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Alex

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Everything posted by Alex

  1. Really? That's interesting, what did you search for to have Politics & War pop up?
  2. I'm glad you like the game, and welcome to our community forums! How'd you find out about Politics & War?
  3. Hi Afya! Welcome to Politics & War How did you find out about P&W?
  4. It's there to bug you until you build up your military a bit more, which right now if you're on beige is probably not your #1 concern but I'm sure your 14 day protection period will be ending soon and it'll be imperative that you build up a stronger military to ward off attackers (even by simply discouraging them from attacking you in the first place).
  5. This is correct, and how it works currently.
  6. People get pretty upset when I do that, and it's also really easy to manipulate the average price.
  7. That's why there's also 20 of each manufactured resource, those will be worth a lot more in two months You get a message when you receive the bonus, but I'll throw in a little tracker on the "Referrals" page so you can see who you've referred.
  8. I've added it to the nation edit page, and it displays as part of your nation description. See my nation for an example: http://politicsandwar.com/nation/id=6 I'm now the leader of The Peoples Republic of Baatopia instead of just Baatopia
  9. Hm, this is a seemingly good idea. I'm not sure anyone would be willing to donate for it, but I could just make it a free input box on the nation edit page.
  10. I've always liked the idea of being able to buy and sell arms on the market, but Malone pretty much sums up my concerns:
  11. Money rate and resource rate being two separate things, I could probably do. However, we don't need 11 separate tax rates for each resource.
  12. Yeah, it would cost more, but if it's popular enough I'm sure it would pay for itself.
  13. I'll remove the ability to trade for $0 on the global market, but even then people will just try with $1. And if I get rid of $1, they'll go to $2... there's not a lot we can do.
  14. Glad to see another alliance in the game!
  15. I'm not sure what warrants your question, (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways) doesn't even have continents like we do, or an in-game economy. I think that Politics & War far exceeds CyberNations.
  16. I understand your concerns, and that's why the new nations have to be active for 2 weeks and reach a score of 30. It's going to take a lot of work if you want to try and cheat the system, and even then I can track referrals, so if you did this with 5 or 10 nations I could see and it would be pretty obvious.
  17. I'll be working on setting up a permanent speed round version of the game as well, so if the normal speed game isn't quite your thing you'll have something else faster paced to occupy your time.
  18. That number still includes people who've logged in in the last 7 days but haven't made new nations.
  19. I've added a new bonus for bringing players to the game! When an account is registered, there is now a "Referral" box, where a leader name can be entered. Each time someone enters your leader name, you'll get a $100,000 and 20 steel, aluminum, gasoline, and munitions bonus, once they've played for 2 weeks and reached 30 score. Just another incentive to increase our playerbase! Get out there and start recruiting! I've made it a little easier with this page: http://politicsandwar.com/account/referrals/ Thanks guys!
  20. The name could be anything, we could simply call them "Cartels" as well. Trade Union was just the first thing that came to mind. --- I also understand that we have a very fledgling global economy currently, but for those of you that played before the speed round you certainly remember what the economy looked like then. For a while the price of Steel was 4K, then it dropped to the point where it was around 1K, and then came all the way back to a pretty steady 3K. I'm not trying to end price fluctuations, by all means let there be supply and demand, however I always imagined someone trying to form some sort of trade group where they got everyone in their alliance, and then maybe the next couple of alliances to all agree to sell Steel for no less than $2K, or maybe no more than $4K, to try and keep some stability and control in the market. I don't think that kind of thing is feasible, though, without some sort of in-game mechanic. If you had something that when you agreed to it, it actually kept you from selling your resources at $1,999 or w/e then it just might be possible to form a trade cartel for a resource, even though you'd never get 100% control and there would be undercutting you could potentially work together for mutual profit. Small nations could band together to get higher prices, larger nations could band together to get lower prices. It's an interesting concept, and I don't feel it would take anything away from the game.
  21. Your smaller, beige nations can also leave beige to assist your member being attacked. As others have suggested, sending your member money and resources can also be a deciding factor. Spy attacks are also not limited by score, you can run espionage operations against the target regardless of the discrepancy in score. As a further safety check, if your alliance mate loses his war he gets to be Beige for the next 5 turns to recover.
  22. We have yet to see any player "trade unions" though where prices are set for members. If it were easier to do, I think it might be attempted more.
  23. Like giving 20 players in the game complete control over everyone's trade prices? I think that's a bit extreme. I'm simply talking about little player created organizations (that anyone could make, like an alliance) with the power to regulate global prices only of nations that voluntarily joined that particular trade union.
  24. Another thought struck me the other day - Trade Unions. It would be an organization, similar to an alliance, that nations could voluntarily join. Trade Unions would be able to set limits on trade prices, both for selling and buying that would be imposed on the nations within the trade unions. It would only apply to global trades, and the nations within would be able to leave at any time. Basically, I would foresee alliance grouping together for mutual economic benefit, they could get all their nations to join a particular trade union and then, for example, set a bottom cap on selling prices for Steel. It would be a player-regulated way of trying to keep prices high (or low) and allow them to cooperate together. Thoughts?
  25. You just don't like the flag images next to Leaders, Heirs, and Officers?
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