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Ukunaka

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Everything posted by Ukunaka

  1. Ukunaka

    Multis

    Well I do think they are multis, especially due to their leader title being KING, logging at the same times, and having numerous mutual wars together **Possible multis for: **[Mahanaim](https://politicsandwar.com/nation/id=533999) verified: false networks total: 37 **Possible multis for: **[Gaucranya](https://politicsandwar.com/nation/id=534172) shared networks: 20/78 ( 19 same day) shared wars: ( (1727038,**1722844**),(1722595,**1722844**),(1727052,**1727048**),(1707912,**1700830**),(1701963,**1700830**),(1707912,**1708827**),(1701963,**1708827**),(1710994,**1711629**),(1733132,**1733135**),(1703562,**1703576**),(1703016,**1703054**),(1689000,**1689649**),(1705907,**1710557**),(1717590,**1710557**),(1710555,**1710557**),(1706790,**1707415**),(1703462,**1703613**),(1723333,**1723303**),(1697307,**1697734**),(1722624,**1724484**),(1708195,**1708201**),(1714776,**1708201**),(1677451,**1677523**),(1712766,**1712809**),(1722669,**1727046**),(1728705,**1727046**),(1722669,**1721020**),(1728705,**1732724**),(1733203,**1732724**),(1700480,**1700829**),(1705916,**1706445**),(1697290,**1697727**),(1735758,**1735759**),(1732772,**1732770**),(1731342,**1731663**) ) **Possible multis for: **[MAGNOLYAH](https://politicsandwar.com/nation/id=547230) shared networks: 1/36 ( 0 same day) If you dont think they are multis that is fine but as they are on the same network and have mutual wars all the time they should be forced to verify because they are still in violationof rule 2 2. Multiple Nations on the Same Network - Restrictions Violations Moderation Points Guideline: 25-50 Expiration: 1 Year There is no limit on the number of nations that can play per network, so long as each nation is owned and controlled by a separate individual. Some restrictions will be imposed automatically on nations on the same network to prevent cheating. Using Alliance Banks to evade trade restrictions imposed on nations on the same network is a bannable offense. Two nations on the same network are allowed to be in the same alliance, but they are not allowed to declare wars on the same nations
  2. Ukunaka

    Multis

    https://politicsandwar.com/nation/unique/id=534172 https://politicsandwar.com/nation/id=534172 https://politicsandwar.com/nation/id=533999
  3. **Possible multis for: **[Listria](https://politicsandwar.com/nation/id=384587) verified: true networks total: 6 **Possible multis for: **[384582](https://politicsandwar.com/nation/id=384582) shared networks: 1/1 ( 1 same day) shared trades: ( 10767830,10767843 ) worth: $47,069 **Possible multis for: **[Singapura](https://politicsandwar.com/nation/id=375361) shared networks: 1/2 ( 1 same day) shared wars: ( (1166418,**1170484**),(1166418,1170480) ) 3rd party transfers: 2 worth: $2,000,000 **Possible multis for: **[385152](https://politicsandwar.com/nation/id=385152) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Greater Emu Empire](https://politicsandwar.com/nation/id=379968) shared networks: 1/2 ( 0 same day) **Possible multis for: **[valkyrie](https://politicsandwar.com/nation/id=417923) shared networks: 1/2 ( 1 same day) **Possible multis for: **[The Burrow](https://politicsandwar.com/nation/id=405185) shared networks: 1/2 ( 0 same day) shared trades: ( 11404455 ) worth: $129 **Possible multis for: **[Ferrus](https://politicsandwar.com/nation/id=176330) shared networks: 1/33 ( 0 same day) 3rd party transfers: 1 worth: $1,000,000 **Possible multis for: **[328846](https://politicsandwar.com/nation/id=328846) shared networks: 1/1 ( 1 same day) **Possible multis for: **[somewhere else](https://politicsandwar.com/nation/id=417482) shared networks: 2/2 ( 2 same day) **Possible multis for: **[Laddustan](https://politicsandwar.com/nation/id=415370) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Bharat country](https://politicsandwar.com/nation/id=184908) shared networks: 1/55 ( 0 same day) 3rd party transfers: 1 worth: $1,000,000 **Possible multis for: **[LadduLand](https://politicsandwar.com/nation/id=415368) shared networks: 1/1 ( 1 same day) **Possible multis for: **[384279](https://politicsandwar.com/nation/id=384279) shared networks: 1/1 ( 1 same day) **Possible multis for: **[381533](https://politicsandwar.com/nation/id=381533) shared networks: 1/1 ( 1 same day) **Possible multis for: **[United Nations Philippines](https://politicsandwar.com/nation/id=407774) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Tuirtle land](https://politicsandwar.com/nation/id=320605) shared networks: 1/2 ( 1 same day) **Possible multis for: **[Karen Land](https://politicsandwar.com/nation/id=324574) shared networks: 1/2 ( 1 same day) **Possible multis for: **[320606](https://politicsandwar.com/nation/id=320606) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Pinewood Builders](https://politicsandwar.com/nation/id=418267) shared networks: 1/1 ( 1 same day) **Possible multis for: **[383972](https://politicsandwar.com/nation/id=383972) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Waluunanes](https://politicsandwar.com/nation/id=374573) shared networks: 1/6 ( 0 same day) 3rd party transfers: 2 worth: $2,000,000 **Possible multis for: **[DylVille](https://politicsandwar.com/nation/id=384941) shared networks: 2/2 ( 2 same day) shared wars: ( (1170480,**1170484**),(1170480,1166418) ) 3rd party transfers: 2 worth: $29,348,250 **Possible multis for: **[376687](https://politicsandwar.com/nation/id=376687) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Eggland](https://politicsandwar.com/nation/id=378869) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Spec Ops](https://politicsandwar.com/nation/id=382262) shared networks: 1/1 ( 1 same day) **Possible multis for: **[Halex New](https://politicsandwar.com/nation/id=174198) shared networks: 2/19 ( 0 same day) **Possible multis for: **[OlPan](https://politicsandwar.com/nation/id=417913) shared networks: 1/1 ( 1 same day) Here is alot more that have been on your network before, so they likely go to or previously went to your school as well. (The nation names that are just numbers are deleted nations) ((Sorry for the formatting the report was too long for locutus to format it and I cant be bothered nor care to do so))
  4. So you turn the tied in a war or block them from defeating you at the last moment but they still beige you because they had more resistance when the war ends? If someone cant complete a war they shouldnt get the rewards of it. Im not completely opposed to them being beiged, but no loot should be given on expired wars. There also should be no penalty for breaking beige, I dont even understand the reason for this. I also dont understand why there is a buff for winning a war.
  5. When you are doing any manufacturing, you need the project. if you are using 4 project slots and only building 25% of your cities in each type thats waste of project slots, and if you were maxing all 4 in all cities that would use alot of improvements and even maxed recyles and hospitals wouldnt be able to clean all disease. 2 types can be manageable but without any civil projects would take 5 hospitals and 3 recycle centers. (4 hospitals if munitions and gas combo) that's 18 (17) improvement slots, so I really wouldnt recommend it unless you're in a higher city count. If you want to do manufacturing pick one get the project and max it in all cities.
  6. *CB is fully validated only if they peace in 1 round* **contact any concierge located in all major Lastonian cities for information on partial validations
  7. Yeah blitzkrieg definitely needs work, my idea for it was that it has that effect for the first 12 turns of any offensive war they declare instead of when they change to the policy.
  8. Yeah I'm with you on this one. Though the very 1st suggestion about making attrition wars increase improvement loss I am In support of. I'd also be ok with buffing Tactician policy.
  9. A person that is interested in city building should still join a raider alliance first. that way they can get their 100 wars won+lost slot with 20 rounds of raiding (less if they get countered enough) and stack enough loot up in their bank to fund many of their own cities. Instead of being debt trapped in their 1st alliance even if they dont really like it, unable to leave because they cant get out of debt since they were forced to build up out of the easy money tier too early and might also have raiding restrictions on most things in the tier they were built up too. Other than raider alliances, academy alliances that emphasize raiding while small and then growing when they are actually ready are also fine.
  10. I think all that did was increase the margin of error in calculating slightly. Highest miscalc ive seen since the change was 2 off, and that was only once. Before I only saw 1 off very few times. Setting aside that the visibility from score makes this all irrelevant here are a few benefits I see: 1. You wont be able to know who has the big stockpiles in an alliance your about to hit, so you do not the primary spy targets to wipe spies, pin them, and pop the rockets. 2. You wont know when someone has built a new missile or nuke that day, which cannot be destroyed. So even if you spy them and see only one rocket of that type, you wont know if they are protected the same way you can now if you see a new missile after they had none or used/lost the ones they had. 2-b. Bots/scripts wont be able to track them being built to know if some were built after a reset. 3. It means if they have the project they may have a huge stockpile until you prove otherwise. Acting as a deterrent or bluff.
  11. Nukes used to be, but as they add score it is very easy to calculate the exact number by subtracting all other score sources and counting whats left. Spies are also easy to calculate with a very small margin of error.
  12. Daily login bonus is given upon logging in after the default reset time, regardless of what reset time you have set in account settings. This means that someone whose troop rebuild has not reset may get those funds early putting them at a disavantage as they can be stolen before their reset, and those whose reset is a few turns before cannot use those funds as part of a double buy putting them at a disadvatange those on default resets dont have to face. This also means that someone can log on within the window of time that would qualify as a daily login relative to their reset time, but not relative to default reset, resetting their bonus which is a bit unfair imo as they are still logging on once a day relative to their reset's timezone. Example: Player with default reset logs in at 0:01 Jan 1st (UTC time), doesn't logon until 23:59 January 2nd Player with turn 2 reset Logs on at 02:01 January 1st, doesnt log on until 1:59 january 3rd. (0:01 Jan 1st & 23:59 January 2nd in UTC-2) Both of these are 47hrs & 58 minutes but only the player on default timescale gets their full bonus, despite neither missing a login before their respective reset's timezone. Obviously when there was no ability to change your reset time earlier on this was never an issue, so this was likely overlooked with this implementation, so my proposal is simply to synchronize the daily login bonus and it's time parameters to match the time set as reset.
  13. When flipping credits you need to either be prepared to play long term markets or only buy enough to keep it under 10 sales/ month.
  14. I kinda would like it, but what i'd like to see even more is a reduction in tanks upkeep cost, since max tanks cost almost double max planes in upkeep, and many times end up just being a liability, especially after someone gets air superiority.
  15. I (They MOSTLY) Mutual Defense A direct attack on one signatory is considered an attack on all signatories. (WE RESERVE THE RIGHT TO FLAKE ON THIS TREATY IN THE EVENT OF SUFFICIENT DOGPILE ON ONE SIGNATORY BEFORE GIVEN SUFFICIENT TIME TO ENACT OUR OWN)
  16. no, its a valid CB wildcard for any sphere that thinks they were the target
  17. Milestones - when you reach the 5000x infrastructure milestones to unlock a project, the slot should remain even if the infra is burned away the way the 100 wars & base project slots are permanent, so that people aren't forced to repair infra to change projects or if they unlock the 100 wars slot but no longer have the infra of their last project they can actually use the new slot. Completely Remove Project Timer - while the city timer has a balancing function, the project timer is nothing but a growth throttle that isn't really needed, and so i would like to see the project time removed completely or at the very least immediately separated from the city timer (a 5 or 10 day timer after destroying a project to build another with that slot only could be an exception if deemed necessary) Bonus Suggestion: it would also be nice to see the 100 wars won/lost concept expanded on, with another slot unlocked at 250, 500, & possibly every 250 or 500 multiple after 500
  18. Increased daily spy purchases you can now buy 5 Spies a day (now takes 10 days instead of 25 to max[50]) Intel Agency adds ability to purchase 1 more spy a day (now takes 10 days instead of 20 to max [60]) Spy Satellite adds ability to purchase 1 more spy a day (maxes at ~9 days (8.5 days with Intel Agency[60], 8.3 days without[50]) Intel Report operations separated from limits on other Operations you get 1 spy op & 2 intel reports without Intel Agency, and 2 spy ops, 3 intel reports with Intel Agency New Operations Instigate Riots/Unrest - adds a Crime factor that ignores police for 12 turns Sabotage Banking Network - adds a temporary reduction to commerce in the city with the highest commerce for 12 turns Special Operations these operations can only be used on nations you are engaged in war with Sabotage Logistics - Removes 1 MAP from target's war with you Blockade Run / Blockade Break - Breaks Target's Blockade on you [option 1: temporarily allows trade for 2 turns (does not technically remove blockade so bombardment can still occur (when that update comes) and doesn't require re-blockading)] [option 2: breaks blockade] Buff to Operations on targets engaged in war with you do 50% more damage when executing sabotage unit operations on nations you are currently in a war with (excludes spy assassinations, missile sabotage, & nuke sabotage) Change to Infra Sabotage Operation Infra Sabotage operations now have a miniscule chance to break non-military, non-power improvements if successful, and the infra damage they do is increased slightly Bugfixes and balance patches coming soon, please leave feedback and report any bugs you find.
  19. i also think attrition should have a higher degree of improvement destruction in both navy & ground, and raid should have lower than ordinary. id also like to make ordinary kill more units than both, so that it is more than just the middle ground for people unsure if they want to raid or burn someone.
  20. why is it that high? wouldn't that mean that anyone that doesnt have an xxx3 build would never be able to use this, since xxx2 would only be capable of fielding 66.6...% of max navy? i get that you dont want a 1 ship navy blowing up improvements but maybe we could reduce it to like 50 to 66.6...% needed so more people could use it?
  21. the cure to spies killing too many spies and most of the other issues with spy warfare is not nerfing assassination ops and spy sats, its to increase the daily buy of spies, which currently take 25 days to max without projects, 20 days to max with intel, and 15 days with both intel and spy sat. increasing the recover time of spies makes spy pins much less brutal, and balances the spy game while not making it obsolete or a waste of money to engage in.
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