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Khorne

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Everything posted by Khorne

  1. A bird queen with butterfly wings pretending to be a bee.
  2. As far as I can see, the main issue you've discussed is that the input (energy/co-ordination) required is far too much for the output (effect on an alliance's trading ability.) My argument is that this would benefit those alliances with lesser activity levels. At the end it's genuinely just a mass PM sent by an alliance leader, to the people in his alliance. (Or really just post an announcement.) Not more than a couple of clicks and a few lines telling them to do so. At the end those that don't want to won't, and those that are inactive won't be able to, thus not upsetting any balance of inactive nations being able to embargo (in a way) other alliances, and at the same time won't really take too much energy on your part. With simple communication you can tell other alliance leaders to do the same. So really, it won't take too much time, though I agree that embargos of a nation on an alliance seldom reap (m)any benefits, but it also shouldn't take too much energy. About the unreadable list issue, it's a matter of Ctrl+G(/F) to find a name to delete. I do see how it would be a problem for players that use their mobiles for PnW.
  3. Tech advantages in the other world: 1 - Decreasing infrastructure bills. 2 -Purchase of certain military units. 3 - Revenue 4 -Advantage in military/spy operations {Increased damage} Let's get the first thing off right away, PnW doesn't have infrastructure bills. 2 - We have projects and resources in place of tech for buying certain units, which I personally feel as if is a better alternative. 3 - PnW actually gives you more ways of generating income, and the other world's system of relying on your own nation to make money is j 4 - Simply put, nations already sustain more damage than they did in the other world, and there isn't really a lack of 'destructive power' as Auctor said, which really cuts down on the need for tech. 2, 3, 4: huge boost to bigger, older nations, but provided little advantages to the smaller nations (and slowed down their growth indirectly) due to bigger nations wanting small nations to stay small so they continue to get their tech. (Sure, there will always be a gap between older and smaller nations, but this one would simply increase it by a wide margin) TL;DR: You really don't have much need for tech to be present, it won't give as many benefits as it would in the other world, would be hard to implement in the current status of the game, would make it harder for smaller, younger nations to catch up, and at the end even persuade nations to stay small. Player retention due to the change in the bigger nation's size (and the time it would take to get to the middle tier) would also decrease.
  4. They require the extra funding most likely. Once they've set up a sustainable holding, they can probably move down to lower interest rates, though tbh 5% for the secondary tier loan program, and 10% for the micro-nation loan program sounds fine. (Assuming they expand their current loan set-up - if they want.) (10% due to the fact that 1m is the max amount. 5% for the micro-tier would mean 50k, negligible in the long run for the bank, and not entirely hard for a micro nation to manage assuming they still get log-in bonuses - which they generally would at that level.)
  5. Although I get the gist of this suggestion, and wouldn't particularly mind something like this added assuming there's a checkbox of sorts enabling/disabling the option, as suggested by fistofdoom above, I still feel as if the point of this game should be to reward activity, and communication (and actually following what Gov tells them to do) between members of the alliance and their respective Government. The game rewarding the active alliances, and rewarding alliances that have better communication is one thing this suggestion would step upon. You can easily do this by sending out a mass PM (Already a game mechanic) and simply tell them to embargo another alliance. This wouldn't reward alliances that do have better levels of activity, and would just reward those that don't. Communication is vital and (mobilizing the nations in your alliance is very important) in this game, and while I agree that this would be a pain for some alliances to do, that's the entire point. If your members are active, and if your relations with members are strong enough to get them to do something you want, then it won't be a problem. TL;DR: This rewards (in a way) inactive alliances, and lessens the importance of active alliances in regards to things such as embargos upon entire alliances. Btw, previous thread and this.
  6. This ^ In any case, welcome to Orbis.
  7. What are you looking for in an alliance? I can help you from that point on. As for the guide, here's one. In any case, most alliances (if they're well established) offer guides for new players.
  8. Nice to see you come here. To understand the current political map of this game, the Treaty Web offers a detailed view on how things are running. Clustered alliances (represented by their flags) represent blocs, small or large. As you can see outright, the larger side of this game is Syndisphere-Obsidian-Order, (also referred to as Synd-OO). Names you probably recognize from the stay in the other worlds include NPO, NpO [Now Polaris], UPN etc. You might also recognize Fark belonging in the 'Nuke bloc', with the other two alliances being Alpha, and Nuclear Knights. (Heavy hitters in regards to their usage of nukes ) VE might stand out. Heck, you might also know CCC, known as Cornerstone here. There are the paperless as well - guys with no treaties, preferring the other way of going solo, Hogwarts, Roz Wei, Arrgh and Valkyrie. On to the alliance choosing aspect, what particularly are you looking for in an alliance, though? There's generally a variety of things an alliance offers, but these are generally what players are looking for: Guides/Game Knowledge: Mensa (In regards to war), Syndicate (In regards to Econ/War), Rose (In regards to Econ [ily Lilac and Sketchy]), BK, Chola and TKR (In regards to their noob programs). Community: In that regard, I'd say Mensa has a pretty active and involved community (Seeing as they migrate to other worlds as well, and generally establish themselves as powerful alliances if the world lives up), and - I hear - more than just finances your growth to the 'whale' tier. They also have some of the most experienced members in terms of war, and are known for their blitzes. But tbh, NPO's playerbase is one of a kind. They don't protest to being put under 100% taxes for the betterment of the alliance, and don't particularly care for their own personal growth, putting tiering before their own nation's achievements. (i.e. a very 'Group before the Individual' ideology) BK, TKR dominate the middle-tier, and will provide a variety of pretty chill people to talk to, and get to know. I know someone's going to lol at this, but Lordaeron has some people that just won't leave the alliance. Get on Discord as soon as they are pinged, and do basically anything you'd ask for them. Pretty helpful, yet, at the same time, comparatively in the lower-tier. Low Taxes, Chill Grants: Pantheon's got very low taxes [2% for money, 5% for resources) (see the 'Bank' subheading over on the wiki page, for the alliance mechanic) and cool grants, (10 cities, 1500 infra included - grants amount to $159m last I checked) so if you're looking for fast, aided growth, then that's an alliance you might want to consider. Other alliances offer the standard 8 cities, 1000 infra grants as well, which imo is a good policy, letting players grow on their own (aided to the point where they can). Rose IIRC offers project grants (If I'm not mistaken 8 cities, an Iron Dome and an Econ project) Moderate Taxes, Grants: Lordaeron runs a 30/20 set-up (30% money, 20% resources) and gives grants up till city 8, the Iron Dome, and an Econ project. It also gives half grants for cities 9, 10, 11 and 12. High Taxes, Grants: Now IDK how true this is, but I heard Mensa runs high taxes, yet at the same time gives grants higher than most other people. War, war, war! Want to get to know the people that are the best at war? This thread might give an accurate description. Econ ayyy: Rose or Syndicate. Rose has Lilac and Sketchy (pretty much god-tier econ players) and Syndicate has Jessica Rabbit (spreadsheets ayy). TEst Splinters: Cobra Kai Dojo, Knights Templar and Western Union are all made by (semi or fully) people that left TEst after it disbanded. Pretty amazing people right there, Also very experienced with the way the game operates. I don't particularly know what else people look for in alliances (I kinda just hop into their alliance, let them know this might be temporary, and draw my opinion of them) but um, I'll come back to this thread if you post some questions after this. Edit: Sorry for the wall of text
  9. I would've thought your members would have the status of 'Knight', rather than 'Warrior' Either way, good luck Eddard. (Btw you've got more people in Gov than you have normal members.)
  10. Khorne

    Free NRF!

    I'm interested. Nukes for the nuke god.
  11. Good enough I guess. o/ to the 20 cities.
  12. Well, never not up for donations. Either way, what made you want to quit? I thought after that activity level you'd stick around. Bye either way. (Can give what you want to)
  13. - (amount of infrastructure you want deleted). If I were to delete 10 infrastructure, as I feel you want to do, I'd type "-10" in the infrastructure box. Btw consider joining an established alliance to kick-start the game for you - or start raiding. Raiding is a good option at that tier. Plenty of targets that won't get you countered.
  14. Khorne

    Peace

    I'm just looking at the flag and going crazy. He finally did it... he finally put the flag...
  15. Can't be looted from a player's inventory itself. Problem is Mage, if you're inactive for a long enough period, you would get beige'd. But your activity cycle doesn't make it seem like that will happen.
  16. When you beige someone in an alliance, it gets you a small (depends really, can be small as 0.11% or bigger like 2.06%) part of their bank inventory besides the actual player's inventory. Gives you quite a few resources if the alliance bank is big. Invest that money into unlootable resources, i.e. iron, bauxite, lead, uranium. Save that. Donate, get credits. At the end, although your infra might burn, you have enough un-lootable resources that you can sell once your wars are over (Which would only be necessary if you have a blockade on your nation while at war), and gather enough money to buy cities. To see how much he gets, here. This play-style won't exactly be possible if the new changes are implemented, because he gets beige'd quite often, and the new changes get 10% of each resource in your nation, and that'd mean he'd lose 30% of all resources per round if he gets beige'd.
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