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Showing content with the highest reputation on 07/08/21 in all areas

  1. "As the peasants of Camelot rode into the calm waves hunting for a treasure, they believed that they would ride unopposed into the oceans. Unfortunately for them, they had just gone into the Ocean Masters zone of control. The water started to rise around them, creating a wall crashing inwards on them. With the savage oceans rocking the boat, many members of the scavenger party fell out and into the deep blue ocean. As the leader of the party, Epimethius, was scrambling to hold onto the boat, he screamed "Move! An asteroid!". It was headed straight for them. Crashing into the ocean, it caused devastating losses to Camelot's forces. There were no survivors." TLDR: The Lost Empire and 99942 Apophis recognize hostilities with Camelot, after their treasure raid, self-declared "pre-counters", threats of nuclear holocaust and countering of counters. P.S. We know you expected us to bow down to you, but the ocean does not bend. Enjoy the rebuild, assuming Gorge hasn't spent it all on cities ( ͡° ͜ʖ ͡°)
    65 points
  2. So let's get this straight. Camelot, the rank 7 alliance in Orbis, decided it wanted to attack the entire upper tier of The Lost Empire, the rank 21 alliance in Orbis, for the sake of a treasure from what I have heard? Camelot, the alliance that is known for its excellent decisions, and its superb leadership, has decided to use its 109 members, to attack an alliance with 52 members, for the sake of a treasure that will despawn in what, a month and a half? Camelot, whose colour bloc is Maroon, and gives them $33,994 per turn, and $407,928 per day, wants to go to war over a treasure that will, if I am not mistaken in my math, give them a bonus of 2% in revenue per day? If they get all three, that'll be a whole 3.46% bonus revenue Now I'll admit ladies and gentlemen, I am by no means an expert at maths, but something about this feels like it's not very friendly towards ROI. What do I know though, Camelot has always been known for its great decision making, like when it was a very vocal supporter of IQ, and then tried to switch sides after the war and act like the victim. Camelot has ALWAYS been known for its good decision making, like when it decided uninvited to join Guns and Roses and Duck Hunt for the sake of.... what was the reasoning again Gorge? Preserving the balance of the game? I'm sure it was some great reason and it was worth the 84 billion damage you took in Guns and Roses and 37 billion you took in Duck Hunt. After all, Camelot has ALWAYS been known for its great decisions, like when it funneled massive amounts of cash into both Arthur and Gorge's nations, to build them up. Just taking a quick look at the CTOwned war page, it already seems clear that Arthur, Epi, and Gorge have once AGAIN proved their brilliance, as they've already taken 1.6 billion damage in this war. I'm sure this is going to be over VERY quickly, lads, and this will absolutely end in you making more money off of the 2% to 3% from the treasures than you spent on this war. I once again bow to the brilliance of the leadership of Camelot, you all are truly a shining beacon of excellence in this game.
    52 points
  3. They're out of luck, George used the rest of rebuild on Moon Landing
    36 points
  4. Based af. Now this is what Orbis needs more of, less alliances being pushovers despite whatever odds they may be against. gl and hoping for a good war performance
    25 points
  5. Camelot becomes the first alliance to be dropped by Fark and TCW for "not matching up to the standards and competence" they expect of their allies.
    17 points
  6. translation: we really fricked this one up guys
    17 points
  7. Quick question, What happens if TLE ends up fighting Cam to a standstill or even winning this war? It will be the 2nd war in a row where Cam has hit someone where they had a 2:1 member advantage and couldn't pull it off.
    16 points
  8. I do not agree with this system, it is quite simply, a trap for new players. New players will be lured into this idea of getting a "treasure" because they're so mysterious and full of wonder, however the newer player would almost certainly be better off redeeming their credits for cash, selling the on the market, or a multitude of other things that would allow them to more quickly build their nation, as opposed to a ticket, that maybe someday will possibly pay out. You say that there are also measures in place to prevent rich alliances from accumulating too many treasures, however I feel that this system favors larger, more established alliances even more than the current system. Established alliances are more likely to see large collections of dedicated members, and large collections of dedicated members are more likely to be willing to spend cash than an upstart alliance with brand new members. This system would mean that larger, more established alliances could in theory "pay to win" a treasure, literally by virtue of having more members in terms of numbers, as well as generally more devoted members. You could say that is already the case under the current system, however under the current system, it is only the number of members of an alliance that matters, not the monetary contributions to the game of that alliance, in terms of their ability to grab a treasure. It is likely that this system would lead to more treasure, in more established alliances, and I'm not a fan of buffing established alliances in this way.
    13 points
  9. 11 points
  10. okay so it wouldn't go away I clicked the unbold button like 15 times and nothing
    10 points
  11. 10 points
  12. Tutorial Changes: Removing buying a farm, adding buying food from the market. New players gain resources for completing tutorials as well. Project Building with new player focused project (Resource Production Center). Please upvote or downvote if you like/dislike these changes New nations should be purchasing food instead of building farms, these changes address that and will also provide instruction on purchasing a new project that is focused on providing new players resources.
    9 points
  13. I wonder which guy in Camelot's EA department thought this one was worth? 😆
    7 points
  14. Now that, my good sir, is an excellent review. I found it to be very helpful
    7 points
  15. oh boi, Good luck TLE, Good warring!
    7 points
  16. Good Luck TLE, rooting for y'all! Submerge their dragon and chain it in Atlantis.
    7 points
  17. Quality of Life Changes: Alliances will gain the ability to embargo other alliances Individual nations will be able to delete the embargo if they so choose Uniformed resource order listing Better notification system Bloc Option for treaty web between alliances. Please upvote or downvote if you like/dislike these changes
    7 points
  18. This is a fair response from you guys. Have fun, good luck and give them hell
    6 points
  19. Now what if this is all an elaborate ruse between TLE and Camelot, to boost TLE's rep, so that afterwards they can join Cam's bloc, and everyone will be like man I love those plucky underdogs TLE, if Mystery took them in, they can't be that bad right?
    5 points
  20. Camelot: "We've changed since we were in IQ! Please forgive us, Orbis!" Also Camelot: This. Give 'em hell.
    5 points
  21. Jesus Christ camelot, just disband already. It is difficult, amusing but difficult to watch you bumble along from war to war under preforming and being a total disaster.
    5 points
  22. Figured out what, TLE would just sit and let their high tiers die because they are an incompetent tax farm? Guess what, that is not TLE but Camelot. How much do you have to suck to have negative 1B net after only 2 days of war? Tbh, Anti-Cam coalition would make more money by just looting your members than you might have got from that treasure XD. A very good move for an alliance with top notch FAs, hope there is even more to come!
    4 points
  23. Government Oversight Agency- I feel that this is a good project concept, I feel that it gives more weight to Domestic Policy, forcing economics departments to consider policies a bit more closely. However, at the same time, I have a distaste for projects in this game that tend to benefit larger nations more than smaller ones; like most of the projects in the game, this is another one of those. It is in fact the case that nations with more infra, more land, and higher city counts will see larger total discounts than smaller nations, because of the nature of percentages. I would suggest that for this project, we look at a way to sort of cap out or limit the benefits once your nation is at some certain size, or that this project have some sort of curve where it is more beneficial for smaller nations to grab. This game is very skewed in favor of larger nations at times, and I'd really like to see some projects that help address that. I think this is a project, with my suggestion, that could potentially do that. Resource Production Center- Again, I feel that this is a good project, but something must be considered before implementing it. Based on everything you have written about this project, it seems as though it is meant to bolster the economy of smaller nations. However, after doing some calculations myself, it is almost certain that it would be worthwhile for any nation that could spare the slot to buy this project, and I think that would be the potential downfall of this project. It is intended to bolster the economies of smaller nations, however it is the case that if everyone buys this project, suddenly, there could become *too many* raws in circulation, and the price of raws could diminish to a point where smaller nations actually see their income hurt because of large scale economics. Perhaps this project should only work for smaller nations, and become ineffective once a nation reaches 20 cities? (In my opinion, you should also get the project slot back once hitting 20 cities if this was to occur) This concern of mine could be overblown, however I think it is something worth considering, and I don't think it would really hurt the game if large nations didn't have access to this project. As a side note, I'd also like to see you somehow address the concern of too few project slots for smaller nations. Personally, I could see both of these projects being bought at 16 cities or before, and as it stands now, I can count 8 projects that a City 16 should at least consider grabbing at or before that city count, these additional two would make it 10. With reasonable, and what some might consider high, levels of infra (2,000 per city at 16 cities), a nation would have at most 8 project slots at 16 cities assuming that they got the project slot for fighting wars. I think something you should consider to remedy this is having the first 10,000 levels of infrastructure count for 4 slots, instead of only 2. Essentially, you would get a project slot for every 2,500 infra for the first 10,000 infra your nation has, and after the first 10,000, you would go back to the normal 5,000 per slot.
    4 points
  24. Hey good on yall, when we hit for the treasure we figured you would not do anything, im actually glad you did. Hope ya'll have some fun and im sure our members will aswell
    4 points
  25. Camelot made a big mistake on this one.
    4 points
  26. Wow TLE. Good move. Booo Cam, bullying forces who appear smaller. (Also wtf is with that horrible net?)
    4 points
  27. Best of luck, hoping to see some valiant fighting
    4 points
  28. So treasures are basically being monetized at this point? lol Funny play to get people to buy and redeem more credits. Im pretty sure in regards to treasures that people just wanted an actual treasure trading system since alex stopped treasure transfers through wars nearly half a year ago now and still hasnt released the promised treasure transfer mechanic that we were supposed to see "soon".
    4 points
  29. 3 points
  30. Based TLE Camelot you suck git gud scrubs
    3 points
  31. I concur with this assessment 100%. During the TCW attack there was very little coordination (not that I saw anyway), and the war consisted of me basically opening the target sheet, doing a copy paste and telling the dude trying to get a target to grab whatever they wanted at their own discretion. Obviously this war was more a struggle to find a target than anything, and we could fulfill any counters in alliance so it was rather redundant to go talk with another alliance and ask for help. When it came to Quack, I made sure (theres dms of me talking with every MA head in Rose, Camelot, TFP, and someone else I cant remember), of me looking for counters for my COTL guys during that initial Quack blitz (I owe those MA folks my life). But as soon as the whole blitz got dealt with, it became again a struggle of finding targets and just copy pasting the sheet, or looking for a target for someone myself. I very sporadically spoke with other alliance MA for counters or the such, as again they could be fulfilled in alliance, so like why bother. When the war kicked off, I thought the exact same process would happen until we got countered by Mystery and Oasis, and the first thing I did was go into Orbis Portal, and just look for TKR's server link, so that I could start working on counters and the such when the time came, and drop servers whenever I needed to speak with someone. It came out as unnecessary as I was able to interact with the entire sphere leadership within a week, it helped greatly that the Sphere Milcom channel was filled with great folks who could react and I could interact with in real time, and I certainly give my credit to that server for winning the war, because I had not seen this coalition/sphere cohesion since NPOLT (perhaps even further back). The best sort of advice I can provide is just communication, communication, communication, because things need to get done and either they get done or they dont get done and you lose. I try my best to instill on folks that initiative to go out there and find their allies and find a common way to defeat the enemy, because a lot of times folks just know their alliance and the folks in there. But those are my two cents, in case anybody attacks me, I'm very dumb as I told someone to beige their defensive war, so you can ignore everything I said here. If you're praising me, thank you for stating the obvious fact of my incredible intelligence, you're pretty smart yourself too.
    3 points
  32. You need to select all then hit bold/unbold. You can do this with ctrl+a (select all) or on a mobile device usually long hold a word and then the popup will give an option to select all (or you could move the little cursors, but no one likes doing that)
    3 points
  33. Imagine this escalates and we don't have guns and roses 2 as gw 19 lol. I'd like that
    3 points
  34. 3 points
  35. 3 points
  36. Also imma get downvotes for saying this, but if only half your revenue as a pirate comes from raiding, consider getting good (or going back to farming)? 😛 Personally when I pirate I go balls to the wall and decom all non-essential improvements so bombarding means nothing to me. IMO there's already a tradeoff you have to make between passive farming revenue and active raiding revenue that you have to make when pirating, and a change like this will ultimately mean little to nothing for the good ones.
    3 points
  37. -Having fought in both winning and losing spy wars, it's only fair that a competent winning side is able to keep the losing side's spies down. Also, this removes a lot of the fun out of spying people outside of wartime -The only time beforehands in which I'd do bombing runs was already when the enemy had low planes, because otherwise the higher casualty rate on my own planes was already large enough of a deterrent. imo casualties are already fine as is -Welp I was already considering decomming ID for being useless; this will probably push it over the edge for me
    3 points
  38. First things first, old content still coming: Thread can be found here Trading Treasures - Currently being worked on. New Project: Research and Development - Should be out in July Gains a net +1 project slots Missiles/Nukes/Defensive Projects rework Nukes kill more improvements An additional Missiles can be purchased and kills additional improvement Dome reduces improvement killed and lowers block rate from 50 -> 30 VDS increased from 20 -> 25 block rate and reduces improvements killed Spies have a chance to kill 2 missiles instead of 1 in a sabotage. Bombardment Naval Attack Allows for killing more improvements Quality of Life Changes Alliances can only have 1 treaty between them Additional Alliance permissions/ranks - Being worked on currently Alliance Trade offers are visible on the main trade screen in different colors Nation search option: Discord Handle Email accounts coming out of Vacation Mode in 48 Hours. Option to hide trade offers of embargoed nations/alliances New Content: Military Combat changes: Ships kill 15% more ships in naval combat When performing bombing runs damage dealt to defending planes reduced by 15% These are only for bombing runs, not dogfights. Dogfight damage remains the same. Spy System Changes: Reserve/Active Duty system Only Active Duty spies may defend spy attacks and perform spy attacks. All new spies purchased default to Reserve Status, not active. Spies in Reserve Status cannot be killed. A player may not move spies from Active Duty to Reserve Status. Spies in Reserve Status cost 50% less upkeep. Tutorial Changes: Removing buying a farm, adding buying food from the market. New players gain resources for completing tutorials as well. Project Building with new player focused project (Resource Production Center). New Project: Government Oversight Agency Improves Domestic Policy Effect by 50% (5% -> 7.5%) (1% -> 1.5% for open markets) Cost: $20,000,000 Food: 200,000 Aluminum: 10,000 Resource Production Center Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 5 cities. (60 resources times 3 resource types is a 180 resources total per day) Cost: $500,000 Food: 1,000 Treasure Lottery: 50% of the Treasures in the game are marked as "Lottery Treasures". A nation can buy a treasure lottery ticket with 1 credit. A player may only have 5 lottery tickets at a given time. Lottery Tickets roll over to the next cycle if not winners. A player may only win 1 Treasure per cycle. If there are more treasures than lottery ticket holds the treasure is dispersed at random to the whole game population. Quality of Life Changes: Alliances will gain the ability to embargo other alliances Individual nations will be able to delete the embargo if they so choose Uniformed resource order listing Better notification system Bloc Option for treaty web between alliances. We're going to utilize a new feedback method. Often if there's one or two changes someone strongly dislikes they downvote the whole OP which can taint popular sections and unpopular sections of changes. I'm going to make several posts AFTER the original post which each bolded section. Please upvote and downvote on any section you like and dislike. Posts of input are also welcome. New content is not set in stone. Suggest changes in this thread.
    2 points
  39. I have already explained the issue with nerfing "bombing runs" in another thread and that criticism remains the same. I'm also curious where this feedback has come from because I've legitimately not heard such complaints before, in fact, I have heard the opposite that bombing units is detrimental until you have a clear plane advantage. This only makes that worse. I like the idea, I agree with others however, that there needs to be a cap (maybe 80%) on the max spies before you get locked out of reserving any more spies. This is to prevent the spy war from becoming a guaranteed flip flop of who controls it, because under this system (in its current form) the losing side will simply rebuild, coordinate reactivation at the same DC, and spy wipe the other side, taking control until the enemy rebuilds their own reserve spies and repeats the process over again. This would effectively take the skill out of winning the spy war, instead making it into a constant tug of war which would make war less fun, in a [war] system that is already unattractive. This first project (because of its cost) is targeted towards whales and I really don't think that's what the game needs right now. The mid and low tier need more projects (and more project slots) so this project should have its price lowered or be scrapped altogether. Before the "specialization" argument peeks through the door, this project is a simple discount, it does not help specialize in anything so it should definitely be more accessible to all. I fully agree with Ramona on the second project, see their post if you haven't. Awful. This kind of change really just benefits the mass-member, veteran alliances because half of everyone else's treasures are going to be stripped away from them and fought over by the titans because they can afford to pump credits into their dedicated and large member base that a lot of the smaller alliances don't have, all the while they now have an even less chance of getting their own treasures because these "lottery" treasures were pulled from their own pool. Further, why do we need more ways to spend credits exactly? It seems to me that people buy enough as is, until recently credit prices were hardly pushing above 1m their actual value because the supply was so large. Instead of trying to put already-established mechanics behind a paywall, Alex and his team should be creating new (cosmetic) things to spend them on because this is unnecessary, and an unwelcome money grab. Just no.
    2 points
  40. Its ok. My dow for TLR ended up in a spoiler and I couldnt fix it. /shrug Good Luck guys.
    2 points
  41. Shows back bone. Well done. Just why bold on the announcement
    2 points
  42. But I need my farms, where will I keep the cows?
    2 points
  43. I haven't seen this point being posted here so I might as well (unless there is something obvious i'm missing about it). This project is absurdly cheap for what you get, I get that it is intended for new players, but 180 rss a day is like $720k a day ($4k average rss price [sell market] for SA) and the Project's cost is like $600k ($500k cash, $100k for the food). For perspective, 2k infra city gives like $650k a day afais. I think this project costs should be raised by like 10x (any newbie can raid $6m in a day ez) and production halved from what I see here, possibly even less production (to make it even). Also, quick note on that DP project is only really gonna be bought by Alpha and Yarr tbf.
    2 points
  44. Members can opt out. Alliance leaders already have the ability to tax a nation up to their full economy, start a war that forces war upon that nation, but having the ability to stop them from trading with someone unless they manually cancel it is too far? I don't buy it. It cannot kill military or power based improvements. Pirates can still fight, their commerce/resource related improvements are the only thing at risk.
    2 points
  45. I'm completely against a reserve system because it undermines the reward for spending sleepless nights for those coordinating the spy fronts. However if you're doing a reserve, then a cap at like 50% of their max is reasonable, it allows them to get over the initial hurdle but isn't giving them a free pass Others above seem.to be on the same page Edit: Also can we fix the damn issue with how military rebuys are delayed several minutes past the dc itself? They should be the exact same second and if that means we have a dc lasting 1 min then so be it. It can be devastating if you're trying a double buy but you're a sitting duck Also, I'll note that spy vs military counts to the attackers stats, but not the defenders stats. Sheepy said he fixed this when I asked him a couple years back but the change never came through.
    2 points
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