Jump to content

Oppilan

Members
  • Posts

    87
  • Joined

  • Last visited

Everything posted by Oppilan

  1. Ogaden, tell me, how did you reduce your score? Just by reducing infrastructure (or) reducing military (or) both (or) something else? Just curious, this info will not affect the war between us anyway, so you can tell me if you are willing to. I never noticed your nation before so it is not possible for me to guess anything.
  2. Do I have to memorize this poem? I guess its part of the curriculum Arrgh is teaching me
  3. I hope we can learn some lesson from the great teachers of Arrgh! school. And in his honour, I named my next city "Ogaden City". Long live Ogaden's glory and his group of circus clowns
  4. Arrgh = Alliance of circus clowns.
  5. I can help you up to 300 score.
  6. Makes me think I need a religion of my own :-D
  7. What will make you stop spamming in this journal? hmm lets see, how about 7 spies?
  8. We already have Pakistani Rupee.
  9. lol May be hypothetical, but everything here is hypothetical till Sheepy thinks its a good idea. Ok then how about number of log-ins in a day or any way of measuring the activity, you name it. If the problem is potential abuse by taxing inactive nations, we can just add a logic to differentiate active nations from inactive nations.
  10. You missed the point. 100% tax is not possible if the nation is inactive. Tax bracket, if based on a nation's online time, would require that nation to be online for more than 'x' hours per day. On the other hand, if they are based on income, you cannot set 100% tax on smaller nations, smaller nation would automatically mean lower tax rate.
  11. In case you don't activate vacation mode when you are on cruise, by the time you get back your nation would be filled with cash. For this reason, I think setting up tax brackets based on nations income or setting up tax brackets based on nation's online time is better.
  12. But what if someone does not want to activate vacation mode while they are away? Removing them from an alliance increases their chance of getting raided. And why would anyone avoid vacation mode? because it is fixed for certain number of days (cannot use the nation before the day ends) and we don't get the revenue after every turns.
  13. It is a great idea for a growing alliance. May be we can set up some restrictions for higher tax, like the activity level. We can go for higher tax only if the nation satisfies certain online time, which the inactive nations cannot. it can be beneficial for bigger alliances, they can raise the tax of their already developed nations and lower the tax of smaller nations, an incentive to promote their growth.
  14. i don't know about this india, but actual india is a socialist (according to the constitution).
  15. Not all RL nations employs Suicide bombing, I think we can set a revenue limit above which nation cannot perform this task. This attack should be really cheap and can cause crime to go up (slightly) in the attacking nation too, since only nations with very less education/financial background can perform this task.
  16. I like all other projects except National Transportation. May be sheepy can add pollution (dependent on population), which can be reduced with this project.
  17. Something may not be possible now, but we can still dream about it Things do change, one day it might be possible (or may not be).
  18. Adding a mechanical impact for religions would certainly poison the game. If a game mechanic behind religion is really desired, why not we give same benefits for all the religions (and may be a religious civic, which gives different benefits) and an entirely different benefit for Free Religion, something like Sid's Civilization series? We can do the same for currency too, why create another option for it? My opinion is, lets have pros and cons for currencies and religion/free-religion, just RP is boring without proper game mechanic.
  19. Public Service: National Transportation Small description: Provides free transportation to your citizens, reducing the need for pollution-producing vehicles but increasing power needs Project effect: Reduces pollution by 150 in each city, but cities require 20% more resources to maintain power. Right now do we have pollution from vehicles? How can this project reduce 150 pollution points in each city?
  20. If you don't like to have a state religion, you can give secular i think.
  21. That should make you raid other wealthy nations for your own purpose, not to work as a hitman for more wealthy nations. Arrgh is more like a raiders for hire, they do it for other alliance members. Stalin robbed the bank for his own ideology, no one paid him to rob the banks. He would never join a group of pirates who will rob a bank after getting paid by bosses. Sorry about the wrong information. And speaking of Xenodolf, did your alliance follow socialism in this game? And according to you how can an alliance be socialist in-game? I would say by sharing resources evenly, refunding a portion of tax amount to low score nations and developing together.
  22. You can use it for role play. Right now I feel there is a bias agaist nations which are not heavily militarized (Militarized nations just imports resources from other nations, without producing anything), we have classic trade embargo, but not everyone will be willing to embargo a raider. Even with a solid embargo, I can just send my money to a third party and then get the products from them. But in this case, we give more power to economically strong nations. These currencies will be used along with the general currency. So those nations without a currency of their own can use general currency. What do you get from a currency that has greater value? Economic strength is the answer. In real world, people do trade currencies, nations stockpile/print currencies and control the liquidity/inflation, so trading money is not bad. I don't think every nation with more than 5000 infrastructure would print money, because this works the best only if one nation from an alliance (or even from a bloc) prints money and others buy from that nation. This way, when an alliance wants to embargo, the embargo is more efficient. May be alliances can attract other nations if their currency value is significantly higher, because the printing nation can choose which nation gets their currency. May be this idea of currencies work better if it can be built for one alliance, rather than for each nations. Like if they have several currencies within the alliance, the leader can choose an official currency. Yeah exactly. But I don't think it is possible to replace the original game currency at this point. Even now, the ratio of value of resources to the value of money rise and fall, but it is common for all. if we have different currencies, then for an alliance which doesn't produce anything but imports everything or may be that alliance imports heavily due to war will have a falling currencies, unless another alliances can help them.
  23. With the recent addition of currency, I think it will be better if we can add some features to it. (1) Exchange notes can be printed by a project. For example, printing 50 Euros require $50 (existing game currency). (2) The value of exchange notes can be determined by the exports and imports nations do using that particular type of exchange note. Initially it can be 1:1 with the already existing currency. (3) Exchange notes can be bought and sold between nations. So if a nation (or a group of nations) doesn't produce anything, but rely on imports, the value of the currency they use will be lowered. If they export actively, the value will increase. It is not necessary for each nations to create their own currency, they can buy it from those nations which can print them. When currencies are bought, their demand increases and so does their value. More the notes other nations buy from a printing nation and more they use it in market, the influence of that currency is increased. The above feature makes embargoes more effective, since a nation which produces currency can prevent an enemy nation from using them and if they are successful in dominating the market, their embargo gets more powerful. It also makes market/financial control more challenging and necessary. Currency wars are also very interesting, in addition to the already existing Politics and War. Please comment suggestions if any. EDIT: Based on the discussion I think we can have common currency for an alliance, rather than for individual nations.
×
×
  • Create New...

Important Information

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