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Holton

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Everything posted by Holton

  1. Yeah. Drawing lines is only half of a shake up. Now we wait for lines to be erased.
  2. This made me actually laugh because I read it in his voice. Amazing.
  3. The tensions at our school have finally come to a head. The House of Slytherin has made its long-anticipated move against the other houses, beginning with their most bitter rival - Themselves. The purging of the unpure blood within their own House has begun. The muggle-born Ace was an unpopular choice when first admitted to Slytherin. He lacked the cunning and the tenacity that is so often found there and fell behind in his studies and social life as a result. The Dark Lord Partisan is now scapegoating poor Ace's lineage as the cause for his lack of success. In an interview with the Dark Lord he was quoted as saying "I hate mudbloods." when asked about Ace "They will be the downfall of Slytherin and cause the collapse of all wizardry! They will be purged!" Late yesterday afternoon, the battle begun in earnest. Pictured: Death Eaters, loyal only to the Dark Lord, begin assaulting Hogwarts itself in order to purge Ace. The Death Eaters, faithful servants of the Dark Lord, began their assault upon Hogwarts with Ace inside. The other students either fled or hid, unwilling or unable to stand up for their fellow student. These are a few pictures of the events thusfar: Pictured: Ace's troops watch as the magical barriers protecting the school begin to crumble. Ace's defenses begin to fail in earnest. This battle has not gone without innocent lives lost. As Hogwarts bleeds, so too do all of us. The blood spilt this week will not be soon forgotten as reportedly one couple that valiantly died defending Ace have a recently newborn child that will now go through life never knowing their parents. Saddening, to say the least. But now for some juicy stats! Ace has lost a total of: 5,434.6 infrastructure (almost $200,000,000 worth of infra at that level) $45,886,272.40 in monetary losses 161 score All in the first wave of attacks. That's a lot but for some perspective: Ace still has almost 81,000 infrastructure after his losses. Always fun to watch whale hunting! Shame on Dark Lord Partisan and his cronies, attacking innocents and making orphans!
  4. I really like your alliance theme. Also - everyone saying "micro-drama", Cornerstone is in line to become the next Pantheon. Quiet, allowed to grow unmolested, and eventually going to take the number one spot.
  5. Generally speaking, when you migrate games you're looking for a clean slate. There's nothing inherently wrong with bringing a community in from elsewhere. There's just this circle-jerk here about not wanting to be (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways) when 90% of the active playerbase came from (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways). The game has new alliances formed from groups that were friends from (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways), we have people who never knew (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways), and we have migrated communities from (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways). That's a good mix and should be valued for what it is.
  6. http://www.piday.org/million/ Happy pi day! Be careful about opening the spoiler unless you're a real pi fan.
  7. He can only be blamed when he rejoins Rose. Til then the Throne lies empty.
  8. I'm sure all the warm welcome in this thread will encourage them to look somewhere other than their protector!
  9. Democracy usually means leadership turnover Welcome to Orbis!
  10. To expand a bit - corporations would be tied to the resource market index. So initially your returns would be, say, 0.5*Market_index per day. So right now that'd be an extra 8,000 for a basic corporation. Each upgrade would boost the income so: 1st upgrade - 0.75*Index per day which would be about 12k per day 2nd - Index per day, so ~16k per day 3rd - 1.2*Index per day etc. The idea isn't to create a money-sink that never gives returns. This would be a mechanic that could potentially involve multiple people collaborating to bring in actual additional income that would impact their bottom line. Sort of like treasures do now but it would be a buyable thing that you would have to build/work at and not limited within an alliance (per se).
  11. Why: Politics and War's strength over other games in the genre (nationsim) is its diverse economic gameplay. There is no singular right way to play for every single nation or alliance - the economic gameplay should and does shift based on certain criteria. Differing tax rates for example, city builds, infra levels, loans, grants, we've even seen the rise of player-made "banks". So building upon this inherent strength of the game, I think an addition of in-game corporations would be not only interesting but add an entire new layer of depth to economic gameplay. How: So every player would have three options: Create a corporation, Invest in a corporation, or Nationalize the economy (not participate in Corporations). In order to accommodate all styles of economic roleplay, all three should provide benefits. This way we could implement a new feature and the communists/fascists wouldn't have to break immersion. There could also be a separate alliance tax on corporations. 1. Creating a Corporation - Again, similar to the baseball team, you start off small and grow through investment. You would have the option to either privately invest and grow your corp totally under your control and 100% of the profits (benefits) would go into your pocket, but so would the expenses. Corporations give you an income proportional to your investment - based on the current Market index. 2. Investing - I feel like this option should be open to all players as long as they haven't Nationalized. So even if you have a corporation you can invest in others. In order to invest, the creator of the corporation must either allow you (or your alliance) specific access (sort of like a reverse-embargo?) or take his corporation public and allow anyone to invest in it. This allows corporations to grow at an accelerated rate and potentially generate higher profits, but the profits become split proportionally among investors. You may also buy/sell shares of corporations amongst other investors (or if this would be too complex, you could simply "cash out/liquidate" your share of a corporation(s).) Investing gives you income proportional to your investment, proportional to the profits of the Corporation. 3. Nationalizing - The "I wanna roleplay my Communist nation" option. Choosing this will disable the options of investing and creating a corp, but it will also give you a flat-rate boost to your economy. You can disable this option any time should you wish to invest or create a corporation. Once you enable this, you automatically "liquidate" all of your stock in any corporation. There could be additional features added into this idea to expand it but I'm trying to keep it basic for the initial pitch. I also purposely left actual numbers vague as I'm not initially sure how best to balance it.
  12. Invest in the Orbis Note, nowhere to go but up and up it's gonna go very soon!
  13. This is a shockingly astute comparison.
  14. Fake news! Fake news! UPN doesn't still exist so there was never a treaty to carry over anyway. Congrats to Lord and TBE!
  15. Heh. This conversation has gone full circle more than once. Don't know what left to be said. NPO is purposefully sacrificing growth in order to be more effective in war and potentially turn a losing political situation into a winning mechanical one. No they can't still do that by growing past 2k score. I get your argument, I just disagree and think NPO is doing the right thing.
  16. Yeah I wouldn't mind a bump in the winnings amount. I think it's reasonable now that you can instaboost to a 5 city nation to say baseball income can take a slight buff. Un-upgraded my team pulls in 10-100$ plus whatever the win bonus is (though I rarely win). I don't think it would destroy the economy of the game to make it give $100-1000 per game. The numbers might not be able to scale with upgrades though.
  17. Arguably, an influx of new players large enough to influence the outcome of a major war would number in the hundreds. That'd be good for PnW. But this suggestion would only allow people to come in and join the fray under certain conditions that I would argue could not sway the outcome of a war. 1. They can only build to a certain limit that isn't anywhere close to the upper or middle tiers by definition of the formula I'm (at least in theory) proposing. 2. In order to effectively fight immediately after creation they would need complete funding from other nations or likely an alliance. Multiply that funding out by the number it would take to influence a war... And I think your argument begins to fall apart fairly quickly. It would simply take too many newly created nations to affect a war's outcome to be a realistic stopping factor to this suggestion and it would also be prohibitively expensive at those numbers even if they did all influx in. While that is arguably one formula we could use as a "new players can immediately get involved" mechanic, I feel like relying on only one nation for these metrics would be overly-exploitable in time or end up creating a weird metric. I do like the thought of narrowing down the margins though. Somewhere around 3000/5000 nations right now are below 100 score, so obviously a blank average wouldn't effectively allow the active new playerbase to accelerate their growth to match older players. Well Sheepy has already shown interest in adjusting his game to allow for new players to become involved more quickly. I feel like credits are a murky way of saying "pay to win / pay to catch up" and that violates the spirit of a free web-based game. I don't think allowing new players to jump into a reasonably viable range should be something you need to spend actual money on - or go through the efforts of waiting for enough credits to come onto the market etc.
  18. The intended recipients will understand the implications.
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