing this attack max navy is determined by the number ships you could have if all of your cities had max dry docks, not how many dry docks you current have If you have 20 or less improvements in a city this attack will only kill 1 improvement. If you have 5 cities or less, this attack only kills 1 improvement. Nukes Nukes can now kill 4 improvements per nuclear missile. 2 of these improvements are "general" improvements and have a chance to be any improvement. 2 of these improvements are any non-power plant, non-military improvement. In the event there are no available targets, it bumps up the target list. Effectively if someone only has power plants and military structures, the nuke will destroy 4 of any improvement. Missiles Missiles can now kill 2 improvements per missile. Missile Launch Pad allows a nation to build 2 missiles per day. Iron Dome Reduces the amount of improvements killed from a missile by 1. In addition to normal effeccts Chance of blocking a missile reduced from 50% to 30%. Vital Defense System Chance to block a nuclear missile increased from 20% to 25% Reduces the amount of improvements killed from a nuke by 1. The improvement category this blocks from is the non-power plant, non-military category. Quality of Life Alliances can only have 1 treaty between them. Alliances have the ability to create up to 8 alliance positions, 5 more than the default 3. All alliance roles will come with a check list for which powers those positions have. Bank Access Changing Roles Ability to see spy counts Ability to see daily reset timers (time zones) Editing Tax Brackets Accept new members View member caches Alliance Trades offers also show in the global trades. These trades will show in a different color Expand leaderboards Increase the leaderboards from top 10 to top 100. Alternatively, include all nations in the leaderboards (suggested filters, upon talking more with Roberts: active, non-VM players, perhaps also with a filter to exclude the brand new nations that only logged in once/haven't built up anything). Allow for a search by discord handle Send an automated email to players with nations emerging from vacation mode after an extended period of time. Allow for an option to hide trades of embargoed nations/alliances from the market.
    1 point
  16. no need to be toxic. who knows. Good luck, and welcome to orbis GIF!
    1 point
  17. I'll be linking Alex to this thread, are there any other places these appear to your knowledge that would need adjustment?
    1 point
  18. Thank you, these nations have been removed / had names changed.
    1 point
  19. In-game Communication All forms of in-game communication, including but not limited to, messaging, war declaration reasons, alliance announcements, leader, city, or nation names, and nation and alliance descriptions must be appropriate. Vulgar language, mean comments, N azism or N azi related names and titles, Terrorist organizations related names and titles etc. are not allowed and will result in your nation receiving a strike.
    1 point
  20. Zephyr writing and proofreading a forum response. 2021. Colorized.
    1 point
  21. Well, people tried a peaceful alliance once. They got to #1 and then were pummeled, and that was the death of neutral pixel farmers on Orbis.
    1 point
  22. As you all probably know, we broke away from CoA on the 9th of June. We broke away, to form our own government, one that was democratic, one that would hear the voices of the people, and cater to their needs. We wanted to become an Autonomous Protectorate, stay in the same sphere, and have good relations with our old alliance. But things went down, fast. We had to break away, earlier than we expected. A totally unprepared exodus, which wasn't planned, lead to a lot of problems. But here we are today, a growing and stabilizing alliance, Protected by our brothers from Soldiers of Liberty. We shall work for the people, and make our alliance, one of the most satisfactory. We would still like to maintain good ties with our old alliance, and wish the best to them We are the Organisation of Free Nations (OFN) Anyways, Here is our Discord. Signed by : Chief Justice - Wreckpro President - [CK]Aflyingrat Head of Foreign Affairs - MysticPiano | Мыстиков Head of Finance - LoadedChurro Head of Military Affairs - Sans. Head of Internal Affairs - Giovanni Rose Senators - Orderofthelegion, Snake
    1 point
  23. In the 3/1 scenario provided the attacker loses about 3.1% of their attacking force and the defender loses about 18.5% of their defending force. This change would reduce that to about 12.3%. In real number terms, it helps to expand the unit counts to better see, so 3000 vs 1000 attacker loses about 93 Planes per attack, defender loses 185. This would reduce the defender loses for planes to 123.
    1 point
  24. Good luck, but please try and find some actual experienced people and absorb advice like a sponge. Solo micro alliance days are long gone now.
    1 point
  25. “We’ll raid you out of existence unless you play the game our way” ignore all these people threatening you. If people attack you defend yourself. You do not need a protectorate you just need to be able to defend yourself. Recruit nations, grow, prosper, have fun playing the game your way. hope it all works out
    1 point
  26. Quite the opposite. We believe in empowering micros. "The ruling class of Orbis has consistently used the “micros” as pawns of their imperialist and egotistical wars and posturing. This has left micronations no other option but to either submit themselves to the authority of the ruling class or to raid their fellow proletariat nations for survival. It is this deep and long existing class struggle that leads us to bring Orbis one step closer to the union of all micronations." - Bombardier Charter Part I https://docs.google.com/document/d/1XXdlRPQck5MmGB_mtLchllWaUJzymtZqVvkosxavkRE/edit?usp=sharing
    1 point
  27. We are defensive in nature, we don't raid or partake in aggressive wars. However our sovereignty will not be handed on a silver platter.
    1 point
  28. Making a DoE with no protector as a Micro is a ballsy move.
    1 point
  29. Church of the Force Having lost a critical engine in the Eternal Empire’s latest campaign, Grand Admiral Lucianus ordered all crewmates of the imperial frigate to brace themselves for a crash landing on a nearby obscure and barren planet…. Hours? Days? The Immortal Emperor could not tell. He gazed at the shipwreck, assessing the damage. It seemed that the frigate was out of fuel and weapons were destroyed. Thanks to the expert piloting of Lucianus, however, the body of the ship was relatively intact, needing only minor repairs. Luckily, this planet seemed to have a lot of wreckage from which to scavenge for spare parts. Suddenly, a thought struck the Immortal Emperor. Many of the wrecked ships nearby had very precise and geometric pieces of metal missing. Scavengers! Contrary to what intelligence had suggested, this planet must be occupied! But by who? Friends or foes? There were not enough supplies to survive a prolonged repair on this planet. The Emperor had to act quickly, and so he ordered a small strike team to be formed, headed by High Justice Vexz. She was to lead this strike team in order to quickly explore the planet and make diplomatic contact with the scavengers, potentially acquiring the aid needed to leave this planet and return to Zakuul. After a few hours, the High Justice could not believe her eyes. Within the barren wilderness of this planet, she stumbled upon a great city. But she did not have much time to admire it. Within minutes, her strike team was shot at by patrolling city guards. They were engaged under heavy fire for several minutes before Vexz spotted the enemy commander. Calling upon the Force, she reached out to the commander and called for a ceasefire and an audience with their leader. And so, the commander, Primus Inter Pares Keza, called off his troops and led Vexz, alone, to the city’s Pontifex. As she was escorted through the city, Vexz noticed several civilians praising the power of “Atom” in what seemed like some religious activity, headed by Cardinal of Internal Affairs Randy. Interestingly, she observed that the power of the city and the weapons of Keza’s squad operated similarly to those of the Eternal Empire, yet they seemed fundamentally different in their source of power…. Soon, she was ushered into a grand temple complex, and there she met the Pontifex Atomicus James II, Cardinal of Foreign Affairs Deebo, and the wise and old Cardinal John Baraboo. With the Immortal Emperor attending via hologram, the Pontifex Atomicus described the history of Atom. This planet had once been inhabited by many and considered a great civilization, rivaling the Eternal Empire in its culture and advancements. But centuries ago, the envious twin brother of the Atomic King unleashed the power of Atom in what was supposed to be a civil war of succession. However, John Baraboo said that the brother was not blessed by Atom, and the entire planet was devastated in a mere instant, leaving only a select few true worshippers, the creators of this mighty city and ancestors of its current residents. Intrigued by both the destructive and creative powers of Atom, the Immortal Emperor told the Pontifex Atomicus, head of the Church of Atom and the only being capable of bestowing Atom’s blessing upon others, about the great power and mysteries of the Force. This seemed to interest the Pontifex Atomicus greatly. And so, the two leaders realized the advantages of a mutual agreement. With resources provided by Cardinal of Finance Soxirella, Master of Engineering Exalts outfitted the shipwrecked frigate with engines and massively destructive weapons capable of utilizing Atom’s blessing. As they witnessed the newly fitted ship take off with the guidance of Atom, Deebo made a public address to the Worshippers of Atom regarding their new friends. It seems the Eternal Empire has gained a great ally…. Preamble Rose and the Church of Atom agree to sign an MDoAP treaty. Article I - Sovereignty Both parties agree to respect each other’s right to conduct its own affairs without external hindrance. Article II - Intelligence Both parties agree to share intelligence, with the understanding that close cooperation is necessary for the security of both alliances. Article III - Mutual Defense Both parties agree to come to each other’s aid in the case of an attack by an external aggressor. Article IV - Optional Aggression Should one party decide to pursue aggression against an external party, the other party may join in on the aggression. Article V - Cancellation 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 Church of Atom: Pontifex Atomicus: James II Primus Inter Pares & Cardinal of Protection: Keza Cardinal of Foreign Affairs: Deebo Cardinal of Internal Affairs: Randy Cardinal of Finance: Soxirella Cardinal: John Baraboo Tl;dr Rose and Church of Atom have signed an MDoAP treaty
    1 point
  30. Only you. ❤️ All these are perfectly sensible ease-of-life improvements, and the easy-to-read format in which they have been presented only makes the task easier for the admin. Full support (and kudos for compiling these!)
    1 point
  31. wrong number jaden
    0 points
  32. Boo hoo, we're interrupting your measly attempt at inflating your egos through meaningless internet points, how sad.
    0 points
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