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Showing content with the highest reputation on 02/27/22 in all areas

  1. Please make a proper or atleast memey DoW Thanks.
    6 points
  2. Ello mates Homelander here and after continuous attacks and illegal counters Sanctuary has decided to declare war against The Galactic Empire.It should be noted that several attempts of peace talks were made with the simple request that all damages done to our infa and loot stolen should be returned in full but those terms were rejected in an insulting counter proposal that they would only pay for the infrastructure damage of the first person they attacked and return no loot.Last current attempts at peace were met with other attempts at foul play as what was supposed to be talks with a third neutral party turned to a talk with TGE’s last protectorate,the results were still the same as they rejected peace and we still justifiably continue the war.While sanctuary did not want this war we will hold TGE responsible for there actions and if they wish to see peace they will pay us the reps we have requested.
    4 points
  3. Fashionably late UPN recently had it’s 15-birthday party, which makes it as old as iPhones, hashtags and my two daughters. 15 years of wars, words, Barney the dinosaur, Kevin the squid, ribenaberries and a helluva lot of Purple Loving. Hopefully along the way we’ve had enough misdemeanors, crises and maybe even some fluffy, good times to entertain both ourselves, our enemies and frenemies and have contributed to making online text-based political simulators a more interesting and definitely more Purple place. What is Purple? Who knows. A warm, fuzzy feeling inside brought upon by drinking too much wine? A collection of internet warriors with ultra violet tendencies? A family of the weird and bizarre who are Purple, because…Purple? Either way Purple is what Purple does and I’ve dedicated my 15 years of tapping away at online political simulators to try and achieve Apex Purple, whatever that might be. By dedicated I mean taking the credit year after year in which far more talented people than myself have actually run UPN, whilst I’ve sat back and enjoyed varying states of inactivity. At this point, and over three different games, naming every single person who has made UPN what it is would be madness, so thank you to everyone that has and here is a roll of honour to everyone who has officially headlined UPN over the years. Planet Bob: 2007-2010 Altheus (i.e. actually Keyring_Killer, Shade, Hansarius, Magister and others) 2010-2011 Peggy_Sue (the Period of Tumult, bless her wherever she may me) 2011 The 1st Triumvirate: Robster, Kevanovia & Altheus 2011-2013 The 2nd Triumvirate: Robster, Tecumseh & Altheus 2013-2016 Seuwp Lunar Wars: Cora & Altheus Planet Orbis: 2014-2015 Hansarius 2015-2016 Emmad 2016-2017 Pangui 2017-2021 Matt2004 2021-2022 Hansarius 2022 onwards Cora Here’s to fifteen years more at which point we’ll probably all be living in VR Altheus, Founder of the United Purple Nations Also, help yourself to some cake!
    3 points
  4. DoW? RoH? Who are you? What's going on here? Seriously, though, please properly tag your post and at least make this micro v. nano conflict interesting. Good luck.
    3 points
  5. Just when people were forgetting that you existed. Your timing never disappoints
    3 points
  6. Interesting, disband!
    3 points
  7. BK is launching a peacekeeping operation after unprovoked attacks against us by the zionists, United Ummah. The shocking revelations come after their leader, ababxah, failed fifth grade reading comprehension and attacked BK after a separatist group, Ayyslamic Caliphate, launched an assault on UU. Those in the ranks of UU continually persecute those of the true faith, Ayyslam. UU is a threat to our national security; aligning with those that seek to destroy our way of living. Therefore, BK recognizes the independence of the separatist region, Ayyslamic Caliphate, and supports them in their quest against the heretics in UU.
    2 points
  8. People should be only able to have a maximum number of buy or sell offers posted per resource before older trades are automatically removed. Preferrably, this number is limited to one buy and one sell maximum, but I understand there are periods when doing multiple may be resourceful. Anything past the cap is generally spammy and floods the market with dummy offers that are inconvenient to basically everyone and artificially inflate prices. Additionally, if players post multiple buy/sell offers, they should be disallowed if the sum of all the resources or money is greater than what the player currently holds. I think this is a fair and reasonable suggestion. This would: -Make the market much clearer for casual and non-traders -Saturate the market with less artificial prices -Make it easier for most traders to not have to manually delete older offers So, I see little to no downsides for this suggestion.
    2 points
  9. It's not as though they've posed a threat thus far...
    2 points
  10. Improvement loss is both uncommon and unimpactful, especially at higher tiers. I find it a bit silly that players can lose all their infra while still keeping the vast majority of their raw resource farms intact. It gets to the point where players will intentionally keep their infra damaged after a war, so their score remains low. The improvement loss is just so minuscule that rebuilding infra is sometimes more trouble than it’s worth, or even directly harmful. I also find it strange that C40 nations will lose just as many improvements as C10 nations, even though, from a game balance perspective, they should be losing four times as many. Here are some suggestions to improve the improvements: 1. Improvement destruction chance scales with war type: Aggressors in raid, ordinary, and attrition wars have a 25%, 50%, and 100% modifier to their improvement destruction rolls respectively. Defenders have a 50%, 50%, and 100% modifier respectively 2. Improvement destruction chance scales with infra damage Cities have a 12.5% chance of losing an improvement for every 50 infrastructure damage they take. This number scales with modifiers such as war type. This change means that raid wars have a much smaller chance of destroying improvements, while attrition wars have an exponentially higher chance. This also replaces the original 15% improvement loss chance on ground and naval battles. 3. Zero infra? Zero Improvements. If a nation is unable to lose infra due to simply not having enough of it, their chance of losing improvements is doubled. 4. Missiles and nukes eat Improvements for breakfast Missiles and nukes do not guarantee 1 or 2 destroyed improvements. They now roll to destroy Improvements for every 35 infra damage dealt. 5. Trifecta bonus: Players with simultaneous ground, air, and naval superiority have a 25% higher chance to destroy the improvements of the poor saps they are warring against 6. War Policy Rebalance: Because improvement destruction is much easier, players with the Tactician war policy will now have a 50% higher chance to destroy improvements. On the other hand, players with the Guardian war policy now have a 33% lower chance to lose improvements. The Pirate war policy loses its improvement-related downside, and instead reduces the passive income of its owner by 5%, just to spite you “pirates“ with 2000 infra. Please yell at me in the replies
    1 point
  11. [01:00 am, UU HQ] Tonight a few separatists, backed up by Russia, decided that it would be a smart move to try to invade Afghanistan (again). Judging by the size and military strength of our country, Russia thought it would get away with it as usual. .. Welcome to Afghanistan BK Russia! Instead of fighting in Afghan-territory, UU leadership decided to bring the war to Russia, instead of wasting their time with puppets; Which lead to UU forces hitting uncovered Russian farms and cities. You stepped on a mine, now you gotta live with the collateral damage. Ah and don't worry about the war. BK is paying for it : )
    1 point
  12. Intro Since the wall of text trend has started to die down. It is up to me to keep this dying trend alive. Henceforth I have decided to talk about the subject of startup/micro alliances. I'm just going talk about what I consider important factors in making a successful alliance from my experience as a player. So that the new players can better understand what goes into making an successful alliance. I also want to hear y'alls opinion about my points or what you think is a major factor for making an alliance. Econ So what I consider the most important part when starting an alliance is econ. econ is gonna be the engine of your alliance. You'll be setting up tax brackets, handling grants, allocating money towards rebuilds and setting up rebuilds as well, the whole shebang. And you have to be careful with how you utilize your money. Because one wrong move, and your down in the gutter with a empty bank and a angry membership. You also have to consider the economic output of your alliance and cover resources that your alliance may not produce much of. Econ usually is more of a behind the scenes kind of position but a very important one. So to all you econ guys out there, you have my respect. Internal Affairs Internal Affairs is what I consider the 2nd most important aspect when starting an alliance. The quality of your IA is gonna set the quality of your membership. If your IA is bad at their job, then your membership will be low quality. When working as IA, you will be making sure that all members are active and engaged with the community, handling disputes between members, interviewing applicants to your alliance, and punishing members who fail to live up the standards you set for them. IA is a fun position to be in. Stay active and keep the community active while maintaining standards, and you will have a good membership in your alliance. Tech If you would have asked me a year ago what position I thought was most needed in a alliance, I would say tech. But now with so many bots that handle so many different aspects of an alliance, you can get away with not having a tech person. However, you will still have a disadvantage compared to other alliances and there are just some things you need a tech guy for. The two biggest reasons you would want a Tech guy is security, and reliability. While having public bots is great, there is a security risk of the bot creator having access to info they may otherwise not get. And I'm not saying that the owners of these bots have bad intentions, they are pretty cool. But you would feel safer knowing that all your tech is in house. For reliability, It is great having your own tech guy who can work on custom projects to make life a little bit easier. Like making a script for google sheets or a custom banking bot. So if you can find a trustworthy tech guy or gal. take them. Protectorates Protectorates are a big factor when starting an alliance. And each alliance you approach is gonna have different standards when considering handing out a prot treaty. Some alliances have high standards, some alliances have lower standards. If you think you have a great gov lineup and a active membership. Then you should consider doing your shark tank pitch to some of the big boy alliances in the game. If your gov lineup is not the best and you need help getting on the right track, then you should try and find an alliance that is willing to work with you on improving as long as you show potential. Even if the alliance is not a major Orbis player, they can still teach you as long as the alliance you pick is a competent one with a good reputation. You also have to consider the protectors culture, style of government, and just overall seeing if your alliance meshes well with them. If your alliances don't mesh well or you don't like their style of government, then it is better look at your options then to sign them and end up being at odds with each other. If you can get a good protector who meshes well with your alliance, then you are good to go. Military Communications When starting an alliance, you will come across raiders/pirates who want to loot your members. And eventually you may get involved in a global war. This is why milcom is important. You will be coordinating wars against enemies of your alliance, teaching new members how to raid, and setting up MMR. The strength of your alliance will never reach it's full potential unless you have a great milcom lead. Milcom can also be very time consuming depending on how many members you have. And if you don't have a great milcom lead to start out with then don't worry, they can always learn from experience and from your protector. Conclusion If you have made it this far, then congrats. You have no life. But I would love to hear y'alls thoughts whether or not you agree with my points or if there was something I missed out on. I know I left out FA. But who needs FA am I right? But thank y'all for your time. And have a wonderful day. TLDR: Learn to read LMAO
    1 point
  13. Please utilize Grammarly
    1 point
  14. Good luck on your battle. Have fun burning some pixels!
    1 point
  15. Please either make this a meme post or format it right. Regardless if you want to make a big deal out of skirmishing with a 15 man micro, go gettem I guess.
    1 point
  16. Yes, the immaculate Purple Gecko. Happy Birthday UPN!
    1 point
  17. Congratulations on 15 years all, many happy returns.
    1 point
  18. Good work lasting as long as you have, UPN. Happy birthday and good luck moving forward
    1 point
  19. I wasn't part of UPN it's self till recently but I've been connected to it since the beginning. It makes me proud to lead an Alliance with such a rich history. Here's to more years of madness
    1 point
  20. Here's to 15 more years of fashionably late announcements!
    1 point
  21. Impressive existence! Congratulations on 15 years and here’s to many more in your storied existence!
    1 point
  22. I have been waiting to write this for a long time. For those of you who know me, I was once the Co Leader of the alliance know as Empire of the Romans. I have the honour of being Justinians first merger, although definately not the last. The Idea of Rome When first approached by Justinian asking about a merger, it started off extremely poorly. Despite my alliance being the larger of the two, Justinian approached it as us simply merging into his for the good all involved. When we balked at this idea, and proposed more equal terms the talks almost died right there. Many times, looking back, I wish it had. But instead, I got my best people together, and decided it was best to negotiate this out for the potential it had. Notably, Justinian brought nobody but himself to these talks. His people would do whatever he decided on was what he said. The talks were a clash of ideals, democracy and standards on one side, quick and flexible authoritarian on the other. In the end we tried our best to merge these conflicting ideals into one cohesive foundation for our new joint alliance, the Empire of the Romans. There were a few things left out, with the idea that we would get back to them later. Things left out, conflict resolution, warchest standards, fiscal policy and government expectations. These would be the seeds for the fall of Rome. The Rise of Rome The initial merger went as well as could be expected. My members joined the new alliance within a day, the alliance bank was transferred, people joined the new discord, things went swimingly. Justinian and I worked hard to set up a community, a government, and a path forward. We had elections, people were joining, our financial situation was stable. Justinian and I were a good team, in the beginning. We worked together, we figured out solutions to problem, we compromised. Justinian worked hard on finding mergers for the new alliance, although this was the first real indication that this alliance was not. what it first seemed. Despite being equals, at least on paper, I was not informed about mergers before they were just about to happen. While I was okay in principle with mergers, not being informed on them was a troubling situation. I chalked this up to growing pains, and let him know that I did want a bit more in terms of notice and updates regarding potential mergers. With this out of the way, we grew. Merger followed by merger. All really disorganized alliances, all broke. So while we grew in terms of numbers, our alliance bank did not. And despite communicating that I and all of gov needed more information about mergers, the information we got was usually last minute, hours if not minutes before the merger was to take place. This pattern would persist until the very end. The Cracks Begin to Form The first real drag it out conflict that Justinian and I had was over which sphere to choose. PRIU, having fought hard in the delta hedge war, had secured a protector in Children of the Light, and we had good working relations with them. Justinian was coming from Hollywood and TKR, and wanted to continue with them. For once, we could not agree. Which was fine, we had planned for this possibility. If we could not decide, Gov would. And gov voted for Cataclysm. This should have been the end of the matter. Instead Justinian engaged in a smear campaign, dragged CotL reputation through the mud, twisted arms, and forced people to change their vote. This went against everything that we had decided on, but instead of making it a bigger issue than it needed to be, I simply remembered that this was how it was going to be going forward. I didn't know it yet, but the good times were already over, it was going to be a battle of wills from this point forward. Meanwhile, the mergers continued. At this point, I started to sound the alarm. Not only was our bank shrinking in comparison to the amount of members we were absorbing, all of these nations had 0 warchests. Myself, knowing the importance warchests played in PRIU doing well in our war, wanted to stop. Consolidate. Train our members before getting new ones. Justinian wanted to seize the momentum, continue to grow. These lumps of coal could be turned into diamonds at a later date. Besides, TKR would keep us out of war. But to address my concerns, he would import a specialist government minister from outside the alliance. If I said our military situation was abysmal, he would grab a guy he said was an expert in military affairs. If I said our builds were junk, he would import a IA guy. Economics 10/10 taxes was hurting us, he would import a finance guy. These people would stay for as little as 3 weeks sometimes before going inactive or leaving for another alliance, all the while the issues they were here to address went unresolved. And the ones that did stay were the loyal yesmen to Justinian, that seemingly being their strongest attribute. More on this later. The absent leader To begin, I understand this is just a game. The pay is horrible, the hours can be long, and the credit if fleeting at best. That said, those who want to be leaders do need to put in the time. I made sure to always be around my discord, available to members and government alike should something arise. Maybe too much time, as my wife would tell me as I sorted government issues while out on date night. So I don't blame people for having a life outside the game, Justinian least of all. But there comes a point where I began to wonder, how could I help run the alliance when the guy Im supposed to be running it with is never there? Gov would spend hours discussing an issue, awaiting Justinians input, we wouldn't get a response for 20 hours. I would send paragraphs of text suggesting policy, wouldn't get a response for days. There were times I needed to join the VC after one of his shows to get a hold of him to let him know all of gov was waiting on him to make a decision. Again, everyone needs a life outside this game, but a leader of an alliance should be available more than 20 minutes a day. And its not like he would be at work, or with family. He would be playing EU4 while ignoring all our pings. And when he did grace us with his presence he was more likely to simply want to do something that popped into his head without collaboration instead of addressing what myself and gov had been discussing. So in late november, this finally came to a head. Not by me, but by Justinian saying he was over running the alliance. We should merge into TKR. Little did I know that talks were pretty much complete and the merger was my approval away from being completed. I for the life of me could not understand how someone who put in 20 minutes actually governing could be tired of it all, but I did manage to talk him down from it. But it has to be known, EotR was on borrowed time from mid to late November. It was no longer a matter of if EotR would merge into TKR, but a matter of when. The decline of Rome Arrgh did in Rome. Arrgh killed the dysfunctional alliance called EotR. Arrgh mass raided EotR for 2 days. Arrgh, in 2 days, drained alliance members of 50-60 percent of what was in the alliance bank in resources. It wasn't clear yet, but Arrgh had set EotR into its death spiral. Everything wrong with the alliance came back to bite it. Preparedness, nil. Warchests, for the vast majority, none. Build discipline, none.(20 percent of net losses were suffered by 3 individuals, all under 12c with average 2700 infra). I had never been so embarrassed in my time in this game. Milcom was none existent. People being blockaded for 1 turn talking about surrender. I was ashamed I had let things get to that point. All the mergers just made the alliance bloated. Not stronger, bloated, with soft nations with subpar militaries and no warchests. And all during this raid, Justinian was nowhere to be seen. Too busy getting high and drunk, we could deal with it. In 2 days, Arrgh laid bare every failing of the alliance. Low taxes meant a pitiful alliance bank. No warchest standards meant a lot of wars lost, and high infra builds destroyed. Poor gov standards meant little to no effective milcom. And the final nail in the coffin, conflict resolution would end my time as leader. Before the arrgh raid, I had let it be known that if standards were to be applied alliance wide, they needed to start in gov. So I let every gov member know, have a effective warchest or you cannot serve as gov. I gave 2 months for people to get up to speed. And they all did, to their credit. Until a week after the argh raid, when Klaus Noxix sold his entire warchest for a new city. I fired him. Justinian reinstated him. I fired him again. I sat him down and talked to him about the importance of warchests and made sure he understood before I let him back in gov. A compromise in my mind. Not good enough for Justinian. Klaus Noxix was one of those loyal yesmen Justinian wanted, so the standards didnt apply to him. He removed me that same day. Why? We had never come to an agreement on conflict resolution, so off I was. Everything I put into that alliance, for nothing. The final days of Rome I was kicked. Equal Co leaders my ass. But oddly, I wasn't upset. I thought I should have been. Knocked down to member,discord priveleges taken away. I should have been raging. I was anxious about starting from almost scratch.(Justinian, to his credit, gave PRIU its original bank back). I had go contact my members, get Clock to bring me back into the fold, organize a move from EotR. But I was not angry. Why? Why was I not angry? Because EotR was doomed. I knew it, and I believe Justinian knew it too. Not because I left, or because all but 1 PRIU member returned to the reformed alliance, the few of the alliance with proper standards and proper militaries. No. It was because as Arrgh had shown us internally, EotR was broken. Its fundamental structure was broken. And it would be up to Justinian alone now to fix it. All those rapid fire mergers with a bank that was actually slightly smaller than it was at the original merger but with 3 times the members left the alliance 1 major conflict away from toppling over. And as that conflict began, I watched EotR be the only member of Hollywood to go negative net, and I knew it was over. And so it is, merged into TKR as it would have been in november if not for my intervention. While I can watch with amusement from afar, this does not fill me with any great joy. A lot of people put a lot of work into that alliance, despite its failings. To watch it crumble 5 weeks after I left is nothing but a disservice to those who did put in that hard work, those long hours. As for why now, why share this all now? Well, with the alliance all but dead, nothing I say will effect it further. I had wanted to share this before, and many of the news organizations in game wanted to hear it. But due to the work those still there had put in, I bit my tongue, and went on with my life. So this is for those who wanted to know.
    1 point
  23. I wonder how many weeks and alliances raided by clown it's going to take before people realize he really created his own alliance that BK has no control over.
    1 point
  24. Allahu Akbar! Long Live the Ummah! Shall there be the win of the righteous upon the wrongdoers! Long live the Ummah!
    1 point
  25. I literally cannot think of a single war in this game's history that started due to poaching issues. Also, sidenote, it's only "poaching" if both parties agree. You can't steal members that are already willing to leave an alliance to join another. That's one of the reasons why I think the term "poaching" is stupid. If I ask someone to come join me in creating an alliance, and they agree to do so, they willingly accepted it on their own. No one alliance owns the individual player.
    1 point
  26. Lmao backed by Russia, but they’re separatists from Russia. 10/10 logic
    1 point
  27. We recognize the Operations of BK as legitimate reason for war. May we reorganize the heretics.
    1 point
  28. you can always hire @KillzBob to read it for you. ik he has a text to speech business.
    1 point
  29. Those are all policies, not culture. I would say the culture informs policies. For instance, the culture of Grumpy is a place for seasoned players who want to be free from responsibilities and issues of most alliances. This leads to their 0% tax, decentralized gov, etc. Alliances like TKR and Rose (correct me if I'm wrong), are more focused on being an inviting general gaming community, so they both navigate to policies that benefit the incorporation of new players. So acceptable tax levels, build programs, training, games, etc. Arrgh is a community focused around raiding which informs their culture. This honestly deserves its own thread. The culture has shifted away from complete condemnation of poaching, and a lot of people have different opinions on it...however everyone has to agree it has been historically used as a CB quite commonly.
    1 point
  30. If you wouldn't mind a few add-on notes from someone who had to found a micro from the ground and build it into an alliance that people still can't let the name of die. Culture - A lot of micros can set up, choose a random theme, and set up the base standard econ / IA models that everyone uses. But it makes you completely useless in the grand scheme and gives no one a real reason to join or stick around. People will join, yes, but more by governmental blood and tears than natural growth. But what actually is culture? Isn't it just your theme? No, absolutely not. Your culture is the trajectory of your alliance, and you should have an econ plan/recruitment plan/foreign policy plan that all feed into the same singular goal. Give yourself that and you'll attract people who share those values, leading to natural growth. Here are some examples, and I would encourage any alliance I'm reviewing here to correct mistakes in my perception, I will correct this post as notified; Grumpy Old Bastards is a high-tier tax free alliance that aligns itself to protect and recruit in the high tier range. (Last I checked) They charge you an intro fee to ensure you're large enough to take care of yourself, then you never pay another dime to the alliance, and they align themselves to Guardian who has always been an alliance able to guard their lower flank in wars. The Knights Radiant is a moderately taxed/high growth, new nation alliance that focuses on giving small new nations a large voice in their community. Rose is a slightly high tax generalist recruitment alliance that focuses on community engagement through events and games, while maintaining a fairly intricate web of foreign relations aimed at keeping themselves secure. Arrgh is a no tax generalist alliance aimed at people who like to raid, because of that they entirely forgo the idea of formal relations and just maintain subtle 'no-raid' lists of people that will certainly counter if attacked. Chocolate Castle was a high tax, rapid growth alliance that focused more on having a community free of toxicity (often at the expense of relations within orbis), which as a result remained fairly excluded from orbis politics. Amendment to Tech - Having flashy bots will not trump having experience. Having run chocolate castle, we were(and our members remain) notorious for reinventing the wheel, as we had a solid tech core that could develop any tools we really wanted access to within a day. But we did not lean on this, and chose instead to maintain a core of extremely skilled players in various fields. In some aspects we definitely paid the price for this, often literally (see: CC bank robberies). But when it came to military or econ, we had allies, even larger than us, coming to us for advice on how to repair the mistakes their bots and scripts made. But; diving a bit into subjective opinion; it also created a culture of responsibility, where we didn't try to hide or deny the fact that we screwed up, and instead of just saying "Well improve the bots", we asked what we could do to improve so it didn't happen again. This is a good extension of what I'm saying about tech. Experience will always be better than having a bot that can do it for you, because if you rely on a bot, and don't have the experience to do it yourself without said bot. When suddenly borg doesn't like you anymore and deletes your entire discord 'on accident', or limits your access to his bot because it 'uses up api requests', you stop having any viability as a leader, and start losing members quick.
    1 point
  31. Poaching is a stupid term, honestly. Poach away my friends. Grab those people you need to run a good alliance. Hell, I did and they helped me reshape the game for a time. I specifically targeted certain players for a reason.
    1 point
  32. First thing I recommend is learn how to play the game, if you are a brand new nation, you really shouldn't create an alliance, you are more than likely doomed to fail. Join an established alliance, and ask a million questions if you are new, find out how they do things, see if they have things you can adopt for your future micro. Most of these established alliances are established for a reason, which is they know what they are doing, and are pretty good at doing it. After that, I would recommend going in with a plan of how you want to run things and dont compromise on it, its easier to meet a goal if everyone in your new alliance is aligned, if they aren't get rid of them. If you have a plan and you know what you want to do, things like Econ, IA, Military should come into focus pretty quick. I also recommend avoiding high drama people, their shit is going to quickly turn into your shit, and you should be focusing on growing and building not dealing with drama. It could be attractive to pick up one of these guys you always see posting on the forums and they will probably tell you they can help you, but when you realize that they have been in 20-30 different alliances, there is a reason for that, and you should avoid these people like the plague. Have a small group of people atleast 5-8 members before you start. If its only 2-3 people, you are most likely going to collapse pretty quick. Recruiting is tough, and the smaller your alliance is, the harder it is to do. Please remember, building a successful alliance is hard, dont get too discouraged if you fail. Try to learn from it. Most of the most successful alliances in this game came in with an established membership base from other places tp build apon. Or they merged with enough other micro's till they become a force to be reckoned with. Every success story, like I believe a TI, there are 100 alliances that never get off the ground.
    1 point
  33. The age old debate of Military Command or Military Communications.
    1 point
  34. Epigraph: Every exit is an entry somewhere else Pre-amble: Christmas was a bleak affair for The Commonwealth. The global war had ended only weeks previously and rebuild taxes were taking their toll. As a morale booster, The Commonwealth decided it needed a well-deserved holiday. After cutting ties with old friends, The Commonwealth headed off to the airport. Excitement flourished within the alliance as anticipation of what was to come on this well-earned break soared through the membership. After grabbing a coffee from Costa, The Commonwealth headed through the security check. On arriving at the x-ray conveyer to scan his bag, The Commonwealth looked up, instantly making eye contact with a pair of deep blue eyes that penetrated into his soul. After what seemed like an eternity of gazing into a breath-taking lethargy, an airport security worker stole The Commonwealth’s attention back to reality and asked him to keep moving forward. He forced his eyes down and resumed the mundane process of slowly walking through the series of machines. Fleeting a look back up in hope, The Commonwealth saw the dazzling figure just exiting the security hall, with a Rose twiddled between her forefinger and thumb. As The Commonwealth rode the lift shaft up to the airport gate, the bedazzling figure embedded herself in his head. It was almost like they beckoned to him - needing him to come closer. Passing past the cockpit on his left, The Commonwealth could see all the way to the end tail. Inside the airplane, the fuselage was packed with seamen who appeared to be returning home. The mood was raucous. Even after taking off from the runway, he could not get the powerful draw from those eyes out of his head. Following the ascent into the clouds high above, The Commonwealth heard a large commotion behind him. The Commonwealth turned around and witnessed The Wei stumbling out the toilet, gasping for breath, promptly followed by the composed Lady Rose from the security hall. The Commonwealth’s heart raced. The Wei hauled themselves back to their seat a row behind him next to VooDoo (who were also out of breath and chugging bottles of water). ‘We certainly found The Wei with her’ Wei heaved to VooDoo, who nodded passionately in agreement. The Commonwealth looked back up towards Rose who was standing tall and beautiful in the doorway. The deep blue eyes connected with him again, making his heart race even faster. Slowly, Rose sauntered over to him, never letting for a second eye-contact drop. She bent down and put her face close to his and spoke softly. ‘Are you ready to join The Mile High Club?’ Signatures: Rose: Emperor: Lucianus High Justice: Vexz Horizon Guard of Foreign Affairs: Harry Flashman The Commonwealth: Prime Minister: RightHonourable Chief of Staff: Jeric, Lionstar Foreign Secretary: Azazel The Wei: Regent: James XVI - can’t come to the phone right now Regent: Boris Underground Flying General: Penpiko VooDoo: He Who Pulls The Strings: Vice He Who Pulls The Pins: ToxicPepper The Oracle: Cosmos Advanced Syndicalist Mechanics: On behalf of Valinor Union Redarmy, Lord of Crafts & Dwarves Aiya, Lady of Beauty & Plenty Vexz, Lady of Magic Church Of Atom: Pontifex Atomicus: James II Baker Street: Holmes: Big Mac Watson: Thoma$ Mrs. Hudson: Sir Issac The Gray Passion gets you in the air, performance keeps you there. TL;DR: The Commonwealth signs Rose and VooDoo. Rose Sphere rebrands to the Mile High Club.
    1 point
  35. Wasn't this the name of the treaty when IQ was announced... Oh no... Oh no
    1 point
  36. 1. You comment literally ten times in every thread page replying to everyone, you wrote a fricking essay on why you were pushed from the game and you never even left for a minute. You are a grandstanding liar who has an overinflated opinion of themselves and garbage ideas and I would prefer if you didn't agree with me on anything. 2. You said yourself you were quitting the game but as we all know you are a liar and just an attention seeking whore. I don't care if it is "frowned upon" or I get warned. Report away. You never were planning on leaving and I'm surprised you didn't post your "farewell thread" in alliance affairs tbqh. 3. I don't give a !@#$ if you are a direct ally or not, I don't give a shit about "ideology" you are a shit bag and I will call you out in whatever trash heap you call home. If you ever joined Hand of Fate alliance I would quit immediately. You and Mars are both trans hating ideologues who have no place in this game as far as I am concerned and if Morningstar supports that then that is on them. Anyways right, back on track, get back to your farewell thread and update it. Might as well add a few more pages to the thread about your triumphant return after a mere few days absence.
    0 points
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