Jump to content

Greene

VIP
  • Posts

    839
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Greene

  1. I feel like Kurd could use a lackey
  2. Yeah I power all my cities with nuclear power, gotta love it. Anyway, I wouldn't be opposed to a higher disease rate, maybe like +50% for 1 week?
  3. Yeah I like them, they're a really awesome change of pace
  4. I feel like you play a Paradox game or two... I find this just weird.
  5. Yeah I'm not looking for useless numbers, I prefer being able to count on every one of my members.
  6. Georgi are you suggesting that a behemoth alliance could all of a sudden just go inactive? I suppose it's possible, but I think it's highly unlikely.
  7. I can't wait for Kurd to post stats again, watch the CU have the greatest score loss and member loss titles!
  8. I'm interested, although I might not be at my computer.
  9. I would prefer it airs. I'm not sure if I will be able to participate, and while I'll be in the channel, actually hearing the summary would be really nice.
  10. Hey Ashland; Per our discussion on IRC, I'm taking out insurance for myself, and the CU is taking insurance for Kaide.
  11. Maybe instead of this changing the mechanics too much, hospitals could simply reduce the overall casualty rates calculated in a particular attack without altering the win/loss calculation? So say I have 10k soldiers, 2 hospitals, and I lose the war. Again, for purposes of discussion, lets say my current casualties would be 2k. Yikes. Now since I have 2 hospitals, even though I've lost that war, maybe I get to save, I don't know, maybe an extra 10% of casualties per hospital, so 400 soldiers saved? I've still lost the war, but instead of ultimately having 2000 casualties, I only have 1600. That would greatly reduce the impact on gameplay while also allowing hospitals to be useful.
  12. So glad my computer won't show them to me (The filter I use blocks your image host). Thanks for updating Kurd, now can we keep it updated?
  13. Exactly. If there was no taxation system, then either alliances would not automatically tax their members, or they would figure out off-site ways to do it. I'm in favor of the scaled taxation, but if we can't have it, I get it now that Sheepy pointed out that workaround.
  14. Leaders can demote other leaders, so that's probably what happened.
  15. Just bumping this in the hopes that we can get Sheepy to make this happen.
  16. I'm in full support of this.
  17. Just bumping this in the hopes that we can get Sheepy to make this happen.
  18. I'm with Reagan on this one, I really think there's a good enough balance here with what we're talking about.
  19. This has already been suggested in another thread, and there were some good points made both for and against. I think there could be a balance, as a single buy and sell offer seemed to be too limiting, but maybe allowing up to three total buy/sell offers would strike the right balance?
  20. So I've run into a new, well I guess it's a bug. It looks like refined resources are created BEFORE the raw resources are. I noticed that I must keep 2 units of coal and 2 units of iron on hand or I won't be able to refine it into steel. This doesn't really make sense to me, since the coal and iron is being mined before the steel is being created, right?
  21. I feel like this really needs more information...
  22. One of my members was commenting on how he make a load of resources, which I found weird since he hasn't been taxed any resources. I asked him what the rate was listed on his revenue and he told me it was at 0% for resources. I lowered the tax rate by 1% and then put it back to where it was, and now the tax rate is reflected on his revenue page. Is it possible that the tax rate is saved in each nation's database information? This issue only seems to be a problem for new members who have not been on the alliance during a tax rate change.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.