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Showing content with the highest reputation on 09/05/23 in all areas

  1. What is truth? The Media™️Knows. We will provide the details of what is really going on. The Media™️is the beacon of objective fact, morality and goodness. Unlike other sources of information, you won't get bogged down by bias and disinformation. Here at The Media™️we care for the everyday Orbisian and work hard to tell you how to think and what to think (for your own good). To enlighten yourself or to contribute to our noble cause, please visit our Headquarters located Here The Media Chairman of the Board Kevanovia Staff Chief Executive Officer ToxicPepper Chief Marketing Officer Leopold Chief Operations Officer Gorge The Board: Kyu The Board: Pika The Board: Vice The Board: Basebond The Board: Mayor The Board: Hemlock Hi Ky
    28 points
  2. Hello everyone, I know this has been an eventful past couple of months, but we’re only just getting started, so buckle your seatbelts up and let's dive into the next military-focused content update: Generals The System Is this you? Do you wish there was more to warfare than plane plane tank plane? Are you bored of doing nothing during peacetime besides logging in for your daily bonus and clicking a button every once in a while? Well, let me introduce you to a revolutionary idea: another button to click! Or something like that. Introduction Currently, all conventional battles (i.e. not Spies, Missiles, or Nuclear Weapons) consist of 3 rolls (for each side of the battle) to determine the outcome, with each side rolling between 40% and 100% of their combat value. If a nation gets a higher army value in all 3 rolls, then they get an immense triumph. If they get a lower army value in all 3 rolls, they get an utter failure. Generals are units that can be selected to lead a specific army group (ground, air, naval) and will act as a modifier to the lower end of this range (but only in battles for the group it is assigned to). Their impact will depend on their level, with the max level (10), providing a +10% modifier, changing the lowest possible roll from 40% to 50%. Levels and Experience With each level a general has, the % of the lowest value will increase by 1%. However, as a general levels up, they will require more XP to get to the next level. To max out a general, they’ll need 3000 XP points. Generals will become Level 1 at 100 points, Level 2 at 150 points, Level 3 at 250 points, Level 4 at 400 points, Level 5 at 600 points, Level 6 at 850 points, Level 7 at 1150 points, Level 8 at 1700 points, Level 9 at 2300 points, and Level 10 at 3000 points. Generals can gain XP through one of three ways: The most basic way to gain XP is through military exercises, which will passively accumulate XP while consuming gasoline and munitions relative to a player's city count. Military exercises will give generals 18 XP every day (or 1.5 per turn), which means that it would take 167 days (or roughly 5 months) to max out a general through military exercises. However, generals, like baseball players, age over time. They are recruited at an age of 40, and will retire at an age of 65, giving them a natural lifespan of 150 days (based on baseball aging which is 5 days every turn). Therefore, it is impossible to get a general to level 10 solely through military exercises, and you'll need to rely on the other two options to advance your general. The second method of gaining XP is through offensive war attacks. However, different battle results will give different amounts of XP. An IT battle will give 12 points of XP, a MS battle will give 36 points of XP, a PV battle will give 60 points of XP, and a UF battle will also give 12 points of XP. MS and PV battles give more XP since logically, a difficult military battle will give more experience to a general than an easy one. Gains from an IT battle will also depend on how much more military you have compared to your opponent. Attacking with more than 2x your opponent’s military will reduce your XP gains from IT attacks to 6 (from 12). Attacking with more than 3.2x your opponent’s military will reduce your XP gains from IT attacks to 1. Intense fighting is the fastest way of grinding XP, but it is also the riskiest method due to the possibility of generals dying on the battlefield (see below). The third method of gaining XP is through training battles. Training battles can be done once per day and will consume gasoline, munitions, steel, and aluminum relative to your city count. Training battles will give 60 points each, so it would take 50 days to get to 3000 XP (assuming they use no other methods of gaining military XP) or 39 days to get to 3000 XP (assuming passive gains from military exercises in addition to their war attacks). At first, nations will be able to have up to 3 generals at a time, though they can increase this to 6 through a project unlock. When doing passive military exercises or simulated battles, nations will select which general they want to receive the XP from doing so. When doing war attacks, whichever general is assigned to the unit type of the attack (i.e. ground, air, or naval) will receive the XP. Generals are interchangeable between each unit type, with a 1 day cooldown to switch a general after appointing them, but generals can develop army specific traits. Traits The easiest way to think of traits are perks for individual generals that randomly develop after a general reaches level 8. There is a 2% chance from simulated battles/3% chance from any war attack of a general developing a trait at level 8, a 4%/6% chance of a general developing a trait at level 9, and 8%/12% chance of a general developing a trait at level 10. The chance of a general developing a trait is reduced to 0 for war attacks if a nation’s opponent has under half their military. There are two tiers of traits: tier 1 traits and tier 2 traits. Each tier provides an additional score modifier (see the score section). Tier 2 traits also decrease the effectiveness of the general by 25% (reduced to +0.75% from each level instead of +1%). Once a general triggers the event to obtain a trait, players will get an event that will allow them to choose whether they want to develop a trait for that general or not. The event will also tell them whether it is a tier 1 or tier 2 trait. Traits can be rerolled once per general with a credit. Credit resets will choose any tier 1 or tier 2 perk regardless of what the previous trait is. To prevent their generals from dying, nations can move their generals from active to reserve, though this also removes the bonus from the units they were assigned to. There is a 1 day cooldown between moving a general to reserve and moving them back to active duty. Nations can also discharge their general if they are not active, which will get rid of that general and open up a space for a new general. A list of traits can be found here. General Recruitment and Death Recruiting a general is simple. You either choose to recruit a level 0 general for $1m, a level 1 general for $10m, or a level 2 general for 1 credit. Nations can have up to 3 generals recruited at a time (unless they have the project that allows them to recruit more). Generals also have a random chance of dying during any battle (whether it be offensive or defensive). Generals are guaranteed not to die in their first 10 battles. The chance of a general dying is dependent on the ratio between a nation’s army value and your opponent’s army value, with the highest chance (1%) occurring at a 1:1 ratio. The formula used to determine death chance is (1-(x-1)^2). The result of the battle also modifies this chance (immense triumph gives a 0.8x modifier, moderate success gives a 0.9x modifier, pyrrhic victory gives a 1x modifier, and utter failure gives a 1.1x modifier) The chance for a general’s death in any defensive battle remains the same (1x modifier) regardless of battle result. You can find a helpful graph here. General Score Each General adds score per city to your nation, depending on your general’s traits and level. General score = ((City score/50) + ((military score) * (general level/10)) * 0.07) + (military score/city count * trait modifier) This would increase a city 40’s military score by roughly 7.2% at max mil for each general assuming the general is level 10 and has no trait. Tier 1 traits provide a score modifier of 0.5 and tier 2 traits provide a score modifier of 1.25. If a general has no trait, the modifier is 0. Visibility All public stats about Generals can be found under a nation’s Factbook page, which includes a General’s age, level, and whether they have developed any tier 1 or tier 2 traits. However, the specific traits that Generals have are hidden and can only be seen on the ground/air/naval battle page. Cosmetics Just like now, Generals can be named, but they can also have a profile picture uploaded for them for users with VIP. Generals will appear on the battle page (much like they do now, but with a portrait if one is provided along with all of their stats). Consumption Due to the lack of resource intensive wars and the resource inflation caused by inactivity deletion not working and RPC, the prices of all resources have been steadily declining over the past couple of years as supply continues to outstrip demand. Despite previous efforts to address the problem through resource sink, the problem persisted due to the temporary nature of the sink. We know that any solution must involve a continuous scaling resource sink that will consume resources long past its release date, and Generals has been designed with that in mind. Consumption for Generals are as follows: Military exercises will consume 3 gasoline and ~5 munitions per city per day (or 0.25 gasoline and 0.42 munitions per turn). Training battles will consume 5 gasoline, 7 munitions, 4 aluminum, and 3 steel per city. Due to the competitive advantage Generals give a nation, we expect resource consumption to increase substantially, and we will continue to monitor the markets to ensure that a healthy balance is maintained between supply and demand. Projects + Perks A list of related projects and perks can be found here. Additional Features Under Consideration Options to choose between offensive/defensive traits Military Rebuy traits Lower ranking officers that provide smaller benefits Army Templates Group Training (training with other players) TL;DR The Military Generals feature aims to increase player engagement during peacetime by introducing a new mechanic that rewards activity and introduces passive consumption of warchest resources. Generals are units that can lead a specific army group and act as a modifier to the lower end of the range of conventional battles. Generals can gain XP through military exercises, offensive war attacks, and training battles. Generals can also develop traits that can be rerolled once per general with a credit. Generals can be recruited for a higher level with additional cash, and they also have a random chance of dying during any battle. The feature also includes projects and perks that enhance the generals' abilities and XP gain. Let us know what you think! If there's something that's confusing to you, just let me know and I can explain it further.
    16 points
  3. This just in. Kev's approval rating soars to 150% in new unbiased poll from the regime independent press corps.
    13 points
  4. Finally media we can trust!
    6 points
  5. 4 months and then I nuke rogue Kev for 3.
    4 points
  6. I'll take the under. Singularity looking at this DoE like:
    4 points
  7. Over under on 7 months, who wants to take me up on it? Current betting odds can be found on oddstrader.
    4 points
  8. 4 points
  9. We're glad to have the opportunity to leave a more informed Orbis! Glad to see this come together
    4 points
  10. Credits to Pika for the art!
    4 points
  11. A new alliance, The United States of Obris, has signed a MDoAP with Rose. In a statement, The Foreign Affairs Representative said, “The United States of Obris is very happy to sign this deal, guaranteeing protection from those who wish this new alliance harm. Thank you Rose!”
    3 points
  12. We understand you've been reading into a lot of the Fake News. But Worry Not! The Media is here to help keep you up to date on what's REALLY going on in Orbis today! Stay tuned for more as it develops!
    3 points
  13. Interesting take, would love to know how you came to that conclusion - Soup Kitchen evolved into an alliance that is still going (5 years later). Paradise lasted over a year and was a top tier alliance before that monster @Sketchy decided to eat Cata. You must get your news from some of the false news outlets and corrupt information hubs that are plaguing Orbis. Fear not! We are here to set the Truth free!
    3 points
  14. My friend, it's time for you to take off the blind fold, stop being a sheep and join us at The Media where truth prevails and facts run the show.
    2 points
  15. What’s the common denominator in all of this? Also, what’s your definition of top tier alliance?
    2 points
  16. Guess we got found out. @ToxicPepper Vein said it's time to abort and go with plan B.
    2 points
  17. i want to know the truth, instruct me also good demolition of GATO
    2 points
  18. https://politicsandwar.com/nation/id=565953
    1 point
  19. 10% boost to the minimum roll = a 7.15% average army value increase before you factor in traits/perks. While it may seem like a very small buff for such a large time/resource commitment, because of the all-or-nothing nature of superiorities, having that boost could very well guarantee you the win in a war you would've otherwise lost.
    1 point
  20. How fitting. The "leak" 🤣 😂 😜 🤣 What a preposterous, clearly fake, troll, "leak" 🤣, that could never be true. Thank goodness Kev stopped in and saved a reporter trying to do his job from posting such libel.
    1 point
  21. Interesting. I would look forward to play testing this if it gets that far. One thing that must never be part of it: allowing spies to assassinate generals. Not that it doesn't happen in real life, but it would become exceedingly frustrating to put all the time and effort into developing a general, only to have some person kill him/her simply they are bored and looking to screw with people because they can. It was a major problem in CN back in the day.
    1 point
  22. You had me before you said generals add score. That needs gone, then it's a great system.
    1 point
  23. I like the idea, but I don’t think generals should add score
    1 point
  24. Explain how this differs from Generals in Cyber Nations, beyond the possibility that they can be killed in battle.
    1 point
  25. @Kyubnyan @Pika of the most loveliest n nicest PnW players in one aa?! What could could go wrong?! Wish ppl could be more like you two!! Looks down & scrolls back up Sees three ppl in particular Uh umm oh gee golly.... good luck I guess anyway? Errr.... @ToxicPepper @Gorge @Vice Idc what peps have to say bout yall w/ a highly questionable pastime like I althou I wish yall the best o luck, be the bread n butter of the aa, if you need/want anything, you know where Im at. Pls keep those three away from me thou as well if anything goes awry, I gotchu.....like anything w/ this group of ppl ever would thou, right?
    1 point
  26. As the official Rose FA representative this is real
    1 point
  27. You can change it manually in your account settings.
    1 point
  28. Is this TI's official FA stance or should we ignore it again? @Lord Tyrion
    1 point
  29. 1 point
  30. by @Cynic So you're above 1,000 score and you think you're ready to take off on your own and forge through this world leading your own alliance. There's a lot more to starting an alliance than getting the score and hitting that "Create An Alliance" button. Here are some basics to creating an alliance that will help get you started. Step 1. Members If you're going to start an alliance you need to have a core starting membership and/or government. It's nearly impossible for any one man to completely run an alliance by himself. You're going to need help. Starting an alliance is easy with just a couple quick clicks. Building a successful alliance is exhausting and extremely time consuming. Don't do it alone. Build relationships with like minded players and go from there. I would recommend finding members with a range of experiences to fill the basic roles of an alliance (Internal Affairs, Economics, Military, and Foreign Affairs). Step 2. Choosing a Name, Theme & Flag This step isn't as important as some of the others but it can make a difference in some aspects of the alliance, especially recruitment.I would recommend staying away from generic names like "The United Nations" or overly used names like "The Mafia". Find a unique name that will attract new players and gives them an idea of who or what your alliance is about. You can also do this with a less obvious name and a good alliance description. Either way, this name or theme is what will identify you and your alliance. A Flag. This is another one of those things that might not necessarily be make or break but again it will identify your alliance and will be what every player (recruits or foreign visitors) will see when they visit your alliances page. Try to find an image or logo that symbolizes your alliances theme or name and is easily identifiable.Try to keep your flag clean and crisp and avoid too much lettering on your flags. You want to be able to recognize the flag whether it in large or small. You will want to start saving your ingame money (or purchase credits with donations) to be able to upload your alliance flag in game to be used by all of your members. As you can see from the two flags below, the top flag would be considered a "good" flag. You can still depict the symbol/logo even when shrunk down whereas the bottom flag its hard to decipher what exactly is even on the flag except the colors. Step 3. Establish a Charter Alright this is an important step here, so pay attention. A Charter is what will set the foundation for how your alliance operates. It will be used to determine laws, governing body, members rights and conduct of your members. Take your time on this. Make sure you don't get too verbose with it, because if you do no one will ever read it. Keep it short and sweet. Get to the point. Things you should include in your charter are: Your mission/purpose/intent List of your Governing Body & Their Powers What defines a member of your alliance How to amend the Charter Step 4. Appoint/Elect a Government You've got your core membership, your name and theme, and you have established a charter. Now it's time to appoint or elect the members of your governing body. This is where the differing experiences will come into play. Try to fit the experiences your members have in to the respective department to achieve the most successful results. (Ex: You have a player with significant war/raiding experience, you would try to put them into your Military Affairs department and not your Economic Affairs department). It may take time to adjust and you may have to move around positions from time to time to get the right person for the job. It happens more often than not in a new alliance until you find the best fit. Try to avoid doing this too much as to not give off the impression of instability, but if you need to make a slight change, then do what is best for your alliance. Step 5. Alliance Communications Establish how your alliance is going to communicate. The old days of forums are fading out (if not already) and the days of real time communication like Discord and/or Slack are the new upcoming gaming communication systems with Discord being the most popular. To create a Discord server, head over to https://discordapp.com/ and either download the Desktop App or Use the browser version. There are plenty of youtube videos to show you how to create a server and manage channels and roles. Step 6. Protectorate Treaty A protectorate treaty is an agreement between a larger scale alliance and a new alliance (such as yours) in which the larger alliance agrees to protect you from unprovoked aggression while you settle in and grow. I would recommend looking to one of the top 20-25 alliances for protection as they have more means to be able to actually assist your alliance with guides, grants and loans, and of course military protection. Having a protectorate will help you avoid "raiders". Raiders are players who will declare war and destroy your nation in an effort to steal your cash and resources. Step 7. Declaring Your Existence Once you have completed the above steps you are ready to launch your new alliance. One of the most important parts of launching your alliance is what like to call the "Declaration of Existence". This is your opening post and your chance to make a good first impression to the rest of the game. You always want to make that post in the Alliance Affairs forum here. Be sure to include all the information above (Flag, Discord Server, Government, and Protectorate). Make your first impression as good a one as possible. Expect and avoid the trolls that are sure to come give you flak. Some are even going to attempt to discourage you. It's going to happen. Be professional and respectful and prove them wrong. Step 8. Recruiting Now its time to hit the recruiting trail. There are many different ways you can do this. Some alliances send manual messages to new nations as they join and some alliances use automated bots to do the job for them. There are also other ways you can advertise your alliance including: Alliance Recruitment sub-forum P&W Discord Recruitment Channel (#recruitment) Player Created Advertisements (Ads cost 1 Credit)
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