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  1. There seriously needs to be a "None of the Above" option. A lot of these suck. (Now I need to find who nominated me for sexiest voice because that was a strange option to come across when looking at the picks)
    6 points
  2. Player Category Voting Hey all! First and foremost, on behalf of the Awards Committee I want to apologize for the delays we have experienced due to our schedule and some sheets breaking (multiple times). Thank you for your patience with us throughout this. Please fill out the above poll to vote on who you think should win the awards! The poll will end on February 12th, 2024 at 23:59 in-game time. Be sure to join us in the Main PNW discord server on the February 13th, 2024 for the awards show hosted by Velyni, WANA and Thalmor!
    4 points
  3. Welcome to the PNW academy awards where half the nominations don't make sense.
    4 points
  4. I did. Out of all the options presented, you honestly had the most engaged memes/well thought of posts.
    4 points
  5. Alliance Category Voting Hey all! First and foremost, on behalf of the Awards Committee I want to apologize for the delays we have experienced due to our schedule and some sheets breaking (multiple times). Thank you for your patience with us throughout this. Please fill out the above poll to vote on who you think should win the awards! The poll will end on February 12th, 2024 at 23:59 in-game time. Be sure to join us in the Main PNW discord server on the February 13th, 2024 for the awards show hosted by Velyni, WANA and Thalmor! For Flag Section, here are the links: Peace/War: Aurora Eclipse Man I Love Frogs Grumpy Old Bastards Magister Mortalis Rose “Red Army” Flag Singularity Peace Singularity War Carthago The Sword Cats Holiday: Man I Love Frogs Christmas Singularity Christmas The Forgotten Realms Halloween Aurora Halloween GATO Winter Rose Pride Aurora Winter Weaponized Assault Penguins Christmas Arrgh Carthago Christmas
    3 points
  6. For your consideration on my nominations: It's hard to really know who has really done what in this game, usually it just goes by reputation or personal experience so I figured I'd share a bit of my 2023 CV for those that are undecided. For best fighter - My plane kills (about 155k) for 2023 alone would put me in the top 60 all-time leaderboard and tank kills (about 2.12m) for 2023 alone would put me in the top 50 all-time leaderboard. My $34b net on the year is surpassed only by players that had large bank loots like Sam Cooper and TheDoom. I'm near the top of the leaderboards for every war I participated in. For best war criminal - I think a qualification should be actual warfighting. I'm the only person to roll Pika this year - the most protected player in the game. https://politicsandwar.com/nation/id=274541&display=war I've stolen treasures, taken over $500m in bounties, and single-handedly rolled micros all year long.
    3 points
  7. Is there a way to give negative votes to 🤢insane🤢
    2 points
  8. get me more money sheeps!
    2 points
  9. Whoever nominated and voted me for nicest player deserves a lobotomy with that in mind if I don't win nicest player you all are getting a mandatory lobotomy
    2 points
  10. Antarctica with chillingly good propaganda! 🇦🇶
    2 points
  11. Why is Sam Cooper in the first option twice?
    2 points
  12. Project & Commerce Update Proposal Been a long time coming, the design team is looking to update projects and alter commerce as a new economics update for the game. This is a rather large proposal, so please bear with me. For those who don’t like to read much I will quickly now dot point the reason for this proposal: Have prices and effects closer to their actual value Buff the weaker/overpriced/useless projects Bring the pricing of the old original projects closer in line with the new ones Reduce the cost of city planning projects to prevent stalling smaller nations growth leading to lower retention rates Shift costs more towards raws, which need more sinks and away from manus that don't + to make costings more consistent across the board Buff profit per slot for commerce to allow smaller nations with less infrastructure to viably go above 100% commerce The proposal is far too big to fit into one thread. A large number of projects have merely had their costs changed to make them more consistent across the board or more evenly spread out which resources are required. I will be detailing some of the more major changes in this thread however. To see the full proposal please go to: https://docs.google.com/spreadsheets/d/1Z3Ye0oAtHWoYOfHQn1AGYmg80jsPl4fKLK3FPtSeFao/edit?usp=sharing Resource Production Projects (Arms Stockpile, Bauxiteworks, Emergency Gasoline Reserve, Ironworks) The cost of these projects will be increasing, currently their price is incredibly cheap, largely because they are some of the earliest projects in the game. They are however some of the most profitable. Their cost has also been made to be more equal overall, that is, each project is worth roughly the same amount. Arms stockpile no longer use more lead than a nation can produce, so nations can be self-sufficient, but also receive a slight nerf to production. Changes to other Economic Projects (Bureau of Domestic Affairs, Fallout Shelter, Military Salvage) Feedback on these projects has been that they aren’t realistic on ROI or usefulness. Bureau of Domestic Affairs has had an additional perk given to it. Specifically ‘adds a +25% effect modifier to your chosen Domestic Policy’. Fallout Shelter has been tweaked to ‘reduces the radiation impact on food production by 15%’. This means all radiation will be reduced by 15% rather than protecting 10% of production during high radiation. Military Salvage will be renamed to Military Logistics Planning. Its benefit has changed to ‘Military Logistics Planning is a national project that reduces the steel and aluminum of all units by 5% when already at war.’ Spy Project Changes (Spy Satellite, Surveillance Network) Spy Satellite now requires an Intelligence Agency to be built. It received a slight increase in cost. Surveillance Network feedback suggests that this project is very underpowered and not worded very well. So I’ll quickly clarify on what it does before discussing the change. The project adds a modifier to decrease the odds of a spy attack by 10% and increase the chance of the enemy spy to be caught by 10%. E.g. If a spy attack against you had 40% chance of succeeding normally, it would now only have a 36% chance of succeeding. Given that this is a fairly insignificant buff, we have added the additional perk ‘It reduces the damages received from successful espionage operations by 25% (excluding missile/nuke).’. Hopefully this change makes it a more worthwhile project. Activity Center The activity center was created to replace a new player project. Rather than give raw resources it was changed to give cash. When this was introduced, new player raiding was a lot more profitable than it is today. We have therefore increased the total amount from logging in for new players to $2,000,000 per day. The project has also had its city cap raised from c15 to c20, in line with the pre-existing new player bonuses and where city timers begin. We hope this will continue to allow new players to grow without necessarily needing other nations to support them. Although we do note more work needs to be done around new player experiences. City Reduction Projects (Urban Planning, Advanced Urban Planning, Metropolitan Planning) Alright, this is the one that is always discussed the most and we’re often given a lot of feedback on. I am going to firstly discuss some reasoning again before discussing the changes. Firstly, the projects are extremely expensive for the relative size of these nations. This often means that these projects become ‘roadblocks’ to progression in this game and given we have a lowering amount of retention rate in the game we need to address this. It’s worth noting that although these projects have been discounted, a lot of other projects that would be bought by these nations have subsequently increased in price. Secondly, most of these nations are being asked predominantly for resources that they simply would not produce or cannot produce efficiently at the size of the nation it is aimed for. This punishes any new alliances without many established nations. We have therefore tried to reduce some of these resources' cost and move them into other resources they could feasibly produce on their own. We did not remove all of it entirely though as we want to promote use of the market still. The following roughly brings these costings to be around 3 cities to ROI on. In other words you should be able to actually break even from these projects before being at the city requirement for the next one. Urban Planning Costs: Food 250,000, Uranium 12,000, Raw Resources 4,000 Advanced Urban Planning Costs: Food 500,000, Uranium 24,000, Raw Resources 8,000 Metropolitan Planning Costs: Food 750,000, Uranium 36,000, Raw Resources 12,000 Commerce Based Project Changes & Commerce Change (International Trade Center, Telecommunications Satellite, Specialized Police Training Program) Finally we have a rebalancing of commerce and commerce projects. The current issue in the game is commerce projects are not very viable for smaller nations with less infrastructure, due to the low profit per slot of supermarkets. This proposal will seek to change how the existing commerce projects work, and also change the current commerce and slot values for existing commerce improvements.. The two main commerce projects have been modified as such: The International Trade Center, in addition to increasing the cap to 115%, will also increase base commerce in each city by 1%, and the cap on Bank improvements from 5 to 6. The price of ITC has been increased. The Telecommunications Satellite in addition to increasing the cap to 125%, will also increase the base commerce in each city by 2%, and the cap on Shopping Malls from 4 to 5. These changes will work in conjunction with an adjustment to the commerce rates on improvements: Supermarkets will see an increase from 3% to 4% commerce per improvement, and a reduction in their cap, from 6 to 4. Banks will see an increase from 5% to 6% commerce per improvement, with their cap increasing to 6 when you possess an ITC. Shopping Malls will see a decrease from 9% to 8% commerce per improvement, with their cap increasing to 5 when you possess a Telecom Sat. Stadiums will see a decrease from 12% to 10% commerce per improvement, with no changes to their cap. Specialized Police Training will receive a buff, making it a minor commerce project. As it stands, Specialized Police Training is a largely ineffective project, only useful at the highest amounts of infra for saving a single slot. The increase in cap on police stations is redundant, as the default cap is already higher than needed to eliminate all crime at even the highest infra levels. Instead of increasing the cap on Police Stations, SPT now increases base commerce in all cities by 4%. This will effectively replace a supermarket, saving all players who buy it a slot, rather than just people with extremely high infra levels. With these combined changes the total improvements needed to achieve 115% commerce is reduced from 17 to 16, and the total improvements needed to achieve 125% commerce is reduced from 19 to 17. SPT further reduces this by a slot. Additionally, commerce builds fit correctly, with no need to cap at 114% commerce due to the awkward slot usage. This makes higher levels of commerce far more viable for smaller nations at lower infrastructure levels, and makes projects like ITC and Telecom Satellite more accessible to the mid tier. Congrats to those of you who read all of that. Please be specific with feedback and suggestions, this took a long time to go through and a lot of the changes are related to one another so keep that in mind.
    1 point
  13. Alright, @Alex, it has been a year and a half since this post about removing the bonus cap for color blocs and this is where we are right now: Half of the color blocs are maxed and two of the half that aren't are the gray and beige blocs (leaving six meaningful non-max blocs). Personally, I'm not sure whether I fully agree with removing the cap altogether, but it definitely needs to be reworked in my opinion. What should the new cap be, then? I'm glad you asked. After doing the math, most of the ones currently maxed would be around $80,000 to $90,000 without a cap, Green would be around $102,000, and White would be the highest at about $189,000. To leave room for growth for most blocs, and to prevent color blocs from theoretically giving insane revenue (though that might be interesting to further drive color bloc related conflicts), I propose doubling the cap to $150,000 per turn (or $1.8 million per day). This also keeps it below the current maximum for the login bonus ($2m) to still value activity greater than simply being on a valuable bloc. Any thoughts or feedback from the community? Do you think getting rid of the cap, increasing the cap, or changing the equation altogether would be most effective and why?
    1 point
  14. Intro When it comes to Politics and War, the height of the game is during global wars when alliances/spheres fight each other. However during peace, the game is essentially dead outside of logging in once a day. Why is it like that? Well it comes down to the lack of content to encourage players to keep playing, a lack of a centralized community outside of player ran servers, and potentially pay to win content as well. Lack of Content Outside of trading or wasting your money on keno, there isn't really anything you can do. This is not good for player retention because the further you go down the game, the less content there is for you to enjoy. Remember being a new player and raiding inactive nations for a ton of money? I bet it was a lot of fun (until you realize that it was also shit). But now that you're city 30, there probably isn't much for you to do outside the community/discord side of the game which I will get into later. But I would argue that the lack of content hurts the retention rate of the player base and makes it contingent on the community or their alliance. What Alex needs to do is add more content that gives players a reason to be more active in the game and reward them for it. Perhaps even content focused around alliance members working together. The Community Let's be real here. Outside of player ran discords, there isn't really a centralized community outside the quarterly events the game hosts on the official server. The forums used to be the main stage of the general community. But ever since discord became main stream, The forums have become a rotten corpse outside of Alliance Affairs and the occasional shit post. And while people are still trying to revive the forums (Ahem Roberts), the biggest change with the forums being dead outside of discussion is the decentralization of Politics and War's community. The PNW discord has the potential to be the main hub of all that goes on in PNW, but a lack of management and no real drive to make it good is the reason why it's a mummified corpse with only new players active on it. This is how servers like DNN, RON, OCN, and other player ran servers have become so popular as of the past few years. And while player ran servers can be a good thing for the community, there's always will be bias and different atmospheres that not everyone will enjoy. So if the forums is doomed to die, then at least try to fix the official PNW server. Fix the moderation. Give players a reason to be active in the server by either hosting game nights and other events or running news segments. Then bring in prominent players or alliances to make it active again. Keep Credits Out While Alex may be inspired by my post to add more content for the game, so that players have something to do during peace time. It needs to be brought up that any future content should not have credits or any IRL financial involvement at all. While I understand Alex needs to pay the bills and be able to afford his daily Ramen, making any content P2W will ruin the whole reason for why the content is added. It should be activity and/or skilled based so that players actually earn what they worked for instead of getting it via their wallets. In Conclusion The game isn't as fun as it seems on paper. And new content to keep the players active in the game have been long overdue. There also needs to be a centralized community in the game and the PNW server is the perfect place for it. I'm making this post in hopes that Alex, Game Staff, and the player base make the push needed to make the game fun during peace.
    1 point
  15. Community Category Voting Hey all! First and foremost, on behalf of the Awards Committee I want to apologize for the delays we have experienced due to our schedule and some sheets breaking (multiple times). Thank you for your patience with us throughout this. Please fill out the above poll to vote on who you think should win the awards! The poll will end on February 12th, 2024 at 23:59 in-game time. Be sure to join us in the Main PNW discord server on the February 13th, 2024 for the awards show hosted by Velyni, WANA and Thalmor!
    1 point
  16. So these could very well be projects but the idea is that these would be dependent on other players interacting together to have a true impact. Grand Temple: Boosts both war and domestic policy effectiveness by 1% for every 10 nations that share your religion and color bloc. Capped at 20% bonus. International Stock Exchange: Increases commerce by 1% for every 10 nations that share your currency and color bloc. Capped at 20% bonus. Orbis Climate Accords: Reduces pollution in your cities by 0.01% for every nation that signs, only accessible at c30 or above. Belt and Road Initiative: Requires a nation at/above c30 to agree to this with a nation at/below c29. The larger nation receives a 2% income bonus for agreeing. The smaller nation receives an additional 25% output to their manufacturing resource output, and a cost reduction of infrastructure of 33%, until they reach c30 or this deal has been in effect for 180 days. This can only be active with one nation at a time. Bounty Hunter Haven: Every bounty collected from another player gives you an additional 10% on top of what you earn. Maginot Line: This is complicated to explain but bear with me. Every nation in your alliance that has this project, if they have any active defensive wars with Fortify active in them, creates a stacking effect for the Fortify mechanic across the alliance (only the members with this project) where Fortify increases attacker casualties by an additional 1% per nation using fortify in any defensive war. This only stacks 1% per nation, not per war. There are many more examples but the concept I'm pitching is introducing things that give off more of an MMO vibe instead of the solo-nation-building game where we can only interact through war.
    1 point
  17. @Sam Cooperso good, mf has to win the same award twice at the same time
    1 point
  18. Don't threaten me with a good time. 😏
    1 point
  19. I'm all for increasing it to $150,000.
    1 point
  20. This + true.. + based + on god + fr fr + accurate + mentally deranged
    1 point
  21. Was my Dream to Establish an alliance For Our Muslim Brothers, Thanks You So Much HaxBaBa,Babur,Danial, Rasputin, for the Start And then our Most Favourite Anas,Omar,Adam,Rasheed,Sheikh,and Specially Wiglaf For Handling The FA 💗💗💗 Thanks You Guys for Making this Dream come true even inside the top 20
    1 point
  22. UNITED UMMAH The Strongest Muslim Alliance in the Game. Founded in August 2020, we've had some of the craziest growth in the history of P&W, and it isn’t slowing down anytime soon Inshallah! Why Join us? Strong, Supportive and Dedicated Community Grants against a diverse taxing system Protection against attacks and raids experienced and able trainers and mentors and... Brotherhood unlike anywhere else What we want? Activity, checking Discord and logging into the game at least once Loyalty, to the Alliance, the cause and the Brotherhood Respect, to others and their beliefs Join United Ummah today to be a part of the brotherhood United Ummah Discord Server (Mandatory)
    1 point
  23. These 2 are a bit wired as there is a multitude of currencies and vip allows custom ones as well.
    1 point
  24. How much do you bench, squat, deadlift, and what’s your mile time?
    1 point
  25. Living rent free in the head of Epimetheus and all of Camelot since February, 2024.
    1 point
  26. Friendly reminder that, as outlined here, this is a no discussion subforum.
    1 point
  27. This is a known bug. Alex has been investigating switching ad providers due to several issues he's had with them, and this bug will likely be investigated and addressed at the same time as the switch if it isn't the provider's fault to begin with.
    1 point
  28. If you look at the top of the projects page, you should probably see something like this "National Project Slots: 4/4." The number of projects your nation can have is limited by the number of project slots you have. You have 1 default slot, 1 slot for winning or losing a combined 100 wars, and 1 slot for every 5,000 infrastructure in your nation. Currently, you have the default slot and 3 extra slots (from your almost 17,000 infrastructure).
    1 point
  29. Pretty clearly someone who either doesn’t care or understand the policy. No attempt to even be creative. https://politicsandwar.com/nation/id=566368 https://politicsandwar.com/nation/id=578334 https://politicsandwar.com/nation/id=591378
    1 point
  30. yeah this thread did not age well...
    1 point
  31. Holy shit will the mods please mute this fool? All he does is spam nonsense nobody understands.
    1 point
  32. I am going through all the stages of grief simultaneously. I had something to look forward to and now its gone. See yall in May I guess.
    1 point
  33. Alliance of the Year: Eclipse Most Improved Alliance: Carthago Best Rookie Alliance: The Sword Coast Best Alliance for New Players: The Enterprise Most Likely to Succeed in 2024: Eclipse Best Fighting Alliance: Knights Templar Worst Fighting Alliance: Cypher Best Alliance Growth: Eclipse Best Foreign Affairs Team: The Syndicate Best Foreign Affairs Move: Guardian dropping HS Worst Foreign Affairs Move: HS peace demands Most Missed Alliance: MoO Biggest Alliance Decline in 2023: House Stark
    1 point
  34. Alliance of the Year:Arrgh Most Improved Alliance: Carthago Best New Merged Alliance: Cypher Best Rookie Alliance: Nemesys Best Alliance for New Players: Nemesys Most Likely to Succeed in 2024: Nemesys Most Likely to be Rolled in 2024: The fighting pacifists Most Honorable Alliance: Nemesys Best Fighting Alliance: Eclipse Worst Fighting Alliance: The coal Mines Best Alliance Growth: Nemesys Best Foreign Affairs Team: The coal mines Best Foreign Affairs Move: Forming Welp Worst Foreign Affairs Move: Forming ODOO Alliance with Best Propaganda: Empire of the Romans Most Missed Alliance: Nations of Neutrality Best Alliance Flag (please link): Best Holiday Flag (please link): Biggest Alliance Decline in 2023:
    1 point
  35. Alliance of the Year: Orbis Peace Organization Most Improved Alliance: The Commonwealth Best New Merged Alliance: Nemesys Best Rookie Alliance: Military-Economic Alliance Best Alliance for New Players: Nations of Unity & Peace Most Likely to Succeed in 2024: The Commonwealth Most Likely to be Rolled in 2024: The Commonwealth Most Honorable Alliance: Antarctica Alliance Best Fighting Alliance: Knights Templar Worst Fighting Alliance: Camelot Best Alliance Growth: The Commonwealth Best Foreign Affairs Team: The High Table Best Foreign Affairs Move: Ditching Alan and accepting Dwight's merge opportunity. Worst Foreign Affairs Move: Alan being mad disrespectful to me during a simple conflict. Alan lost the best thing he had in 2023, a Protectorate with MoO. 🐮 Alliance with Best Propaganda: Antarctica Alliance Most Missed Alliance: Mercenaries of Orbis Best Alliance Flag (please link): Best Holiday Flag (please link): Biggest Alliance Decline in 2023:
    1 point
  36. Alliance of the Year: Eclipse Most Improved Alliance: TFP Best New Merged Alliance: Cypher Best Rookie Alliance: The Sword Coast Best Alliance for New Players: The Enterprise Most Likely to Succeed in 2024: The Syndicate Most Likely to be Rolled in 2024: Eclipse Most Honorable Alliance: The Syndicate Best Fighting Alliance: The Enterprise Worst Fighting Alliance: Singularity Best Alliance Growth: Eclipse Best Foreign Affairs Team: The Syndicate Best Foreign Affairs Move: Dodge This Worst Foreign Affairs Move: Creation of Singularity Alliance with Best Propaganda:The Syndicate (MDL) Most Missed Alliance: Mercenaries of Orbis Best Alliance Flag (please link): Best Holiday Flag (please link): Biggest Alliance Decline in 2023: House Stark
    1 point
  37. Player of the Year: VeIni Most Influential Player: Keegoz Most Likely to Succeed in 2024: Nukey Best Alliance Leader: Shwin Worst Alliance Leader: N/A Best In-Character Poster: N/A Best Villain: N/A Nicest Player: Nyx/Iuna Most Controversial Player: N/A Most Missed Player: Redarmy :Best Nation Page: N/A Best Fighter: Nukey Best High Government Member: VaIentinos Most Online/Likely to respond in 1 minute: Mega Best War Criminal: N/A (As Someone who rareIy interacts with this game outside of buIIetins)
    1 point
  38. Exactly, and we need to do a MrBeast collab and sell MrBeast Skins for $60!!!!
    1 point
  39. 1 point
  40. Limit the number of denouncements and commendations a nation can give in a certain period of time. I'm tired of all the mass denouncements/commendations from people just trying to farm them. It's annoying, and if you do it, I think less of you as a nation/person.
    1 point
  41. Fair warning this is a long post. I've been mulling over some thoughts lately and I wanted to put pen-to-paper to help shape them out. This is by no means a definitive work but rather a thought and some opinions that are open to change as time and circumstances necessitate. History and background: For those who don't know, I've been playing nationsims for too long. I grew up playing these games, as did many others here, and I've seen quite a bit happen. I used to think this was a horrific waste of time but honestly it's not been for a myriad of reasons I don't want to get into. To quickly rattle off a few positions that I think make me qualified to talk on this topic: I've founded alliances in more than one game with mixed success, I've disbanded alliances in more than one game with mixed success, I've been high and low gov in small micros and huge 500+ member groups, I've started/won/lost wars, and I'm semi-known for being unorthodox at this point in my PnW-life. I personally feel that being uberserious takes the fun from these games, but that's a tangent. Point is, I've seen and done all there is to do in these kind of games. My mind naturally creeps towards "what's next?" Typical alliance structures don't vary much. There are usually two executive heads (leader and a second), a group of high government usually divided into departments, and their respective low gov helpers. This formula is sometimes tweaked, t$ has an executive board, Arrgh has the admiralty etc, but the formula is generally adhered to. What a lot of people don't know is how this formula actually came into being, why alliances are rigidly structured with an executive branch at the top and usually lack a judicial or legislative component and avoid democracy. Ironically most alliances are modeled after the New Pacific Order - the villains of yesteryear. The NPO was the "premier" alliance in another nationsim similar to PnW and in the early years of that game there was a lot of experimentation going on with different government setups including within NPO itself (who was originally democratic!). A couple of years in and things shifted towards efficient bureaucracy and away from roleplay, and their success was mimicked across the board. Granted, this oversimplifies the process quite a bit but I don't want to get bogged down on history lessons right now. Why do we all follow this same formula of elitism? Long has the argument been made that meritocracy dictates succession and government lineup, and long has that been a flowery lie. The best players usually don't rise into leadership, and I'll explain what I mean. Given the departmentalization of the typical structure, players tend to specialize in one or two fields. In reality, almost all of these fields overlap, but I digress. The leaders of most alliances tend to be the players that specialized into foreign affairs and diplomacy, as in real life so too in PnW: Networking and social skills are far more important in gaining leadership roles than actual competence at running the alliance. The actual top of most alliances are not the most competent for the position, but rather the most popular or most outgoing. Another piece of deconstructing the meritocracy argument is the tendency of players to cling to their seats. Many high government, seconds in command, and even leaders themselves are well past the point of needed retirement. Yet they hold up their seats with claims of stability or a lack of competency in their would-be successors. The hard truth of this game is that most alliances follow a form of elitism in the belief that newer players are incapable of leading the alliances they inhabit, and the most active and engaged players in this game usually languish in low government seats. Tangentially, I also see this as one of the causes of so many new alliances constantly being formed across PnW, and why groups todays seem to struggle to maintain even 100 members when alliances ten years ago would easily have two or three hundred. We still have a large playerbase, but the active players won't tolerate being sheep to be herded and no matter how many times "meritocracy" is repeated into the air, people do recognize that inactivity and incompetence is being rewarded due to seniority over activity and interest. A culture that kills. This traditional power structure must offer some benefit, right? To be carried along by the older players for so long and to have spread to almost every alliance in the game/genre, how can this setup be so bad? The cultural of elitism is a self-defeating one. Much like a serpent devouring its own tail, this system inevitably causes its own collapse by suppressing player interest and pushing new blood out. As many of you have probably noticed, and as a few of us have observed over the years, cutting the playerbase out of the game is one of the worst cultural decisions ever made in any game genre that I'm personally aware of. Ninety nine percent of people who play this game will never truly experience the politics behind it other than being told what's happening. This will, has, and does kill interest in the game itself over time. Not only do new players see this culture and decide to never even begin the journey to becoming government, older players become dissatisfied over time and stop logging in just to receive marching orders. Now granted, many do play this game with the intention of never becoming government, but I think we can all agree that we play within a closed-off system that voraciously discourages new blood from joining. The best they'll get is forming their own micro, and even that is usually discouraged. Acknowledging the good with the bad. This system, as with any, is not completely evil in its design or implementation. The traditional setup is a clear and ordered hierarchy that allows a division of labor amongst government - and it pulls much of its inspiration from real life posts like Foreign Secretaries or Ministers of the Interior. It also offers a precious commodity that I personally find overvalued: Stability and continuity. Even if your alliance is stagnant, collecting loss after loss in wars, and shrinking by the day as your pool of interested recruits dry up - it exists. For many this is the ultimate goal, endurance is its own legacy and more agree with that statement than I think would admit it in public. The only problem with this line of thinking is that PnW is a game meant to be enjoyed, not a real life institution. The longest lasting alliances here will never be remembered outside of a wiki that may or may not outlive the game itself. While I respect the longevity of many groups, change is the only constant and change is healthy. I hope that novelty is one day valued as much as stability in this game, as I believe it provides the more interesting experience of the two. What to change? What do you actually suggest? This is an insanely complicated question, one I don't have a full answer for - I really only have theories that would require testing. This community is not very receptive to failed experiments, so the risk is high but I believe that the cost for not trying at all is higher still. Decentralization of politics is something that needs to happen, the same twenty figures cannot control the narrative of the entire game for years at a time and expect novel or interesting things to happen. Term limits on positions would be an obvious first-step for any alliance looking to try something new, limited democratic functions, exploring judicial and legislative options for government rather than a simple executive branch setup. Creativity is the key to making this game interesting and fun, and I personally think it's time to try new methods and try to move away from a traditional setup in every single alliance. tl;dr - be bold and try new things
    1 point
  42. The entire alliance is potentially multis https://politicsandwar.com/alliance/id=12092 Will send screenshots to Dr. Rush as they're too big to upload
    0 points
  43. We'll issue a warning, but I would recommend blocking communications if you do not want to see what they have to say.
    0 points
  44. Alliance of the Year:Empire of the Romans Most Improved Alliance:Empire of the Romans Best New Merged Alliance: Best Rookie Alliance: Best Alliance for New Players:Empire of the Romans Most Likely to Succeed in 2024:Empire of the Romans Most Likely to be Rolled in 2024:Singularity Most Honorable Alliance:Empire of the Romans Best Fighting Alliance:Empire of the Romans Worst Fighting Alliance: The Coal Mines Best Alliance Growth:Empire of the Romans Best Foreign Affairs Team:Empire of the Romans Best Foreign Affairs Move: Worst Foreign Affairs Move: Alliance with Best Propaganda:Empire of the Romans Most Missed Alliance:Western Republic Best Alliance Flag (please link): Best Holiday Flag (please link): Biggest Alliance Decline in 2023:House Stark
    0 points
  45. Alliance of the Year: BROTHERHOOD FAMILY Most Improved Alliance: BROTHERHOOD FAMILY Best New Merged Alliance: Singularity Best Rookie Alliance: BROTHERHOOD FAMILY Best Alliance for New Players: Singularity Most Likely to Succeed in 2024: BROTHERHOOD FAMILY Most Likely to be Rolled in 2024: Carthago Most Honorable Alliance: BROTHERHOOD FAMILY Best Fighting Alliance: BROTHERHOOD FAMILY Worst Fighting Alliance: Best Alliance Growth: BROTHERHOOD FAMILY Best Foreign Affairs Team: BROTHERHOOD FAMILY Best Foreign Affairs Move: Worst Foreign Affairs Move: Alliance with Best Propaganda: BROTHERHOOD FAMILY Most Missed Alliance: Best Alliance Flag (please link): Singularity Best Holiday Flag (please link): Biggest Alliance Decline in 2023:
    0 points
  46. Alliance of the Year: BROTHERHOOD FAMILY Most Improved Alliance: BROTHERHOOD FAMILY Best New Merged Alliance: Best Rookie Alliance: BROTHERHOOD FAMILY Best Alliance for New Players: BROTHERHOOD FAMILY Most Likely to Succeed in 2024: BROTHERHOOD FAMILY Most Likely to be Rolled in 2024: Most Honorable Alliance: BROTHERHOOD FAMILY Best Fighting Alliance: BROTHERHOOD FAMILY Worst Fighting Alliance: Best Alliance Growth: BROTHERHOOD FAMILY Best Foreign Affairs Team: Best Foreign Affairs Move: Worst Foreign Affairs Move: Alliance with Best Propaganda: BROTHERHOOD FAMILY Most Missed Alliance: Best Alliance Flag (please link): Best Holiday Flag (please link): Biggest Alliance Decline in 2023:
    0 points
  47. Alliance of the Year: BROTHERHOOD FAMILY Most Improved Alliance: BROTHERHOOD FAMILY Best New Merged Alliance: Best Rookie Alliance: BROTHERHOOD FAMILY Best Alliance for New Players: BROTHERHOOD FAMILY Most Likely to Succeed in 2024: BROTHERHOOD FAMILY Most Likely to be Rolled in 2024: Most Honorable Alliance: BROTHERHOOD FAMILY Best Fighting Alliance: BROTHERHOOD FAMILY Worst Fighting Alliance: Best Alliance Growth: BROTHERHOOD FAMILY Best Foreign Affairs Team: Best Foreign Affairs Move: Worst Foreign Affairs Move: Alliance with Best Propaganda: BROTHERHOOD FAMILY Most Missed Alliance: Best Alliance Flag (please link): Best Holiday Flag (please link): Biggest Alliance Decline in 2023:
    0 points
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