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  1. The Lost Mines "Since they were to come in the days of the power of Melkor, Aulë made the dwarves strong to endure. Therefore they are stone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples; and they live long, far beyond the span of Men, yet not forever.” In the heart of the sprawling mountain ranges, two great Dwarven empires stood, each with its own traditions, beliefs, and strengths. For generations, The Lost Empire and The Coal Mines had coexisted, sometimes in harmony, often in rivalry. But as the winds of change swept through the peaks and valleys, a new era beckoned—one of unity and cooperation. It began with an unexpected event—a cataclysmic earthquake that rocked the foundations of both empires. Villages were buried, mines collapsed, and ancient seas were drained. In the aftermath, both kingdoms faced dire circumstances. Resources were scarce, and rebuilding seemed an insurmountable task. Amidst the rubble and chaos, a brave group of Dwarven emissaries emerged, led by King Atlan of The Lost Empire and Nokia Rokia of The Coal Mines. Determined to find a solution, they journeyed through treacherous mountain passes and cavernous depths, facing challenges that tested their resolve. Their travels brought them face to face with the harsh realities of their world but also revealed the common bonds that united their people. They shared tales of bravery, ingenuity, and sacrifice, realizing that their strengths complemented each other. The Lost Empire Dwarves were master craftsmen, skilled in forging weapons and armor, while The Coal Mines Dwarves excelled in mining rare gems and harnessing powerful crystals. As they ventured deeper into the heart of the mountains, they encountered a forgotten chamber—an ancient hall where their ancestors had once convened to forge alliances. Inspired by this discovery, King Atlan and Nokia Rokia proposed a bold idea: to merge their empires and create a new realm, one stronger and more resilient than ever before. United by a shared vision, the Dwarven leaders returned to their kingdoms and presented their plan to their people. Despite initial skepticism and deep-rooted traditions, the prospect of a brighter future ignited a spark of hope in the hearts of the Dwarves. Slowly but surely, the two empires began to merge, blending their cultures, technologies, and expertise. In the years that followed, The Lost Empire and The Coal Mines flourished as one. Together, they rebuilt their cities, expanded their territories, and forged alliances with neighboring realms. The unity of their people became a beacon of strength and resilience, inspiring awe and admiration across the land. TLDR: “The Lost Empire” and “The Coal Mines” Merge to create “The Lost Mines” High Kings: Atlan Nokia Rokia Thanes: Calcis Palsada Damon Stewards of The Treasury Revan Lariat Stewards of War Blaze Epic Memegod Stewards of The Mines KozLegend Rose John DRC Stewards of Technology Xavior Darkgod
    9 points
  2. Alright here is my proposed revision of the color bonus. Step 1: Eliminate all people not in an alliance from counting towards the color bonus. Eliminate all people city 10 and below from counting towards the color bonus. (Can still benefit from the color bonus). Step 2: Adjust the Turn Bonus formula from: Turn Bonus = (Average Daily Monetary Net Revenue / Nations) To this: Turn Bonus = ( (Average Daily Monetary Net Revenue * 0.75) / Nations) Step 3: Instead of raising the cap to 150k, change the cap to the following formula. Currently this is around ~111k with the above changes. New Turn Bonus Cap = (Total Aggregate DNR/Total Nations) Step 4: Create a second bonus with the following formula: Recruit Bonus = (Total Nations <c11 on Color/(Total Nations <c11/5)) * New Turn Bonus Cap Step 5: Add the revised Turn Bonus to the new Recruit Bonus. This is your final Color Turn Bonus. What this accomplishes: Removes the need to bully nanos off of colors. Gives nanos free reign to choose any color and receive it's bonus without impact. Remove the need for training alliances that don't benefit from the main alliances bonus. Creates value for lower tier nations and nanos for larger nations and alliances, giving them slightly more power. Larger alliances can court smaller alliances to increase their recruitment bonus. Allows for multiple approaches to gain increased bonus without changing the system to benefit one style of play over another. Create a cap that automatically scales over time as the game grows or shrinks, and pins the recruitment bonus to a value that adjusts to the ebb and flow of player count. The Numbers
    5 points
  3. I view the merger as a win-win we both combine our strength to create a stronger alliance more that is more influential. As much as I enjoyed the tight-knit community of TLE, I do like the prospects of a bigger community and stronger alliance that is ultimately better for both parties.
    4 points
  4. Dang, I knew TLE wasn't a big player or anything but I didn't think they'd end up sinking THIS low.
    4 points
  5. Great theme and in- character post. Have fun bringing joy to the depths of the long lost mines. May the shadow's arm never grow long enough to find your home and hearth, may your courage never desert you, and may you never desert your comrades. Don't delve TOO deep!
    3 points
  6. Congrats, hope this goes well for the new alliance! UWU
    2 points
  7. We must dig deeper. Surely no monsters underground.
    2 points
  8. Ironforge is the better Dwarven Civilization.
    2 points
  9. Sending love, Wish you the best frens ❤️
    2 points
  10. you could go start your own brand new alliance, and then go fight some dudes. Go be the change you want to see.
    2 points
  11. What if i have access, but I just dont want to use it? With your 6 cities, and my 50 cities look at the crazy range we can cover. I am assuming with all the score range changes, i think you are almost in range to help me out.
    2 points
  12. I confirm, the issue is now fixed 😃
    2 points
  13. Hey all, As some of you may know, we had a thread where we asked for feedback on what our next update should be. Now that both the Project/Commerce rework and Generals updates are both being coded by the development team, it is time for the design team to begin planning for the colour bloc update. I've seen a few proposed changes to this, and I feel as though we should look at some that have been presented to me. If you wish to voice your ideas, this thread will be the place to do so. No decision has been made on where we should go, and once I have a feel of what the more popular ideas are, I'll likely go back to the design team to create a full proposal. Generally what we are looking for are 2 things, 1) A rework on how colour is calculated and 2) A colour bloc council that allows for political/economic decisions. Current Idea Proposal: Colour Calculation Changes Step 1: Eliminate all people not in an alliance from counting towards the color bonus. Eliminate all people city 10 and below from counting towards the color bonus. (Can still benefit from the color bonus). Step 2: Adjust the Turn Bonus formula from: Turn Bonus = (Average Daily Monetary Net Revenue / Nations) To this: Turn Bonus = ( (Average Daily Monetary Net Revenue * 0.75) / Nations) Step 3: Instead of raising the cap to 150k, change the cap to the following formula. Currently this is around ~111k with the above changes. New Turn Bonus Cap = (Total Aggregate DNR/Total Nations) Step 4: Create a second bonus with the following formula: Recruit Bonus = (Total Nations <c11 on Color/(Total Nations <c11/5)) * New Turn Bonus Cap Step 5: Add the revised Turn Bonus to the new Recruit Bonus. This is your final Color Turn Bonus. What this accomplishes: Removes the need to bully nanos off of colors. Gives nanos free reign to choose any color and receive it's bonus without impact. Remove the need for training alliances that don't benefit from the main alliances bonus. Creates value for lower tier nations and nanos for larger nations and alliances, giving them slightly more power. Larger alliances can court smaller alliances to increase their recruitment bonus. Allows for multiple approaches to gain increased bonus without changing the system to benefit one style of play over another. Create a cap that automatically scales over time as the game grows or shrinks, and pins the recruitment bonus to a value that adjusts to the ebb and flow of player count. Treasure Changes Treasures have increasingly become very rewarding to only large/wealthy alliances. To the point where treasure ‘sniping’ has made them almost an exclusively a mechanic for top 8 alliances and whale nations. The following is to try and balance that out a little. Further updates on treasures may come in the future that further link them to colour blocs. Treasures now only spawn in nations with the same colour as their alliance. A nation must be on the colour for at least 14 days for a treasure to spawn on that nation. Removal of continent requirement for treasures. The two treasures that spawn in any nation (Hoa Hakananai'a & Holy Grail) will now instead spawn in a nation on the lowest colour bloc at the time of its respawn. Colour Bloc Council (Under Work) So far I have only had one solid proposal on this, you can get the general idea from this google document: https://docs.google.com/document/d/13f_rjow5i3dD9wJCYKsu9OroClpdGAvvOTCMX0YAxSQ/edit#heading=h.xadj016tgw9u As you can see, we're in the very early phase of this idea. So we are seeking community feedback and input before we start to move in any sort of direction.
    1 point
  14. Twas a military coup, no need for stuffy-suit e-politicians.
    1 point
  15. A small quality of life improvement could be letting alliances see which of their members are voting for a bloc name and for which name they're voting for.
    1 point
  16. Congratulations on the merge. Like the name, but part of me thinks The Coal Empire would've been interesting too.
    1 point
  17. 1 point
  18. > change the cap to the following formula. Currently this is around ~111k with the above changes. I think a ranked turn bonus split might make more sense, as that simplifies calculations and avoids the cap being all over the place for seemingly irrelevant factors (number of new nations). It also avoids there being multiple colors with the same bonus (and thus no benefit to switching between) e.g. You could have a cap of 140k and then rank the color blocs in steps of 10k revenue Edit: You'd can use the formula you have but instead of that determining the turn bonus, it determines the ranking. > Recruit Bonus = (Total Nations <c11 on Color/(Total Nations <c11/5)) * New Turn Bonus Cap A bonus based on nation age may be more useful as that avoid disincentivizing growth. Though raiding would remain a disincentive to grow still. The median age of a c11 is 195 days. (wtf)
    1 point
  19. You need to make sure that the colour council feature doesn't get abused and it gets in favour of bigger alliances and puts smaller ones in shambles. The colour bloc council members should be screened for loyalty and that no corruption is involved. We don't want a big alliance to send 50mil to a council member to vote in favour for the said alliance. The only (could be more) problem I see with this feature as I have already said, is corruption.
    1 point
  20. I think we should buff colors randomly, decided by a fair dice roll. I've attached code for it below NationColor getRandomColorToBoost() { return NationColor.GREEN; // I rolled a die and got this color }
    1 point
  21. Perhaps if you stopped storming out of well intentioned chats like a hormonal brat, people might be able to give you some help and more importantly, a treaty. This is properly a you problem, and it really takes something to drag me into this place to post; congrats on that and good luck.
    1 point
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