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Alastor

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Everything posted by Alastor

  1. I won an ordinary and an attrition war since I posted this, did not get achievements for it. Albeit they're both defensive.
  2. Swagrr recognizes BK recognizing us, we're flattered. I'd say it's our first time but honestly CoS beat you to it. GL;HF
  3. Are you looking for a community to call home? Worried about taxes or overt rules keeping you down? Swagrr may have a place for you. We operate on a singular principle - Honor among thieves. If you are a miscreant looking for a place to fit in or just a miserly old nation looking for a tax haven, we accept all kinds and have an open door policy. Join our discord and see if you're a good fit. You'll find the link on the alliance page.
  4. No particular rush to fix this but I have noticed that certain achievements are not being rewarded. For example, I've won both attrition and raid wars before on my nation but don't have those achievements.
  5. Raider - Win a raid war Strategist - Win 25 wars Fat Man - Build a nuclear weapon Blockadier - Blockade an enemy nation . edit: credit to Zephyr for pics
  6. Everyone here posting achievments that are already covered by the stats or awards... Gambler: Win more than 100,000,000 in a single keno bet Moneyball: Fully upgrade your stadium and max your baseball team out to 100 rating. Beloved: Have a forum reputation of over 1000 What's in a name?: Found your own alliance To lead, you must first follow: Join an alliance Veni, Vidi, Vici: Be promoted to the leader of an established alliance Community Organizer: Be recognized for your efforts at serving the community as a whole, not necessarily related to the game itself. (This would be a manually rewarded achievement probably based on a vote). To be or not to be: Be kicked from an alliance and rejoin it later.
  7. The two Viridian Entente factions really held a grudge.
  8. I logged in to check and see and logging took about 5-10 minutes total. Every single page (I went down the side bar to test) is taking several minutes. The "Alliances" tab would not load at all, got the 522 error. I gave up after that but I feel like the picture is painted. August 13 12:36 pm Next turn in 1:24 January 28, 2043 Players Online Now: 113
  9. I was wondering if my post would either prompt people to start nuking again or dump their bought-up food stores.
  10. Hello all, As a short break from your regularly scheduled forum salt, I'm a here to report on the global trade markets. I'm going to cover a few major topics all in one post so get ready! War Profiteering, Duplication, and Summertime Stagnation: A PnW Summer Economic Expose! War Profiteering has often been an extremely profitable venture, especially when there are multiple uninvolved parties selling to the fighters. This summer we saw PnW's (non-duplicated) total money sums pass half a trillion dollars for the first time on June 2nd. Alex's food-costing project update, combined with mini-sphere wars 'for fun', and finally World War Salt itself has pushed war profiteering global commerce to new heights! Between Alex's new project update and the beginning of Surf's Up, the world collectively made 70 billion sheepcoins from selling now-hyper-valued food. Once Surf's Up was declared, the world's resource hoarders once again minted sheepcoins by the billions to the tune of 85.7 billion between Surf's Up and World War Salt! Since then (June 16th) we've only seen monetary reserves inflate, albeit at a slower rate, by another 44.5 billion sheepcoins. Just to recap: That's 200 billion sheepcoins gained since May 8th - A ~33% increase in the world's monetary supply in 3 months. But while the financial sector is booming, the Dow-Roberts Industrial Index has not fared well during wartime. Summertime Stagnation is upon us. Since roughly July 1st we've seen every single raw resources flatline in terms of production: Coal, oil, bauxite, uranium, iron, lead - all making very little gains and some small losses in global supply. This isn't to mention the obvious - war is eating manufactured resources like hotcakes. Global steel, munitions, gasoline, and aluminum supplies have declined 30-40% across the board. Yet hope still remains deep in the recesses of the world graphs... Food has finally begun to produce net positive again! You heard me right. After months of being eaten like locusts descending on a field, we have finally seen a full week of positive food production again on Orbis. This is only after half the global supply was devoured by the ravenous swarm. Will positive production continue? Probably, says one guy I asked. For those of us waiting for prices to finally drop to buy the damned projects, here's hoping. Thanks for tuning in to another episode of "wow look at those numbers" by Roberts. I added gifs to this one so your short attention spans would be sated.
  11. tbh this would be a solid idea if they were clearly labeled. Micro announcements receive a ton of hate and that probably gives a poor impression of the community to new players.
  12. There's something to be said about persistence. Congrats and good luck with your new group!
  13. Acknowledging that military improvements give you military capacity, and that additional cities give additional slots for those improvements: I propose that an additional restriction be placed where nations can only declare war on nations within 5 cities of their own city count. Up or down.
  14. Since we're doing score changes piecemeal (still not a great idea when altering a formula btw): Aircraft have a 0.5 multiplier before being considered into score. So if you have 1000 aircraft this gives you 500 score. Acknowledging that planes are the highest-impact military unit, I propose changing planes value in the score formula to a flat 1.0 multiplier. 1 plane gives you 1 score.
  15. Pretty simple. Acknowledging that beige is seen as a strategic advantage to give the opponent after you've rightfully "won" a war: Change it so that attrition war type doesn't beige the opponent. It's the war type you use during major fights, thus applicable to idea that beiging would be a poor strategic choice. Raids and ordinary wars continue as normal. So you have to choose max loot+beige, balanced loot/damage+beige, or no loot/max damage/no beige.
  16. I actually am working on the war flag but it's.... I'm not a photoshop artist
  17. Didn't realize goon squad had a similar flag, but it is a common image. Just made into a pirate flag.
  18. This is why I think treaties should come in more than just the basic flavors. ODP/MDP/NAP doesn't cover enough scenarios. Conditional Treaties are needed! It's like only ever picking Chocolate/Strawberry/Vanilla for ice cream. Or, you know, just less treaties and then everyone can just do what they feel is best.
  19. Swagrr declares existence. Protected by Yarr. https://discord.gg/SVMpCAw and yes this is a stolen flag.
  20. Beige as a mechanic is intended to shelter "losers" from further curbstomping. With my suggestion the less you lose, the less beige turns you get. Edit: your alliance's strategy would have to then factor in the new beige design. More beige would benefit you though, right? My thought is to improve the intention of the mechanic, not necessarily reinforce the meta.
  21. Every image I've used is HTTPS but only the imgur ones were breaking. I swapped to a different image hosting wobsite and we'll see if that helps.
  22. To be fair, they (Syndicate) have lasted and prospered a surprisingly long time given that large swathes of their membership have split off to form other semi-major alliances.
  23. Hi. Beige is meant as a savior mechanic for losers in a war. Regardless of if the community actually beiges people or not, the mechanic is slightly flawed. So instead of beige being a static number of turns based on a simple loss, I have a few changes that will determine how long you stay in beige. Basically the idea is that when you lose a war you get a percentage of the current beige time depending on your current military. It would use your maximum possible military based on your city count. Say you somehow go into beige with maximum military, you get 1 turn of beige. You go in with 0% military, you get your full 24 turns (I think it's 24 turns?) I also propose that damage (not loot) scale on the same principle. If you beige an opponent with max military you do 1% infra damage, if you beige an opponent with 0 military you do 10% infra damage (current max). The only reason I exempt beige loot/alliance bank loot from this is raiding is often meant to go in and cause as little actual damage as possible so it wouldn't be very fair to nerf loot to those people. tl;dr - make beige turns/damage a sliding scale based on how bad you got beat rather than a static number.
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