Jump to content

Mohammad

Members
  • Posts

    192
  • Joined

  • Last visited

Profile Information

  • Leader Name
    Mohammad
  • Nation Name
    Ottoman Empire
  • Nation ID
    128428
  • Alliance Name
    Imperial Guards

Contact Methods

  • Discord Name: Mohammad

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Mohammad's Achievements

Advanced Member

Advanced Member (4/8)

43

Reputation

  1. i agree that timers should just be removed. I doubt anyone in the C30+ range buys credits to get cities, since it takes far longer than 10 day to get enough cash to buy new cities. seeing as cash is the real obstacle to buying cities, i say just get rid of the timer for cities.
  2. Yeah, blitz is in fact a sign of "noob" players and juciy pirate targets. Should be changed to just be an inverse-fortress, starting wars with 7 MAP's, or have the +10% bonus for the first 24 hours of EACH war.
  3. a war xp mechanic like Hoi4 would be cool. nations with more wars have better effcicnncy.
  4. I agree with the mentioned points. Max raw should cover the max manufacutring of that same resource. Additionally, i think the ratios for raw to manu might might need to be re-balanced
  5. yeah, proabbly one of most reatrded game changes. makes tanks way too op. previous 2/3rds mod kept it so only planes can kill planes
  6. i agree with most of the proposals. and numbers can be tweaked. my personal wish is to bring back 6 IT ground.
  7. my idea for the war range thing was to make it based on cities. Declare on nations with +/- 10% of your city score. This would limit lower teirs to a confined space of nations to declare on (>10 cities only being able to raid nations with same city count), whilst giving a bit more leg room as nations grow (a c40 would be able to hit a c36, which is not as bad as the max c20 hitting the zeroed c40). the 10% is my rough estimation, but looking to see what yall think
  8. I always wanted this as a mechanic for beige, so that "beige-batting" becomes a thing of the past. That was back in good ol days of 6 IT wars, where it was possible to turn a war around But with the current trend of 3 v 1 dogpiles of nations with 5 more cities that you, i think this is a bad idea.
  9. ^ this it used to be that way, but now we have nation policies that we change accoridng to our nation status.
  10. Well since this post got attention recently, I think it is worth revisiting. I think that an overall decay of all resources should occur, at different rates. For example say 5% (random number) of food decays every day. this is regardless of how much food you have, and/or where it is stored. If you stockpile the food, and don't spend it, it will rot. Therefore, nations will rush to invest their resources before they expire. Same can apply at different rates for different resources. Maybe Gasoline 3%, Lead 2%, Uranium 1% etc. (numbers are placeholders obviously.) Now the counter-argument is: what's the point? What does the game have to gain from this? Well, we can all agree their is an ever-widening gap between the tier of older c40+ players and incoming ones. This gap doesn't seem to be closing, even more so as the top AA's have developed economies so strong, they can rebuild within a week of a months-long roll. one of the major reasons, i believe, for this is the massive stockpiles of resources. Just a quick look at Data Visualization shows that we have food from 2019 still in nations banks. Stockpiles maintain the historical advantage of the whale tier, whilst preventing any rising power from ever being able to compete with it. Having resources degrade/decay over time will change the strategy form hoarding and stockpiling to seeking out investing opportunities. Instead of putting 1 Bn steel into your alliance bank, it will be more worthwhile to spend it on projects and infa for your lower tier. hopefully, this would encourage more investment into the new members to allow them to reach mid tier and remain in the game. However, their are some possible downsides: - what about money? if money doesn't decay, then whales will just stockpile cash, which doesn't change much. - decaying resources will raise prices, especially for expensive projects/cities - If resources constantly degrade, then market volatility will greatly increase. while i am so in favor of this, i can see the arguments for a more stable market based on secure stockpiles of resources. Open to comments/suggestions. I think the time-based expiration was a bad idea, but the overall flat percentage decay would work a lot better.
  11. I like the City Score change. idk why everyone is hating on it. wars should be fought based primarily on City count, because that's what determines the total military capacity of a nation. infa doesn't really matter, and using military score as the basis for wars is redundant. The superiority changes sound stupid imho. I am personally in favor of Ground being returned to blocking 1/3rd of enemy plane power. rn tanks can kill/destroy/steal everything but ships. But requiring 2 IT' to get the effects just over-complicates everything. My personal hot take is return to the 6 ground IT's for victory. I remember those wars could easily be turned by coordinating with skills and not just dogpiling. It only took 1 break in the enemy to return to square 0. If you were smart with ur buys/attack's, you had a chance. Now its just who blitzed first, congrats on winning the war. but I haven't found many who agreed with me on this so idk. i like the beige changes, but I would also like for some mechanism to encourage finishing wars FAST. The goal should be to beat the enemy, and beat them fast. "sitting" on someone seems like it defeats purpose of a fun game. Maybe have increased loot/infa damage in start of war, and have it be reduced as war drags on, so its more worthwhile to beat Nation A and move on to beat Nation B quickly, instead of sitting on Nation A for 5 days. An easy fix I have always thought about is reducing defensive slots to 2 instead of 3. It would greatly reduce impact of dogpile, since saturation for dogpiles will be 2-1. It would also require the 2 attacking nations to coordinate together, and so makes life easier for trying to coordinate a push. Overall, i feel it would just make the game fairer, and let people who are hit have a fighting chance. If u have any constructive criticism, backed with facts/logic, and fueled by genuinely wanting to improve the game xp for everyone then PLEASE, feel free to reply and lmk what you think If you have anything else, then kindly roll it up and shove it up ur ass.
  12. here's to more years, and switching to an Ottoman-Theme with ultra-Turkish nationalist anti-armenian Krampus as sultan
  13. so we are commmie aa and TI became commie but our allies dec on commie who we support? - BOTH
  14. the KGB has infiltrated all the alliances. next up is GOB and the t$. TFND has been waiting for new capital influx
×
×
  • Create New...

Important Information

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