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About KiWilliam

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  1. If I have to explain how I did my tiers, I don't want you to know.
  2. Truly a creative & diplomatic approach to finding peace in our time. Good job to everyone involved Unite the Clans!
  3. I am posting this note of encouragement so I don't get fined. (Looking forward to it my dudes)
  4. I just wanna say I appreciate the explanation of the tiers; also that's a different and useful metric to try and rank alliances (and then compare with others, or look back at).
  5. KiWilliam

    Code go brrrr

    You're just misrepresenting what happened! Don't be so dishonest!
  6. Doesn't that place have many "worlds" you can play on, so you lose one you got to play another? Or even play multiple simultaneously? Unlike pnw that is a single sandbox and persistent?
  7. Why isn't there an option in the poll to forgive certain things, not forgive others, and take certain things to the grave? It's like I actually have to post to get my message across. I have many grudges, and have forgiven many things. Many more things I have not forgiven, but find futile to discuss with the offending party, and those things just fester and leak out into my gossip slowly in different voice chats (over many years at times).
  8. Misleading? I'm not saying that it wasn't tested, incorrectly, or at all, on a Test server. I asked for it be tested correctly as it would be implemented on the main game, same on the test server. If others don't want that, that's their personal opinions. No one is going to read my post and get mislead. You're being misleading by not addressing my actual point.
  9. Could we maybe, after hearing about the input, perhaps, try? Dare I ask that the suggestion that we.. Test? new changes on something like a Test server (that works and has the changes coded correctly as they will go into the real game)? Radical I know. Sorry for shooting off from the hip. But maybe if we could have the changes announced a set period of time in advanced, so if someone knows bauxite is going to be more valuable, everyone has the; in theory equal chance to know about it, then an in theory equal chance to test it out and realize for themselves how important a resource might be, and then have non-zero amount of time that if they want to take advantage of the market in the main game, they have to buy and old on to it for idk, 14 days to 2 months, as to mitigate any profits they would get from suddenly buying lots of bauxite or whatever and then its value increases 40% the next day. Just my humble thoughts. If we couldn't easily make a server to test things on, then I don't want to ask for too much, and we could just not do that.
  10. Why not just start out new nations with more mines or factories or cities? Hell give them 3 (?) cities to start with different specializations. So one for farms, one with factories, and one with mines. Maybe one with commerce. It may annoy more alliance trainers who have to hear "but I want to farm in my cities" but alliances have to train the bad habits out of dumb new players anyway. By giving a new nation a "taste" of each type, they have more things to play with, and have in their nations to control, more options. If you made it really advanced, and used different power plants in each city, and then included that in the tutorial (that people can skip, but mention it in the full tutorial) it would be even better at making sure new players actually have to interact with different aspects of the game. Interacting with something will teach someone (or at least make them aware of it) almost infinitely more likely than simply seeing in on the page if they are able to over look it. The bias you take for the tutorial (what direction the tutorial makes them take to get the cash bonus, e.g. decomming farms and buying a stockpile of 400 per city from the market, or to go to coal mines and coal power plants, etc would be at the discretion of whoever is designing the new tutorial) To not fully ignore the actual OP & poll, I feel the activity boost and all the other various new member bonuses may not be enough to fully give a player a taste of everything (my proposal), but this isn't doing much more than for example increasing the daily activity bonus. If they don't actually understand what's going on, or have to do anything to get it (such as, just signing in), they're not interacting and learning the game anyway. EDIT: To pile on to that last point, increasing the daily sign-in bonus at least makes them do something to earn it, rather than this current proposal. I think tying a resource bonus to daily activity would be a better fix than the current proposal. Still not my preferred option however.
  11. You don't know how hard this hit me.
  12. If you ask certain people: zero per city. Whoever is deciding this needs to pick something that makes sense with all the other decisions made, as well as the meta of the game, and the current in-game population (don't use average {mean} when we have too many 1 city nobodies, use median or better yet drop off all the inactive nobodies). My opinion about if we should have a cap, higher or lower or not aside, 50k per city for 1m at city 20, is "about" the median if we have players from city 1 to 45, and still uses that magically arbitrary one million figure for that median city number. As well it's 500k, or one day's worth of a full activity bonus, at city 10, which is the real number that separates noobs from real players considering that's when you lose the in-game bonus of no city timers.
  13. Get off the stage. Merge Grumpy, Ally Spanish Armada, Blitz Yarr Rose, Order of the White Rose, Purple Flower Garden
  14. Blitz CKD, Ally BK, disband your respective alliance and join BK LMAO Grumpy, Light, Guardian Also Thalmor man good. This is the most popular I've ever been.
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