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Khorne

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Everything posted by Khorne

  1. smh talking about logic in relation to Kastor.
  2. Dude. This 'political motion' is only motivating people to troll you. It's the internet.
  3. You are legit asking someone to troll you by using your alliance name, flag, and pip.
  4. Lol @ the MAP part Only one nomination per post. LPS isn't included in the stats b/c we all know he's the God of Battle
  5. Results So Far: 7 Nominations: Tywin JR 6 Nominations: Nil 5 Nominations: Katie 4 Nominations: Mayor 3 Nominations: Ogaden Mepmh Prefontaine Avruch Shifty Thalmor Critters 2 Nominations: Saeton Reaver LordStrum Partisan Kastor Aerys Tim Armstrong Vanek Conroy 1: Worp Aenir Thorin (lol) Roquentin Space Uncle Lordship Woot IC Koso Hippo Roy Mustang PB Ole Khestra BoxcarJim DrKourin VonNorman Bambino Rozalia Yosodog jack3top Fraggle Eumir Big Brother Betulius Odin Hidude Apeman Senatorius Fasolt Jacob Stormrideon INH Arkiri Natinator DragonK Spooner Onurkk Rook Spite Karrde Hafestus Queen M Yang
  6. There's often talk in Discord channels about who the best fighters in the game are. For whatever reasons you may have (you can list them if you wish), list down who you'd want to fight beside you. Pick whatever amount you wish. (Keep it reasonable pls) I'll start off: 1. Tywin Lannister. 2. Ogaden 3. Memph 4. Prefontaine (If he was still here) 5. JR
  7. Implying any of that is not supposed to happen. If you're not a scrub, then you would be tracking mil percentages of every alliance every single day - nay, every hour. If people militarize, the wise choice is militarizing yourself. Not doing so just shows gross misjudgement of the then political landscape of Orbis. You talk about fully optimized cities and 'supermassive' militaries. That's supposed to happen. If they have a bigger military than you, they're supposed to win. If they have better building skills, they're supposed to win. Fortify currently simply nerfs all beige, not allowing it to happen if the defender so desires; which is something that this suggestion solves. Even right now, you only have two options if you're losing - be beiged, lose infra and resources, or continue to spam fortify and have your units and infrastructure mowed down.
  8. Protip: Post an actual DoE when you have the legit alliance open in-game. Oh and, include some relevant information in that, e.g your Discord server, your charter if you have any, your current Gov structure (Don't create many jobs if you don't have many members. Maintain a proper ratio) Please for !@#$ sake include a flag. Posting things like these is redundant, and it isn't achieving much.
  9. Agreed upon. But then there's the extremely obvious shit.
  10. In this thread... You see people putting out bold statements, getting said statements proven as incorrect, then backtracking, issuing another bold statement, and so on the cycle repeats.
  11. Thought about this for a while, said '!@#$ it, lesgo' and made this. If you're not short of money and resources, you want an optimized build. Unless your alliance has a God-tier Econ guy/gal (JR lookin at you ) those can be hard to get by. I've designed a sheet to help you with that: https://docs.google.com/spreadsheets/d/1DCkREmyENT3kmzIReorIKGaRr8uexrneaI1G97L6jvk/edit?usp=sharing Preview of what the sheet looks like. It's a simple tool that I'm looking to develop further, but for now, it calculates your income (resources and monetary income combined), based on the city build you enter down below. Some other information it requires is given at the top. Market prices are imported indirectly from the API, and as such can cause the build's income to fluctuate. Instructions: 1. Make a copy 2. Do w/e That's it for now folks, be back tomorrow. Accuracy: I think it's pretty accurate, haven't really checked. Food's off I think, will fix in the coming days.
  12. It may have been my post not conveying what I was attempting to say properly, but I think you misunderstood my point. Simply put, my point is this: It was CKD's first war, they have noobs. No matter what you may claim, there's few alliances out there that will be able to function with the same cohesion and coordination that they will be able to display after they've fought wars with each other prior. SRD posted this: I responded by trying to explain why people say what they say, and how their comments aren't invalid in it's entirety. Knowing HP, he wasn't trying to be either condescending or disingenuous, if he was it'd be more apparent. It's disingenuous, in-fact, to say that CKD's first war (even if it is led by former-TEst people) would see them achieving certain greatness. HP's post is merely him saying that CKD's war performance wasn't particularly the greatest, but that's understandable. He then proceeded to laud them for what they did achieve, and wish them a good rebuild. Dunno how that's disingenuous tbqh On that note, I'm not trying to be either, apologies to CKD (and anyone else that felt that way) if my posts came off that way.
  13. I don't usually reply to this sort of stuff, but whatever. I'll bite. Your post implies that the alliance in it's entirety is made up of the 'guys [that] have been playing for years and know how to run a war,'. As I'm sure you know, alliance leaders do not make the alliance in full, wars are the combined effort of both the leadership and the membership. I'm sure that CKD's leaders did the best they could, but to imply, or even simply state that untested, inexperienced members can do their best in the first try is nothing short of idiocy. Sure, there are a few exceptions (Mensa, for example) but unless the whole of your membership are experienced fighters, you can't simply assume that there won't be hiccups/dilemmas for the alliance to face. In-fact, this is exactly why an alliance's first war is a benchmark for them - you understand what your short-comings were, where you did good, where you did OK, and where you could've improved. It gives you new ideas on how you can improve your Military Structure and performance. These are all things I hope CKD experienced, as this is what will make them stronger in the longer run. Moreoever, talking about the 'guys [that] have been playing for years and know how to run a war,' you seem to forget that these guys were fighting with people that already knew the game in and out. New people, new outcomes; expecting CKD to do their absolute best is, frankly speaking, more than a bit odd. All the best to CKD. A speedy rebuild to you! o/
  14. Well at-least someone's helping them...
  15. I've got infra damage (and value - but let's be honest, Alex's stat tracker is often broken) dealt/taken statistics, but no unit damages dealt/taken stats. Would require a scraper that cycles through all wars - ain't nobody got time fo dat shit.
  16. It isn't a bug. Your cities just aren't powered: Check if you have enough uranium, my guess is you don't, hence the nuclear plants shut down.
  17. Although I get what you're saying, that highlighted part can easily be taken as you saying that the server is biased. As you probably already know, there's two main things you can do in a race to 0 resistance (To actually win); - Be extremely active, spam F5, (Tip: Open the attack page, spam F5 there rather than the war page) and get them to 0 before you get to 0, Or - Fortify before you get to 0, and while they're in a semi-inactive stage, get them to 0. When you're that close in a war, unless you're absolutely sure as to whether you'll get your opponent down to 0 before you get to 0, fortifying seems like the clear option. Just my two cents, feel free to ignore.
  18. Don't you mean Mother? (pls dont kill me)
  19. Economical growth eh? Piece of advice: Get used to war. Right now, the best thing you can do is raid the shit out of everyone that is in your range (be mindful of who you choose to hit, confirm with your alliance before you do so). If you don't, your economic build is going to get crushed; what most people forget is that the best economic build is NOT one that doesn't focus on military at all, rather, it's an optimized build you can protect with your military. Pure econ isn't going to get you far if you're involved in a war. Some basic Econ tips: Crime > Disease: IIRC crime's almost 10 times stronger (9.983 to be a bit more precise) than disease in killing people. For example, a 1500 infra city with 1% of crime would have about 14,975 crime related deaths, while the same 1500 infra city with 1% of disease would kill 1500 people; basic lesson: If you have both crime and disease, it's better to cut on the crime. Trading: Use the market: Selling; simple, and straightforward. You put up a trade offer, selling a certain amount of a specific resource, for a specific price. That price is PPU, or Price Per Unit. This can often be profitable in times of war, (like now) when you're not participating in a war, and have a large stockpile of resources. (Be wary of selling too much of your War-Chest [Collection of resources you use when you're fighting, to not spend your then limited income on resources.] because, simply put, you'll need it. Buying; again, simple. You put up an offer buying a certain unit quantity for a certain price. Don't get your price to cross the lowest sold threshold, some alliances have bots that sweep the market, and notify them when that happens. Playing the market; In simple terms, you put up a buy offer one dollar higher (some people don't appreciate this, you can place it at the same price, if you want.) than the highest buy offer (Be mindful of not crossing that unit's lowest sold price). Say, $1 higher than the highest offer for coal, once you have the money for your trade offer. Then, once your offer is accepted, sell the resources you just got for a cheaper price in the 'Sell' part of the market; you can either undercut the lowest sell trade offer (Say lowest is $1500, you place your offer at $1499. This is called undercutting, and people dislike it.) In short, if you did the last part, bought 100 coal for $1350, and sold your 100 coal for $1500, you just got an extra $15,000, a measly amount, but with time, and at a larger rate, you can make quite some money. Land and Infra: Always buy infra in increments of 100, and land in 500, unless you're trying to even them out at a straight multiple of 100 and/or 500. Also, always keep your infra and land in a 1:1 ratio, or 1:n ratio, where n is greater than 1. (Do the latter if you have say, 1700 infra in your city, and obviously want to keep the land amount a clean multiple of 500, you can do 1700 infra, and 2000 land.) General City Building: Learn Math. Seriously. While you're at it, Excel/Google Sheets is something you should know how to work with, there's several sheets that help you with choosing proper 'Profit' buildings in the correct order. Alongside that, there are nation simulation sheets as well (I for example have a few different ones lying around, correct to the +$2/-$2 range of a nation/city's actual income.) Create one if you're really as serious as you say, and you'll do well in all city building options. Oh and, last thing, read Kemal's guide. It'll set you on the right path. Good luck with the game.
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