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  1. The Silk Gloves Pact Preamble: The Dead Rabbits and Advanced Syndicalist Mechanics (herein "the signatories") having come to the conclusion that a revolution cannot be had with silk gloves, bind themselves together under the principles of friendship and whale hunting. Article I: Peace The signatories agree to refrain from any act of aggression towards one another and agree to host lavish parties for the proletariat and gangsters to get down. Article II: Intelligence The signatories agree to share any pertinent intelligence. Intelligence that threatens the security, well-being, or reputation of either signatory is pertinent. Article III: Aid The signatories are encouraged to seek mutually beneficial economic relations with one another and to encourage trading between nations of either signatory. Article IV: Defense An act of war upon one signatory is considered an act of war on both signatories. The Dead Rabbits and the Advanced Syndicalist Mechanics commit their memberships, fortunes, and armies to the defense of one another. Article V – Optional Aggression In the event that a signatory requires assistance in an aggressive war against a third party, signatories are strongly encouraged but not obligated to assist the other by means of financial or military support. Article VI – Cancellation If either signatory feels that this treaty has been unjustly violated and resulting diplomatic negotiations have not offered an acceptable resolution, notification of withdrawal must be given to the remaining signatory within seventy-two hours. Should this treaty be voided, a forty-eight-hour cool-down period begins in which neither alliance may declare war on the other. Signed for The Dead Rabbits, Jax Teller, Boss Aggeremid, Underboss Dark Mulligan, Underboss Alexandr Arnason, Bosun MrGross, Bosun Chancellor Will, Clan Chief of Foreign Affairs Signed for Advanced Syndicalist Mechanics, Aiya Redarmy
    24 points
  2. A good match. Congratulations & best of luck!
    8 points
  3. After nearly 4 years of dragging the gang through alliance after alliance, merge after merge, and scheme after scheme we decided to end it the best way we could with it all being a shitpost. In the back of a lot of our minds we wanted it to be successful to some extent, but that was never really the intention of this iteration of the alliance. In the end we faked it, we sometimes made it, and now we are ending it. Sunray 1-1 aka Crusaders of the Holy Boogaloo 2 aka The Regiment 3 aka Holy Teutonic Order 4 is disbanding. No merge, or scheme to keep it going, or anything. We're done.... for now. Members went in a few different directions. A lot to Unforgiven Legion, and some to other places. Want to say thank you to House Stark for giving us the opportunity twice to succeed, and I'm sorry that it did not work out. As well as an even bigger thank you to all of the members that followed us around. We will never forget that. Credits Caboose, Michael K Ultra, The Man of Shadows, Bill Rice, Lehbar Torus, Sarge/Fleet Admiral Hood, Donut/Keyes, Simmons, The Meta, Jaxon, Rag, Damon, Greg, Pastor Lee, Comrade Deus Vult, OrangeSlays, Grif/Coardten79, Tymeier, Dark, Undead, Punished, Tex/Hydralord, Doc/O'Mally/Kyle, Wyoming/chronohelton, Modern Soviet Union, Admiral Stanforth, Flipppyy, Ant-Rod, Papi Salamander, Church, Paparus, boss106, Rainbow, A Random Guy, Teaboi, Suckedboi, Sauce Dealer, Alitos, Flex_Tape467, Vernatt, JoeMcAmerica, Gary, Paradox, Evernt, Starfuze, Nokia Rokia, Justinian, Linky, Merlin, Shadow, Ugo, covid, cloud, RegPenny, MinesomeMC, Percival, Emperor Aellic, Leon, valerio, Toolbox, Chute Mi, Tobi, Xavior, Archturus, Motky, Kirito, Shota Duck, Bea. Bonus credits (old allies) The Lost Empire, Godfury, The Red Banner, Elijah Michelson, Info Wars/Strickland Propane, House Stark, Acadia, Kazoku. I know I forgot a lot of people and alliances so if you remember or are one of them and want to be added let me know. Brought to you by Pirate Island Times https://discord.gg/adhpQUa3ef TL;DR useless micro disbands
    3 points
  4. To end this whole thing I have a few things I want to say... Caboose, way back when you had Sunray 1-1, made the name yours along with Shit Team 6. Shit team 6 is now tied with the Sunray name and we will forever hold those titles you have given us. All of us in Sunray appreciate you as a leader and a founder of the Alliance. Jack and Church had decided to remake it this past year and it survived for a good while with you three as Leadership. Minesome came along and ended the Sunray 1-1 name but did turn it into Sunray Victoria. And I thank him for keeping that alive. All of you then continued to make Sunray the best you could and with that I appreciate all four of you guys. I joined in directly after the merge and you guys were all great, got close with you all and we had great plans to further the AA into something better. Alas, that did fall and I decided to take the Sunray 1-1 back to try to further it for Caboose as did Jack being my Co-Lead. It was his baby. And we didn't want to see it die. (Ew stop being sentimental and shit, I know) Towards the end of Sunray Victoria, I had become friends with Revan of UL and we had a "political marriage" in the way of getting SunrayVic to merge into UL as a meme. SunVic died and poor Revan didn't get his merge until we did what we did. Now the meme marriage merge finally happened lol. It was truly the best thing to be in the VC as the merge was happening and hearing them get excited about watching their rank grow. Actually almost made me cry to hear the pure happiness on their end. They deserved finally being able to see themselves on that treaty web. (We honestly had been talking about legitimately merging into UL when Sunray 1-1 was remade.) I am sad to see it go but the SunFam lives on and will continue to live on for a while, the discord will remain up to keep the family alive. It isn't apart of UL in any regards so what is in that discord is now just friends bullshitting. You guys in the community are more than welcome to continue to join the server and be apart of the cancer and chaos that is Sunray. It was a great run here in Orbis for us all and this is the final chapter of the many Sunray Splinters along with our consistent trolling of Hive & Serpentis/Aurora. I thank you all in Sunray for allowing me to be one of the family. ❤️ (even minesome) some Rainbow/Sunray stuff ftw...
    2 points
  5. Always a fun day when your favorite alliances sign a treaty. Congrats!
    2 points
  6. Gratulations on the signing
    2 points
  7. The rabbit's foot will be our good luck charm ❤️
    2 points
  8. Let us Share our love towards the growth
    2 points
  9. Monthly Political Power Rankings (MPPR) (Month 1) 1. The Knights Radiant (TKR) 2. Rose (🌹) 3. Cataclysm (Cata) 4. The Syndicate (t$) 5. Grumpy Old Bastards (Grumpy) 6. Eclipse 7. The Hand of Fate (HoF) 8. Guardian 9. The Commonwealth (tCW) 10. The Fighting Pacifists (TFP) 11. The Immortals (TI) 12. Black Knights (BK) 13. Bourbon Street (Bourbon) 14. Oblivion 15. The Fear (typo on the first try) 16. Weebunism (💮) 17. The Legion (SPQR) 18. Serpentis 19. The Wei (TW) 20. Carthago (CTO) 21. House Stark (HS) 22. Order of the White Rose (OWR) 23. United Purple Nations (UPN) 24. Advanced Syndicalist Mechanics (ASM) 25. Name Withheld (?) What Ronny wants, Ronny gets. You have this post to thank for this creation: Updated every 30th of the month. These rankings are based on the political power of each alliance. These rankings are determined through scientific means and rigorous tests done by Orbis' top minds. These rankings are indisputable and absolute (until next Wednesday).
    1 point
  10. The Introduction Sponsored by DNN: https://discord.gg/MDYdBkzFh4 (but I would love if people shared this in other news servers as well!) To most experienced people, this much is already known. But it's hard to come to conclusions with just strong sentiments alone, so why not prove it with numbers? For some context, Castle Camelot is the Camelot offshoot alliance primarily for members without Discord. This is their recruitment message: The Bank Logs The first place my investigation led me was to automatically log every transaction to and from every Castle Camelot member in the past 2 months: https://docs.google.com/spreadsheets/d/1hn-o8PryN7qfWTC0ArqLaMkuJW6CFeinPShH96Pk2ks/edit#gid=0 Between 115 transactions not involving looting other alliances or doing business with external alliances, here's how it breaks down: 6 deposits from government members with a value of ~$543m 31 withdrawals from government members with a value of ~$1.65b (6 of which were directly from Castle Camelot, with a value of ~$1b) 33 deposits from alliance members with a value of ~$664m 45 withdrawals to alliance members with a value of ~$141m (41 grants, 4 loans/withdrawals/misc) Obviously, there are a lot of glaring errors here. Like, why are there only 78 total transactions between 194 members? That number gets even worse when looking at the 41 grants. The Grant System All 41 were welcoming grants, as specified in the recruitment message. If that weren't already bad enough (I'll get to that later), it's already clear that not everyone who joins Castle Camelot even gets a welcoming grant. 166 of the current members joined the alliance in the past 2 months, so there is not even an excuse of members getting a welcoming grant only after a certain time staying in the alliance. Furthermore, it appears that the grants that were given out were only hastily done, mostly on the same day, not relevant to when each individual member actually joined the alliance: (Don't want to screenshot all of them but you get the point) I was curious why there were no other grants ever sent out beyond these ones, so I did a little digging. Here's a sample of what actual current and former members told me when asked if there were any other grants even available for members: So, this much is clear -- Castle Camelot is not remotely interested in growing its members. The Government So, let's look at the opposite side of the coin. How is the government doing on grants? Well this much isn't shocking, but it is disappointing nonetheless. The leader is not only withdrawing poorly-tagged money from the bank, but also depositing it later under his own name and using it to fund his own cities. Without me prompting it, this is what another member had to say: When your own members know it's happening, that's when you know you're really not even trying to hide it! EDIT: Flavee has offered a perspective from Camelot of some of the money sent, and although I can't definitively connect or disconnect links between it and Castle Camelot, I can confirm the screenshots are legitimate and therefore have pasted the full chat logs available in an Imgur album for the sake of transparency and fairness in judgement: https://imgur.com/a/LqtCSZJ The Taxes (and how Castle Camelot Makes Money) And, the final piece of the puzzle. My first mission was discovering what the Castle Camelot tax rate was. Members more or less gave the same corroborating evidence: The next part was figuring out how much Castle Camelot makes in a day. Thanks to Locutus for being useful for this as always, also thanks to Locutus for excluding people who don't contribute to alliance tax revenue (grey nations, VM nations, etc): And the final part I needed was simply the alliance score graph: Now about 2 months ago, Castle Camelot was only about half the score as it is today, so I'll be generous and estimate that the revenue back then was also about half of 195m. Putting that together, from the relatively linear growth rate, we can estimate that Castle Camelot members made about 8.8b in cash and resources in the past 2 months. Combining that information with the 30% tax rate, we can then estimate that Castle Camelot earned about 2.6b in tax revenue. No small number! So, let's put all of the numbers together one more time. In the past two months: ~$543m deposited by gov ~$1.65b withdrawn from gov ~$664m deposited by members (much of which, I assume, will not be returned by Castle Camelot or kept if members quit) ~$141m withdrawn to members, ~123m of which was from welcoming bonuses ~2.6b made in tax revenue I don't have to explain why numbers of this scale don't lie! Why We Should Care I'll keep this part short and sweet. It may be easy to not care about a bunch of noobs who joined an alliance because they didn't want to use Discord, but I think that it's important everyone who joins PnW is served to their best interests and not taken advantage of regardless of where they start out. I'll leave a final quote as food for thought here to what should happen: And all that from a very brief set of interactions I had. I cannot overstate this enough -- a little compassion can go a long way! The Future There are three different ways I see this going for me. First, the Camelot crew declares war on me in retaliation (come at me bro), second, they dodge questions and gaslight the public and their members not to believe my lies, or third, they admit it and give a so what. Whatever it is, I don't see them apologizing or trying to fix their mistakes, because evidently this is a profitable venture for them. So, I would like to give a call to action for all alliances to do a few things: First, poach, poach, poach! Spread awareness to all Castle Camelot members that they're being scammed, and that your alliance will accept the better ones with open arms. Like with the message above, some just need some proper attention in order to get more involved in the game! And to the ones who don't want or cannot make a Discord regardless, there are still plenty of other alliances available (for example, SoL) that will actually help their newer members out. Second, if you still don't care enough to do that, why not launch a crusade to liberate the members? Would be a proper example of a fun CB that ceased to exist in this game far too long ago. A Thanks Thank you to the reader for reading until the very end! Thanks to the DNN staff for providing some info, and to the current and former Castle Camelot members who so patiently fielded my many questions. And, if anyone would like me to investigate any other alliance, no matter how big or small, feel free to shoot me a DM on Discord or in-game!
    1 point
  11. During its prime, the Unforgiven Legion was one of the most feared armies at the disposal of the mighty Roman Empire. During one of their many legendary battles, the enemy used false information to lure the strongest of the warriors away from the battle. After this trickery, the cowardly enemy slaughtered them, and the fooled warriors were forever to be blamed for these losses. Cursed and exiled by the Empire, they were forced to wander the underworld for all eternity. Many centuries later, the mighty warriors arose from their graves, driven by no more than a desire for vengeance. Seeking to reignite the flames of battle and regain their former glory, they have begun rebuilding their armies with the souls of the many warriors who fell in the heat of battle. For three long years, many fallen warriors have joined our ranks, and with our size grew our prowess. Standing our ground through many hardships, we pushed through the world of Orbis, making allies and spreading our name through war and diplomacy. Many have fallen both alongside and before us, but we have always persevered, and have always moved forward in our ambitions. And now, the Unforgiven Legion takes a giant leap forward as Sunray 1-1 chooses to join our ranks. As we join hands in unity, the Legion will continue to push forward as we always have, with new faces joining our lower leadership to help in us moving forward: Rainbow, Arbiter Centurion (IA low gov) Cloud, Arbiter Centurion (IA low gov) Conar Pantalones, Arbiter Centurion (IA low gov) Dark Turtle, Decanus Centurion (MA low gov) Our journey is not over. We will not stagnate. We will continue to grow and expand, more and more will learn to know our name, and we will never cease, never surrender, until we have reached our ultimate goal: AN EMPIRE THAT SPANS THE WORLD! TL;DR: Sunray 1-1 merges into Unforgiven Legion, pushing UL into top 40.
    1 point
  12. Good luck yall, Best of luck to ya both
    1 point
  13. Congratulations and may this pact of yours forever flourish
    1 point
  14. Cata acquired Ramona and V, and padded some areas of tiering. The way that they have handled merges in the past points to this being a positive for them. It won’t take very long to sort the grouping with how they are setting up their training AA. TFP has a higher political standing than TI since Tyrion stepped down. TFP is a similar alliance to TI, but with a slightly better political ceiling atm. Ah, I just realized that you said this take was correct. Cheers. I have a lot of love and respect for the people in ASM - I was also tied directly to them and were their closest ally for a time. Not much has seemed to change in the way of political power, as they are in a similar situation. I know they were trying to cut bloat beforehand and had additional FA-plans but I haven’t seen much movement from them (aside from following Rose over to Celestial). Love those guys, but sadly until they provide a different kind of experience in a war - the experts who create these rankings view their political standing as #24.
    1 point
  15. Hm... haven't seen a straightforward, classic layout treaty in a hot minute. Best of luck to both sides.
    1 point
  16. Good luck to the Commies and Bunnies
    1 point
  17. Nation: Benzaldehyde leader: Ben Zene scrolling through transactions of nation as I remembered it looking suspicious, and saw many ‘sweetheart’ trades in the transaction logs. For example, selling 1 food for £994,975.
    1 point
  18. It was for everyone we joked about being related to or adopting at one point or another and i put it into a graph. You were however on the other post. https://forum.politicsandwar.com/index.php?/topic/33094-disband-why-were-we-here/ True, but this way fits us way better. achthualllyy its (49th) gotta make it to (100th) before we are done.
    1 point
  19. If i ever disappear again, I just wanna wipe myself a clean slate and try again.
    1 point
  20. I'm still sour about not making the tree but I'm happy to be your friend to a weird section of the family Excluding Greg (only because Frick Greg whoever that is
    1 point
  21. See you back in like 2 months Sunray 1-1(20th)
    1 point
  22. Inb4 Sunray gets remade 🤪🕑🕚🕙🕘🕖🕛 Oh and btw, honored to be on that family tree
    1 point
  23. Monthly Political Power Rankings (MPPR) (Month 2) 1. The Knights Radiant (TKR) 2. Cataclysm (Cata) (+1) 3. The Syndicate (t$) (+1) 4. Rose (🌹) (-2) 5. Grumpy Old Bastards (Grumpy) 6. Eclipse 7. The Hand of Fate (HoF) 8. Guardian 9. The Commonwealth (tCW) 10. The Fighting Pacifists (TFP) 11. The Immortals (TI) 12. Black Knights (BK) 13. Bourbon Street (Bourbon) 14. Oblivion 15. Weebunism (💮) (+1) 16. The Legion (SPQR) (+1) 17. Serpentis (+1) 18. Carthago (CTO) (+2) 19. The Wei (TW) 20. The Fear (Fear) (-5) 21. House Stark (HS) 22. Order of the White Rose (OWR) 23. United Purple Nations (UPN) 24. Advanced Syndicalist Mechanics (ASM) 25. Name Withheld (?) Minimal movement due to minimal activity. Cata absorbed DP. t$ regained some lost gov. The Wei and The Fear lost a few folks - that's about all that happened. Let's see what May brings us.
    1 point
  24. How do you reconcile this statement with this thread, in which LeiaHair says that FSO declares war on Camelot because of the tax farm allegations?
    1 point
  25. What can I say, you all just really scream teen angst
    1 point
  26. Those are British pounds, not euros 🙄
    1 point
  27. Sending 1 ton, or very few tons, of food to people for very high prices is how we send money to others in game. It’s very common to make these types of trades when people want to send money for whatever reason to another. The only other way one can send money to another is through their alliance bank which, for most, requires a third user to go from bank to desired nation. In the photo you posted, those just look like tips from playing baseball. There is a healthy tipping culture in the small baseball community.
    1 point
  28. Lmao. This is my first post on the forums. These 1-food trade offers are a way for nations to send me money in exchange for helping play their baseball games (which earns them even more money), known as tips. Thank you for visiting my nation
    1 point
  29. These are baseball tips 🤦‍♂️
    1 point
  30. Your experts need to cut back on the sauce 🍻
    1 point
  31. Intro So with the topic of bots being brought up recently, I thought I would give my own take on the bot situation in the game. As someone who is a computer science major in real life, and who was also gov for two alliances. I feel I can bring a interesting take to the bot situation. But I think most people will agree with the points I'm about to make. Recruiting So my biggest pet peeve with recruiting is how we tend to shove automated messages into new players faces, trying to convince them to join our alliances. And what will happen is that players will ignore them or will just pick a random alliance (usually the one that messages them first). And while having a recruitment bot is great, you are more likely gonna have bottom of the barrel players apply to your alliance, who only applied because they saw your message first or just glanced over it. And if your goal is to get players in your alliance regardless of whether they care or not, then congrats, your membership is gonna be dead soon. But if you are looking to get players who want to join because they like your alliance culture, style of gov, community, etc. Then having messaging bots is gonna be very ineffective towards getting those players. My suggestion is that if you are looking to get new players who will fit in your alliance, then go out and look for them yourself instead of relying on useless messaging to try and do it for you. Automating Gov Jobs Does automating certain gov jobs make life easier? It sure does. But, you also to consider how you automate it. The one thing you should never automate, is your interaction with your alliance members. And in my opinion, this is starting become a big problem within the community. With some alliances running automatic nation audits, automated loans, and even automated embassies. It starts to create this problem where bots are running the alliance, and not your gov. And your alliance members will respond to it negatively. Because who wants to be in a alliance where you are interacting with bots more than you interact with your own gov. If you want to improve your relationships with your members, you need to go out there and do the parts of your job that involves interacting with your community instead of letting a bot do it for you. Security Security is a big factor that you need to take in consideration with bots. Whether you are looking into a public bot, or you are looking towards getting someone to program a bot for you. Because one wrong decision, and you have a bot logging your gov chats without your knowledge, or a third party has access to your alliance bank. These are the kind of situations that you should avoid at all costs (with exceptions). Are all the public bots and programmers like this? no, there are people who have pubic bots trying to bring in income while helping alliances out tech wise. And there are programmers who will generally help you out. But you have to know who trust when putting your alliance in their hands. While I think bigger and more experienced alliances understand this, newer alliances don't understand the security of alliances that well. And that tends to lead towards some interesting moments. The Benefits This one I wanted to save for last. I know there has been a small movement to ban bots or to reduce their functionality. And I think it's crazy. While I talked about some of the negatives about having bots, there are also a ton of positives. I'm sure you can ask any player who has been playing pnw since like 2014 and they will say that we have it easy now because of bots. Imagine having to audit every member in your 100+ member alliance everyday, you would die from having to spend 30 minutes everyday of your life doing audits. Imagine having to constantly check your alliance war page to see if any new wars popped up during a global war, you will get tired of it fast. And If you want to remove bots from the game, then you better be ready to take over you alliances gov positions when your gov steps down from having to do all this crap everyday. This game needs automation, but it's up to each alliance and the community to dictate what needs to be automated. Outro Automation is a interesting topic to talk about. I don't think that many programmers have talked about the situation outside of mars WoT. If there have been then correct me. But I thank y'all for reading my WoT. If you like the WoT, Then make sure to like and subscribe to become a based chad :serious:. But regarding The World of Micros WoT. That will hopefully be out next week. Tl;DR if you don't want to read it, then hire my boy @KillzBob to read it for you.
    1 point
  32. LIVE FEED OF THE MYSTERY VAN,,, TCW IF YOU EVER NEED A MOTIVATIONAL HOMIE HIT ME UP #NEWYEARSGOALS,,, OASIS’ ARMY OF NOOBS HAS THREATENED US LONG ENOUGH,,, IT'S TIME TO FIGHT BACK TL;DR Oasis & Mystery decided to team together,,, the more we discussed it, the more concerned and displeased we became,,, the consolidation of the lower tier can not be allowed,,, FOR ALL OF YOU TIN FOIL HAT ENTHUSIASTS,,, CLOCKWATER IS NOT AN ACTUAL SPHERE,,, I JUST NEEDED SOMETHING TO PUT THERE,,,
    1 point
  33. Finally someone who knows how to make DoWs
    1 point
  34. uuuuuuu god this is so late, life keeping me busy, and now everyone's gonna complain I'm talking about GW18 again T_T Gonna keep this short because the post is gonna be long enough as is: during GW18, there was always something that felt totally incongruous to me: why was it that at the end of the war, disputed territory only fell around C20 when every conversation I'd had with friends all the way up to C30 had them expressing shock they hadn't been taken apart completely? tl;dr here's what I thought Roasis Inc could've much improved on in order to push up to that range. Discussion is welcomed; all I live for is war, after all I'll start at the very beginning and push my way forwards: Rose militarization: To this day I cannot understand why Rose didn't militarize even if they were confident they weren't the target. This is especially coming from the richest alliance in the game where losing a minimal amount of steel or money from building and decomming is basically a drop in the bucket. What makes this even more baffling is we saw the notifications of them switching to 5553, expecting a full build for 2-3 days at the very least, and yet later we learned they were only instructed to max soldiers and planes. Why soldiers only??? Poor round 1 beige control: By the end of round 1, E404 was zeroed. CoTL was zeroed. Guardian was half zeroed and under serious fire. tO was zeroed. TKR was struggling to stay afloat. Oblivion was half zeroed, and the rest only went all out because we expected to die in a round or two. Everyone on Grumpy was on 4-6 wars trying to bail people out, and even then it wasn't quite enough. Instead, what happened? Everyone slowly started getting huge amounts of beige time. There were the numbers to prevent it from ever happening, and yet from the ashes we were able to give the order for anyone above C20 to remax military and start pushing. If this was NPO we were talking about, one alliance member aptly put it that there'd be no escape from the cycling machine. In that situation, there would've been almost minimal need for a planes-only strategy and pushing upwards would've been 10x easier. Late/weak do-not-beige order: In the end, the order to not beige anyone in HW was too little, too late. This absolutely should've been implemented at the start of the first round. Furthermore, it seemed like most people didn't want to follow this order -- I heard post-war far too many times that the competent ones were putting in the work to drag people down, only to be constantly and consistently frustrated by the incompetent ones blanket beiging on all wars. Additional do-not-peace order: A minor addition, but this should've been added along with the do-not-beige order (case in point: Grumpy slotting the same Immortals guy like 15 times). Accepting peace frees up crucial slots for attackers and leaves defenders with open slots that are much easier to be sat on by people with lower military. I offered peace to pretty much everyone I fought with during the later parts of the war and the number of people who accepted peace was pretty comedic. Building ships: A lot of people in Roasis Inc, especially in Oasis, continued to build ships even after all of their other military units were destroyed. This hurt the war effort in almost every single way -- they were max shipping low-infra people on raid wars (a total waste of resources), beiging people with ships with no regard for beige cycling, and also putting themselves in range of larger people who could zero them a lot easier. Meatshields: There is no denying that Rose, Oasis, and Mystery all contain a large amount of bloat from useless members and alliances. In peacetime, maybe this is for tax farm reasons or something, but during wartime, these members and alliances are not only free stats but also detrimental to the war effort as a whole. Weakest link theory: I think the reason why meatshields are so useless is not something people like to talk about a lot: a chain is only as strong as its weakest link. There are multiple reasons why: -Having HW members being slotted by meatshields allows them an incredibly easy time to fight back and rebuild to prioritize saving other members. -HW members can always target meatshields in order to farm stats and resources that Roasis Inc need to rebuild post-war. -They can also be targeted if HW members on say, zero ships, want a very easy way to stack beige from meatshields who don't know how to beige cycle. -Overall, they offer very little offensive or defensive value and waste space, time, and resources that would be much better utilized elsewhere. Lack of milcom leadership and talent: I have pointed out frequently that if the milcom govs between HW and Roasis Inc were switched, Roasis Inc would've almost certainly been able to push up to C30-35. Ultimately, this is due to a faulty priority of recruiting low-quality members or meatshields over recruiting and training good milcom leadership and talent. Quantity has become a bit overrated as of late: people often forget that even a small amount of quality can go a long way. Poor coordination: In a war like this, I like to attribute three different types of coordination available, intra-alliance coordination (within a single alliance), inter-alliance (between alliances within a sphere), and inter-sphere (between different spheres). Roasis Inc struggled mightily with all three bar a few alliances: Intra-alliance: although coordinated counters against HW attacks did happen occasionally, this was rare. More often than not, members would only attack one or two at a time, leading to a weak and dispersed effort that could be dealt with almost immediately. Inter-alliance: after the relatively coordinated blitzes early on, this was also sorely missing. For the most part, there was minimal communication between attacks, beige, and so on. HW compared to this was like night and day: if someone got hit, we knew almost immediately, and could search for people between alliances almost immediately to deal with it. No one was left on their own. Inter-sphere: This was almost certainly one of the largest factors that ultimately cost Roasis Inc a victory. Most members never communicated or fought with those outside their spheres, much less had any idea what the other spheres were up to. This also extended into milcom leadership as well -- it took weeks for spheres to learn to adapt the same strategies, resulting in a disjointed and confusing effort. Inter-sphere coordination on crossing over enemy spheres: At the very beginning, it was Oasis focusing HM-side, and Mystery focusing TKR-side. Obviously, there would be an inevitable point where spheres would have to cross over and hit the other side. This should have been and was entirely in Roasis Inc's court on when to call this. Prior to this, Oblivion was forced to ignore all Mystery targets in order to bail out HM on Oasis, and the same was true for basically all other alliances from both HM-side and TKR-side, severing a crucial line of communication all while both sets of gov were still in the very early stages of integrating HW together. This should've been taken advantage of, and when the crossing over eventually happened, should've been a massive and coordinated effort. Instead, wars began weakly trickling over from both sides, and this gave us the time to integrate the sphere much quicker and begin finding people much quicker to counter wars that were previously being left alone. Early blitz on Oblivion: This is the first of many potential turning points I observed. There was a period early on where Oblivion was heavily targeted for a few days. Ultimately, after some lightning fast counters (mainly from Guardian <3) that saved our asses, Roasis Inc decided to give up and focus on other things. The thing is, they didn't fail because they used a flawed strategy, they failed BECAUSE THEY GAVE UP TOO EARLY. In fact, y'all were so close to figuring it out that I was already preparing for the worst. After day 1, I was down to about 1300-1400 planes out of 2100. Even with building the maximum every day, I did the math, and with constant suicide dogfights (I was in 9 wars, for god's sakes) and 3x spy planes every day, I would've been melted. From there, it's only an issue of have the wars expire and then drag me down, down, down. Instead, the only person who bothered suicide dogfighting me after day 1 was Tyunka (shoutout if you're reading this), and the spy attacks stopped completely as well. Similarly, a fellow alliance member who'd been blitzed had some seriously botched counters launched to save him, and instead the guy who could've destroyed his planes completely went inactive for almost a day and had the plan fall apart. Even if I hadn't been taken down completely, I was totally out of service for a few days because I was forced to claw my way back up to max planes. I found this entire situation incredibly ironic -- it was one of the strongest displays of inter-sphere coordination I'd seen through the entire war, with the best strategy that could've been brought, meaning they had all the puzzle pieces there. If only they'd figured this out for us, who knows what they could've done to everyone else. The strategy: In the end, it was quite simple, really. You don't need three larger guys to pull you down. Sometimes, you just need three somewhat smaller guys. Sometimes, it's two smaller guys and one larger guy. Finding these people should not have been an issue. Target the people who are the most overextended, or who by being zeroed could free the most people. Even the zeroed people on a daily buy of planes can kill a non-insignificiant amount, to the point where often a target will be forced to beige them in order to protect their own planes (I experienced this firsthand). If no counters roll in, they're toast and you make progress. If counters roll in, you keep focusing them with suicide dogfights and 3x spy planes, and they're toast again. You don't even have to go planes only for this to work. I actually cannot believe that something this easy to understand was only implemented minimally. The flawed initial strategy: From what I hear, for whatever reason Roasis Inc decided to start their focus upwards and work their way down. When you are fighting Grumpy, this is literally the dumbest thing you could do. In fact, this was very obviously HW's strategy the entire time and should not have been Roasis Inc's. Flawed focus and difficulty maintaining focus on all objectives: Throughout the war a few alliances kept certain measurements or percentages as goals in order to fulfill a strategy. Aside from the fact that this was totally not done in HW (after all, statisticians do tend to lie), these were often the wrong objectives entirely, and often also ignored damages to their own side when trying to espouse damages done to HW. Furthermore, they often lost sight of both flawed and correct objectives, pursuing other plans or declaring aimlessly. Planes only: Even though planes only is a strategy, there's no denying that it's a bad (and outdated) strategy. Because of score changes and tanks destroying planes, someone with max ground will usually be able to beat someone with max planes. This is especially true when people are trying to declare at impossible numbers (like with a 7-10 city difference, for ex.), but even otherwise, TKR and tO's experience in The Last Ride told us that we should almost always be prioritizing ground attacks and eliminating ground for this reason. Later in the war, some people (especially Camelot) decided to get rid of soldiers entirely and quite literally go planes only -- I assume the strategy behind this was to reduce score even further and also get targeted by pirates instead of HW, and it worked to an extent, but for the most part soldiers barely affect the score, and we realized this pretty quickly and were able to switch strategies in order to make dealing with this even easier. Early round 2 on CoTL: Not long after Oblivion was getting targeted, CoTL began to reach max mil out of beige. The milcom head was completely absent for irl reasons, and for a day or two they began sending out coordinated counters against a reasonable amount of people. There were two significant risks associated with this strategy, neither of which Roasis Inc exploited. First, these counters were mostly only sent with two people assigned to a target. This meant they were zeroed quicker and could've had time to coordinate with their own counters to take down CoTL members. Second, almost everyone was overextending to do it, meaning Roasis Inc (as per usual) had the numbers in order to punish the overextension. Instead, I only heard of a minimal number of counters, of which mostly were dealt with quickly. In short, CoTL were able to come off with a string of victories relatively easily and with almost no cost. Speaking of overextension... Targeting overextended targets: A lot of people post-war remarked that Oblivion seemed much larger than it actually was. The reason for this, I think, was honestly really simple: we just picked the people involved in the most offensive wars against non-zeroed militaries and hit them, and so by strategically picking the best people to counter instead of any rando with a military, it seemed like we were larger (in reality, we were only 12 people rofl. 12 people can only do so much against a coalition of 1000+). Roasis Inc had the opportunity to take this and apply it on a far larger scale. Instead, I saw very little correlation with attacks versus offensive wars, and therefore the people doing the heaviest damage were allowed to continue doing the heaviest damage. Disagreement on strategy and inter-sphere milcom discontent: The larger issue was that for the most part, Rosesphere, Oasis, and Mystery never really figured out how to work beyond their own spheres. Each were pursuing their own goals that didn't fit with the others, and as a result it was easy for all the spheres to start blaming each other for their failures rather than coming together as a collective team. For example, early on, it was quite common for Oasis to be going max military, Mystery going planes only, and Rosesphere waffling in between the two indecisively. Ultimately, they realized what they should've already known far too late: any collective plan is better than no plan at all. Big egos: A lot of this, simply put, I think was because there were too many people unwilling to compromise outside their own beliefs and plans. It was so difficult for people to realize their own faults and that they were targeting the wrong things that in the end lots of people clashed with each other and ended up regressing any collaborative support that would've boosted the entire coalition. Weak opening spy blitzes: I was assigning HW spy attacks throughout the war, so I know this better than anyone. For the first week or so, Roasis Inc spy attacks were horrendous. I will give Rose a pass on this -- we zeroed them and their allies immediately, meaning the best spiers were out early. For the rest, few people were actually launching attacks, or if they were, it was Locutus assigning spy targets, which you should almost never be doing. So, HW was killing 3x as many spies per member as Roasis Inc, and we were beginning to grind the spy war to a halt because of it. It was only because DtC decided to personally assign spy targets by messaging everyone in the entire coalition that y'all got your asses saved. This front should've ended much sooner than it actually did. Poor spy coordination: Something that absolutely should've been done was a better tie-in between traditional milcom and spy ops. Once HW was near zeroed on spies, the priority quickly shifted to spying tanks on the highest whales and spying planes on a limited range where it might matter. While this did result in a massive amount of tanks being spied away, ultimately it didn't contribute much to the war goal and the net damage wasn't any more than a few days or so of total revenue for alliances with tanks being targeted. Instead, if Roasis Inc had learned how to properly updeclare, many more spy attacks against planes would've been directed in a larger range of the tiers that mattered -- this would've mattered a great deal if Oblivion had been constantly targeted rather than left alone after the first two days or so, for example. And with better communication between milcom and spies, milcom would've been able to pinpoint the most important targets to be passed over to spy ops. Camelot spies: I heard through the grapevine that Camelot was conducting their own spy ops separate of DtC's operation. While this probably was more directed towards coordination between milcom and spy ops (and probably was the source of spy ops against Oblivion), overall, this spy effort was weak and far from the strength they displayed while in Rosesphere. I think Camelot should've worked together with DtC in order to combine the best of both worlds here. Arrgh: This is a minor point because Arrgh is mostly missing these days, but Roasis Inc also could've taken advantage of Arrgh stacking beige time on their mid and low tiers in order to build up. Knight's Templar: KT was almost certainly a thorn for both sides in the war, and they'll probably be pretty happy with that, but Rose proved especially incompetent at dealing with them: first, by being incapable of stashing their offshores and not dropping massive amounts of loot, but also by becoming so singlemindedly focused on getting beige stacked by KT that it hurt their war focus altogether. At one point, this resulted in Rose literally declaring more wars on KT in order to try and get themselves beiged than actually declaring war on HW, and several people got nation striked for this and had their wars manually peaced out as a result. Poor mindset and giving up too easily: All this culminates into one overarching point: Roasis Inc started this war with far too dismal of a mindset and gave up very easily (especially Rose). People always underestimate this point: mentality is everything. It dictates how much effort you're willing to put into each element, what goals you're trying to pursue, what strategy you're going to take, and so on. As a result, because Rose thought they were totally outnumbered and beat down, it became a self-fulfilling prophecy, and they ended as poorly as they did because they didn't bother trying, even when they had many opportunities to. Similarly, because Roasis Inc as a whole set their bar exceptionally low and took a line at C20 as the expected result, it hindered them from being able to push any higher. This is opposed to HW -- even though our prospects were looking grim, we had the will to not take it sitting down to fight back, and we kept rebuilding even after a pretty bad round 1. This is why, I think, alliances like E404 were able to pull back a huge net loss of billions and end the war on a positive. Built-up nations doing nothing: One very pronounced effect of this was the number of maxed nations simply exiting beige without declaring any wars and getting promptly slotted by HW. There were always enough of them to coordinate and launch a few good attacks, and I know these people did ask, but most of the time milcom did very little to actually help out here. So, this resulted in a drop of defeatism spreading into a ripple, leading lots of the player base to give up as well. No damage strategy: Final point. In the tiers that were clearly lost and not worth fighting back in, there should've been a goal to deal as much damage as possible. This was true at the beginning of the war for HW anywhere C20 and under (and later pushed down) and should've also been true anywhere hitting people C33 or so and up for Roasis Inc -- that's why Lord Tyrion was able to get the most damage of anyone in Roasis Inc, for example. This strategy would've come with an additional benefit: if anyone wanted to stack beige time, they should've done it against Grumpy and not KT; Grumpy had almost zero beige discipline the entire war and that should've been taken advantage of. ========================================================================== Anyways, that's all I had on my list for Roasis Inc; feel free to discuss any of them, I don't imagine I'll be right 100% of the time. For the sake of fairness, I also came up with a few points I think HW could've improved on: Spy participation: For the most part, most alliances did a good job getting their members to fill assigned spy targets. However, there were a few where this was not so much the case. Higher spy participation would've probably allowed us to grind the spy front to a halt much faster, although admittedly that wouldn't have mattered a huge amount when fighting 3x as many spies. As the war progressed and it became clear we were losing, spy participation understandably dwindled. I think people should realize that no matter how few spies they have, there is always something they can contribute -- 1 vs 60 on a spy tanks op has a 50% chance of success, which is still honestly pretty good and has a net damage positive (and which is what I spent almost every day doing). Mindset: This is the same as with Roasis Inc. A couple people had some more dismal outlooks than others (and I can be blamed of this as well), and this probably did affect the war performance, but for the most part I think the collective mentality was relatively positive and offset any negativity. Initial HM-TKR split: As I said earlier, HM and TKR conducted their milcom separately at first, and this was a split that Roasis Inc could've (and didn't) take advantage of. Later on, this was much improved, but a few alliances did stick to themselves and their side of the sphere for the most part. Risky overextension: Fighting against any better coalition would've meant this would've been a big no-no. Lots of people (including me) were fighting far too many wars at the same time, which in a more competent world would've meant we would've been focused harder and taken down quicker, while freeing up many more people to fight, but in the end Roasis Inc didn't take advantage of this. Beige cycling: Although our cycling was a lot better than Roasis Inc's, it was still far from perfect. I'm not going to name names here, but I know for sure that Oblivion wasn't great either, although maybe this can be excused by the fact that there were always so many targets that we had to keep beiging and focusing them. A brief side note: props to TKR; a lot of people like to give them shit, but they were always careful about overextension and pushed everyone else to beige cycle, so kept it from getting much worse than it could've been. Grumpy: A brief starting note: Grumpy members downdeclaring super low was the exception, not the norm, and this isn't what makes Grumpy so overpowered or broken. For the most part, even though Grumpy hauled weight in round 1 and declared a huge number of wars to keep us in it, during round 2 and beyond they were mostly concerned with raiding resources and preserving infra, meaning for the most part they were mass beiging wars (to get loot and avoid nukes) and not decomming military or infra to downdeclare. I won't say it was a necessary step for them to do so, but I will say that Roasis Inc should've taken advantage of both of these things to stack beige and press for space. Decomming ships and infra: Beyond that, a lot of people weren't willing to decom ships (and later infra) in order to reach and push down. Again, this really wasn't incredibly necessary, but something something tragedy of the commons. I will note that I think TKR would've done this eventually had Roasis Inc not accepted white peace, and then we would've been able to push down a whole hell of a lot faster. ========================================================================== why did I do this to myself ;-; That was a lot, so just wanna end this on a brief positive note: Roasis Inc: Props to Weebunism for having the best intra-alliance communication. ASM for always being willing to suicide planes and updeclare to drag people down. Camelot for at least having a plan to stick to. The ppl who coordinated the hit on Oblivion for coming close (and Tyunka for pinning me for a good few days). DtC for being a spying god as usual. HW: Props to all the bloodthirsty peeps always asking for more wars and for being instantly available for counters. Guardian for tiering with us beautifully and bailing us out within the same turn of getting targeted. Ockey for being a good milcom teacher. CoTL and tO for decomming infra and ships to dive low, huge respect. E404 for clawing back the net damage. CC for being one of the best intra and inter-alliance communicators and having a strong spy war. TKR for keeping everyone principled and doing much better than GW16. BK for punching above their weight and being super solid internally. tl;dr fun war and I hope the next one is even better -- fighting against good milcom is always a pleasure even though it will definitely get me rolled :lmfao:
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  35. Uriah I wish you good luck in your future endeavors.
    1 point
  36. Over the course of the past two days, the governments of Camelot and the United Soviet Socialst Republics (which are Monarchist and Authoritarian, respectively) have chosen to display some less-than-kind actions towards the citizens of the Federated States of Orbis. Obviously, since the FSO is a peaceful and largely nonaggressive organization, there’s no reason for this. We therefore have to conclude that the governments of both these belligerent organizations have gone crazy, and are holding their respective citizenries hostage to their darkest wiles. Don’t worry, citizens of Camelot and USSR! We’ve heard your muffled cries for help, and we’re here to deliver our signature blend of freedom and democracy to you. Congratulations! You’re being rescued. Please do not resist. The Federated States of Orbis officially recognizes hostilities against Camelot, USSR, and any of their allies who may join in their offensive later than the date of this notice. Long Live the FSO.
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  37. Hello everyone. We're currently looking at reducing trade spam, reducing the number of active trades a player can have for a certain resource. Players can have at most 3 active buy offers and 3 active sell offers for a single resource - Credits are not effected for this. If a player has multiple trade offers for the same amount due to trying to buy/sell a large amount of resources above the posting limit, these trades will count as a single trade. (Example: Someone posts 5 offers of 1M food at 100 PPU to effectively post 5M food at 100 PPU - This counts as 1 trade offer for the counting) Optional Poll Content. Do we want to automatically delete the oldest trade offer if a player goes above the posting cap, or do we want a player to select which trade their deleting and block new trade offers until the player does this?
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  38. This should have happened a long time ago.
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