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Everything posted by naTia
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I knew it
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NAPs definitely haven't always been as strong as they are now. Something to be made between alliances who didn't trust each other not to suddenly blitz the other without having something on paper. World War Alpha involved a NAP break between TAC and EoS because honoring an MDoAP was considered stronger. And the game mechanics have never enforced NAPs to allow for flexibility in making political decisions regardless of treaties. But this isn't a statement on the current situation. Not only has the game evolved a lot, but there wouldn't be NAPs if there weren't some expectation of political repercussions for breaking one without sufficient cause. That is up to the court of public opinion.
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The people aren't ready for a reality so based as this
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Catch y’all on the flip
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Backroom politics prank (gone wrong) (gone global)
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I guess so
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Fair enough, they did specify it had to be an alliance founded in 2023 last year. They didn’t this year but probably should have. If we’re thinking about sports though it probably makes more sense to evaluate someone based on their performance at the end of a season rather than at the start.
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Presumably because TSC existed for 3 weeks of 2023
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Definitely in favor of seeing the city changes implemented. Very curious how this will impact the variety of playstyles for new players. Similar deal with the increased colors and treasures, including the new categories. All seem to be conducive to meta variety. I agree with what others have said about the treasure spawning rules though. I don’t like the 30-day or color-matching requirement.
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Shamelessly co-opting an Aba analysis I see. In all seriousness though I more or less agree. I think a numerical advantage provides a major strategic benefit, even in spite of the potential for uneven skill or activity distribution. A player that seems relatively inactive but is max milled is still a potential liability to not target in a global. And to an elite AA facing off against a mass AA, that means at best excess losses and at worst the makings of a losing war. But importantly when you recruit you’re often not just getting numbers to pad your stats or distract your enemy. Encouraging new players to raid and thus propel themselves drives self-sufficiency, mechanics competency, and general responsiveness. Granted, the type of player who can follow through on the play-style involved comes through maybe 1 in 5 applicants, and results may vary based on IA competency. But overall that’s often good enough to build a pool of relatively reliable new players. But I can’t say I don’t understand why everyone isn’t hopping on this train. While not in-game resource intensive, it can be time intensive. And frankly you could put all your effort into trying to get someone to follow a play-style and be engaged, but if they’re not having fun they’re going to just leave and that time investment is lost. As well, the game has changed so much that I think it can be difficult for veteran players to even comprehend what the new player experience is like. Playing the game efficiently in this era is a lot different than in the past, and is pretty divorced from the “build and customize your own nation!” type messaging that the game markets itself on (though perhaps this has been true for a while). Not to mention that raiding was once a pretty niche play-style. A lot of veterans don’t know the first thing about maximizing raid profit. And the meta has even shifted since raiding became standard practice. Overall I think new players are a very overlooked part of the game. From what I’ve seen, the idea of “low tier MA”, for example, more or less just has the makings of a bad joke to many players. But I think there is a difference to be made if not an opportunity to be capitalized on by focusing on and shaping the new player experience in a way that both makes an impact in the game while being meaningful and engaging for the new players. Frankly, to Roberts’ point, it can be difficult given the state of the game, but I think there is more potential than many might presently realize.
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Player of the Year: Ronjoy Most Influential Player: Ronjoy Most Likely to Succeed in 2025: Ronjoy Best Alliance Leader: Worst Alliance Leader: Best In-Character Poster: Best Villain: John Christ Nicest Player: Ronjoy Most Controversial Player: Most Missed Player: Abbas Best Nation Page: Ronjoy Best Fighter: Ronjoy Best High Government Member: Most Online/Likely to respond in 1 minute: Ronjoy Best War Criminal: Hatebi
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I still have some questions but I am both entertained and generally supportive
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For full clarity I feel it makes the most sense to refer to your alliance exclusively as "The House (TGH)" so that it could not possibly be confused with any other existing entity
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You should join an alliance
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Radical. Ripped a double blinker on my stiiizy and my plugplay to this.
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Official Statement from the United Nations of Orbis
naTia replied to Praxedes IV's topic in Alliance Affairs
I’m in -
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I’m actually a jodo reroll
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Fossils can make jokes too
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More micros trying to stay relevant, snore
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Gross income: Calculate per city income, and then add them all up. Is modified by new player bonus, color bonus, and alliance tax. Per city income can be calculated with: City Income = (((Commerce / 50) * 0.725) + 0.725) * Population Which requires: Population: https://politicsandwar.fandom.com/wiki/City_Formulas#Population_Formulas Which requires: Crime/Disease: https://politicsandwar.fandom.com/wiki/City_Formulas#Crime_and_Disease_Rate_Formulas And commerce, which you just calculate from your improvements. Improvement upkeep cost: The formula for this would be way too long to write out. This is just a matter of adding the operational cost values of all of the improvements that you have. Easiest way to implement I can think of is just to have a table of all the cost values of each improvement so you can multiply them by the count in each city, and then add it all up. They're all here: https://politicsandwar.fandom.com/wiki/Improvements Military upkeep cost: Same as above, just adding up counts multiplied by costs. Modified by whether you are in war or at peace. Costs are here: https://politicsandwar.fandom.com/wiki/War#Units Net Income = Gross Income - Total Improvement Upkeep Cost - Military Upkeep Cost Been a hot minute since I've done this, could be missing something(s)
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They had to shut it down. The people weren’t ready.
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At very least this definitely would have been like 1 of 5 different war threads that were all at least 8 pages long. These salt mines aren’t what they used to be.
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You’ve done great work here. Best of luck out there.