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Kuuhaku

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  • Posts

    6
  • Joined

Profile Information

  • Gender
    Male
  • Leader Name
    Kuuhaku
  • Nation Name
    Imanity
  • Nation ID
    63327

Contact Methods

  • Discord Name: Kuuhaku#9897

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  1. As much as I like the idea, I don't see how this prevents new players getting bombarded/spammed with recruitment messages because even if each alliance only sends one out there will at least be a dozen of those within the turn someone creates their account. Putting a hard block preventing the new player to receive any message (besides maybe hard-coded specific accounts like Mountania) until the ingame objectives or a new player guideline informs the player about alliances and recruitment messages might be a solution to this, allowing the user to un/toggle this block on their settings or something. This toggle option can further be integrated with your idea of having flagged messages where someone can block recruitment messages instead of all.
  2. If the table is already consistent in the sense of "the higher the number, the worse it is for the column owner" (except obvious things like nukes launched/eaten) or the opposite, then I don't think it needs any change. If what I mentioned is not the case then I agree that it should be consistent throughout the column or there should be distinct indications whether it's a negative or a positive for the column owner. (In case it's not consistent) yes, but in the end the change would make the table more organized and easier to understand for new players and it's also not difficult to adjust yourself to having a consistent table in front of you
  3. Just a suggestion but in light of recent event that just happened last day change, wouldn't it be appropriate to put a rule against knowingly abusing a bug? It might be fuzzy to draw the line where someone does it knowingly or not, but one of the easiest ways of having it known might be having a "known glitches/bugs report" in changelogs or as a monthly thing. Idk just something I thought in the past 3 minutes but the MAP issue has been a bother for the last 3 global wars or even longer
  4. Your national tax rate and citizens' average income are in an inversely proportional relationship. Even if you alter your economic policies so that you can increase your tax rate, it won't do anything to your gross income as that will also decrease citizens' average income and balance it out. If you're talking about increasing your average income while keeping the tax rate stable, that's kind of already what you're doing in this game to increase your income.
  5. Why is NRF a requirement for this? Other than that, both the percentages and days are way too big, and the ROI seems to be very low depending on which nation you colonize. If I were to choose to colonize someone with 25m daily revenue, I’ll already have a quarter of my investment back in 5 days. I can just abuse this as a raider over several nations, repeatedly. Think of it in a full scale war scenario, where someone decides to take half of your revenue for 5 days, in addition to doing infra damage on all of your cities and looting your war chest already, while also being in at least 2-3 different wars. This is simply crushing the losing side even more.
  6. Happy Ellie Burt day to everyone \o/
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