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AwesomeNova

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Everything posted by AwesomeNova

  1. 1) You have less cities than me 2) Your cities have less infra and land than mine 3) Your cities have crime and disease 4) You have no power because of a lack of uranium, so buy more uranium.
  2. This is why I considered producing iron instead.
  3. Mechanically, your “nuclear missiles” are the same as the nuke that’s still in P&W, except more expensive since you need both a missile and a nuke.
  4. I don’t see how this is necessary. How does it effect/interact with existing mechanics? Right now, it’s basically just numbers going up and down without any purpose.
  5. The game doesn’t really determine a price, only calculates the average price of a resource. However, prices of products can stray from the average price, more or less, and people can even undercut it. In orbis, there are two types of people: the buyers and the sellers. The buyers wants to buy resources at the lowest price possible. They want the most bang for their buck. The sellers, on the other hand, wants to sell their resources at the highest price possible. They want to maximize their profits. Despite these desire, they can’t get exactly what they want. If the sellers price their products too high, then they could deter potential buyers. If the buyers demand too low of a price, then sellers would be discouraged from selling that product. So they make a compromise, as you will. What is the compromise? Well, it’s simple really: the market price. To answer your question, it is determined by people wanting to either find a cheap price or sell as high as a possible without deterring people. It’s basic economics, really, and it’s the closest we could get to pure capitalism, besides Monopoly.
  6. I'll put a censor bar over them.
  7. Does posting a video of me peeing on BK's flag count?
  8. Image Type: Nation Flag Image Link: https://i.imgur.com/0O6dlvd.jpg Nation ID: 63035
  9. It's like that for me, too. I thought it was from my end (since I'm on a 2009-ish Mac with outdated Firefox), but after looking at this I think the website isn't rendering imgur images properly. As you can see here the portrait, and nation and alliance flags aren't being rendered on this page.
  10. I think you mean demonym, right? Demonyms for our nations would be cool.
  11. I find the current military cap a nice compromise between gameplay and realism. A nation with a large population can, and most likely would, have a large military. A city-based cap would harm nations with a small amount of 2k infra cities, as they can't defend their high-infra cities. Conversely, pirate nations with a high amount of low-infra cities would have a very large military to raid nations with lower city counts. your proposed system would cause unbalanced gameplay. For 'realism' though, I think a sort of manpower systems similar to HOI4's manpower system is better. It's simple, your manpower would consist of a chunk of your population, and you recruit from your manpower. Then, it replenishes slowly. This is a decent idea, but I don't think we need THIS much realism.
  12. tbh, this would be useful. I support this.
  13. I think your getting casualties from the resisting population.
  14. Your nation score is below mine. lol Two of you cities are below 2k infra And so does yours.
  15. Hey Vatican. Welcome to the P&W forums.
  16. He wasn't confirming so much as he was responding to you. They gave you constructive criticism, but all you did was brush it off as 'negativity and 'trolling.' I like your idea, but it wasn't thought out well.
  17. I agree with the land cap more than what Alex proposed.
  18. The United States is willing to invest in PAMC and improve Aguacenta's economy with American shareholders.
  19. To honor the agreement of the UNSC, the United States Government is now developing three spaceships. They are dubbed 'Motherships,' the 'fighters,' and the 'battleships.' The 'motherships' house the much smaller 'fighters' outside of shipyards, and have enough firepower to defend itself. The 'fighters' are slightly larger than most modern aircraft and relay on their sheer numbers and maneuverability in combat, and swarm other ships. The 'battleships provide the main firepower in the new fleet. With the blueprints and schematics and some Imperium advisors assisting the project, the development will take about five months.
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