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Showing content with the highest reputation on 09/23/22 in all areas

  1. Including mil improvements? So they couldn't rebuy? I feel like this would be an interesting separate weapon. Little infra damage but disables improvements. EMP.
    2 points
  2. Currently, when you are going to war with someone, there is really nothing they could offer you for peace. Sure, you could send resources by trade, but its possible that either the attacker takes the resources and keeps fighting, or they make peace and the defender does not give up the resources. I think the best solution would be that, when offering peace, it opens a page (Similar to the page where you select your soldiers in a battle). Here, you could select what resources/money you are offering (If any), or chose to surrender. Surrendering offers your opponent an instant war win. For those asking why you would do this, lets say someone declared an attrition war and is ruining your infrastructure. You could try to surrender, and although you would lose the war if they accept, it could prevent some infrastructure loss. In the end, I feel like the ability to offer resources directly for peace would be a great addition to prevent scamming, plus it would make diplomacy much more common and realistic. I hope you consider the idea!
    2 points
  3. With the feedback from this thread where the vote is currently 50% in favor of some change and 50 in favor of no change, that's enough to try and more detailed flesh out some of the concepts: Partial Superiorities: Two IT's are required to gain superiority over an opponent. This does not require consecutive, you can get a Pyrrhic, Moderate, etc... in-between the ITs. If the opponent get's a Pyrrhic Victory or better in that arena (ground v ground, air v air) then it breaks the partial or full superiority in that arena. Getting a partial superiority gives you half the benefit. The second IT ground attack only destroys 50% of what it would for planes. The third IT kills the full amount. The first IT air attack reduces tank effectiveness by 50% of the full superiority Additional ideas: To improve Naval use, an IT with naval units could reduce an Air Superiority by 1 step. If they only had a partial superiority it resets to zero, if they had a full superiority it reduces to partial. This only impacts air or ground separately, not both at once.
    1 point
  4. Hello, and welcome to our new location, at this time of year, at this time of day, in this part of the internet, localized entirely within your favourite text-based geopolitical strategy simulation web browser game! We would be happy to serve you to the best of our capacities, and thus provide you with a wide range of services the likes of which you won't see anywhere else! We would be glad to welcome you today! With a special discount, free meals, and unprecedented benefits for our waiters and waitresses! Of course, we would accept anyone, as the Hooter way resides in the uniform, mostly. Skimpy as needs be. Now, feel free to come around and take out a lunch, have a chat with the staff, or even apply to become one of our valued waiters/waitresses! Come around if you want a bite out of some juicy thighs or a serving of breast... Chicken, obviously. We thank you for your patronage and hope to see you again soon! Protected by our friends at The Wei. Courtesy of our Senior Staff, Public Relations and Femboys Affairs (FA) - Frankish State Sales Manager (EA) - The Ultimate Empire Trade Union Representative (IA)- European Nutella Security Department (MA) - The Deep and most of all our dear founder and friend, Head Coordinator and Chief of Staff - Condaminia
    1 point
  5. It has been one full year since I and my brothers gave up our high positions and Orbisly ambitions to join the abbey. One year ago, we set out in the hopes of being a blessing to Orbis. Through the change of protectorates, several wars/raids, and 800 thousand merger requests, we thrived individually. However our mission remained. Through the last year, we followed the economic policy of freewill giving; in addition to modeling ourselves according to Acts 2:42-47, nearly every member for the last year has tithed towards a goal that we are finally making public: The Hope Cache. The Hope Cache is a Monastery-run, volunteer-accessible charity intended to help those who are beaten, bullied, raided, and otherwise destroyed. Volunteer-accessible means that anyone who wishes to contribute from outside our alliance may do so. Contributing to the hope cache allows you to full and public accounting of amounts and all outgoing transfers (Yes, this means doing public econ), and allows you to have a say in who the funds are distributed to. Any who wish to contribute may do so. This is a charity, so you will not get a return on investment... but maybe the government will give you a tax break? Either way, we do not give to gain earthly treasures. What does this mean for you? The Hope Cache has grown to the point where we feel comfortable delivering funds more regularly. However we are reserved monks naïve to much that goes on. When you see someone in need, let us know. And whether you're interested in this idea or want to scoff, feel free to join our discord and discuss it with us. https://discord.gg/DjtgzzMxrc The Monastery zigbigadorlou, Abbot Wolfe, Deacon of Benevolence BritishDude, Bishop of Foreign Affairs Macca, Bishop of Milcom tl;dr: The Monastery celebrates 1 year and founds the Hope Cache charity.
    1 point
  6. This does seem like a good suggestion, and would change the current colour bloc meta. I like ❤️
    1 point
  7. Well that would require me knowing you existed five months ago. And tbh I don't think anyone did...
    1 point
  8. 1 point
  9. Considering their number one priority is making money and their second priority, especially if they can't make money, is doing damage... you should've seen it coming. All I can say is that's the name of the game and this is not a good suggestion.
    1 point
  10. Alright, so here me out. Nukes are mainly used by the defensive side of a war to deal as much damage as possible, but I think we can add a second use for nukes. If a nuke is successful at hitting it's intended target, all improvements in said city will be disabled for the player to use for x amount of days (5 days for example). Over the span of the 5 days, the city will slowly have random improvements reenabled (percentage based) until the timer reaches zero (when x amount of turns have passed). An alternative to the x amount of days method would be a timed method based on how many improvements said city has. Every turn, 1-2 random improvement will be reenabled for said city until all improvements have been reenabled. This would punish nations that have large a lot of improvements. It's an idea I came up with while in a conversation with lefty and abbadon which shoutout to them for giving their thoughts on this idea.
    1 point
  11. It's been said outside of doe's & merges plenty of times including by yourself
    1 point
  12. When a city is not powered, have it be highlighted in red on the city screen so you can quickly identify it. When buying or selling military units, provide a screen showing how many barracks/factories/hangars/drydocks you'll need averaged per city to support whatever amount you're attempting to buy or sell to. Or provide an option to buy or sell to X barracks/factories/hangars/drydocks per city. So if you're coming off a war, have an option where you can sell down tanks to whatever will leave you with 3 factories per city worth of tanks, instead of leaving the player to do the math.
    1 point
  13. Remove the option to launch missiles and nuclear weapons during raid wars stopping crying children from just dealing millions of damage because your beating them and you can't retort because they have such low Infastructure.
    0 points
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