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Lucianus last won the day on September 20 2023
Lucianus had the most liked content!
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Leader Name
Lucianus
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Nation Name
Luciana
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Nation ID
158504
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On the planet of Zakuul, citizens gathered on the town square. In a few minutes, the winner of the elections and thus the new emperor would appear to address them, as the previous emperor has decided to retire. After the election period, the votes were counted and the election chair ratified the results. The chair entered the stage and announced: ‘In the September 2023 Rose elections, our citizens overwhelmingly elected Lucianus as their new Emperor. Please welcome back Emperor Lucianus!’ Lucianus entered the stage together with his cabinet and spoke to the crowd: ‘Today, I stand before you as your newly elected Emperor, humbled and honored by the trust you have placed in me to lead Rose once again. Together, we embark on a journey that will shape the destiny of our alliance, propelling us to a bright future. I am not alone in this endeavor. I am fortunate to have a dedicated team of leaders by my side, each chosen for their unique skills and unwavering commitment to our cause. Vexz, our High Justice, stands as my right hand, ready to assist in steering our alliance through whatever challenges we may encounter. To my cabinet, many familiar faces will return. As our head of IA, my old mentor Valkorion Baratheon will serve. Jordan will continue to serve as head of Economic Affairs, Wasteking as head of Foreign Affairs, Diamond as head of Military Affairs and Mateus as head of Technological Affairs. My cabinet and I will serve Rose and lead us into a new era. Let us march forward hand in hand, united under the banner of Rose, and together, we shall reach for the stars!' New Rose Government: Emperor: Lucianus High Justice: Vexz Head of Foreign Affairs: Wasteking Head of Military Affairs: Diamondblocker Head of Economic Affairs: Jordan Head of Internal Affairs: Valkorion Baratheon Head of Technological Affairs: Mateus TLDR: Roses September 2023 elections have concluded, Lucianus is the new Emperor (leader) of Rose.
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Alliances are organizing wars not to lose or to stalemate, but to win. There is rarely an offensive with the expectation that the attacking side is going to lose to war. If you declare a war, you want to win it. Regardless of the system, that basis of alliances acting in their own best interest, which they logically will do, is not going to change. Thus, alliances will have only one option to still guarantee a victory if blitz advantage is effectively eliminated, and that is to organize coalitions large enough to win counterblitzes. As a result, those counterblitzes won't be worth it as the attacking coalition will be large enough to win it, and thus, this new system, even though it wants to give an opportunity to fight back, will not achieve that. The main consequence of the beige changes is larger dogpiles, it's not extra opportunities to fight back.
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So eehhh, where is the blitz advantage with idea 1 or 2?
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I don't see the reason nor logic behind some of these requirements. Why is Advanced Urban Planning, a city cost reducing project, required for the surveillance network, a project that affects spies.
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Interesting update. On Advanced Pirate Economy, it says you get +1% loot on both nation and alliance banks. So if a c3 raids, and wins, from someone in TKR, for example, that c3 normally would get 0.02% of the alliance bank, roughly. Would that be 1.02% or +5100%, for a c3 raiding someone from TKR? But if that same c3 raided and won from someone in a smaller alliance, let's say Eclipses training AA Apollo, that c3 would gain 0.4% of the alliance bank (roughly), and with this change it would be 1.4%. That results in an increase of 350%. You can see this is a huge change and not really balanced. Same is for attrition, ordinary or raid wars. In attrition, you loot 2.5% of a nation, but with this it would be 3.5%, so an increase of 40%. But for ordinary, it would be 6% instead of 5%, so an increase of 20% and for raid it would be 11% instead of 10%, so an increase of 10%. Instead of a vast +1% on everything, which is a bit unbalanced, could it be +10% beige loot (or +5% or +15% or any other number), both from nations and AA's, instead of giving just as much extra loot regardless of whether it's an attrition or a raid war.
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Before we did that, large alliances had their milcom check militarization updates daily, and in other times more often then that. Basically we made a bot do what a human did before, but don't think people won't track militarization if the bots stop doing so. If the bots don't track militarization, Milcom departments will.
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Come one, come all to try your luck at Rose's Casino Night! On December 11th at 3pm EST/8pm UTC/9pm CET(4 hours before standard Day Change), Rose will be hosting a casino night with poker and bingo! There will be both buy-in and non-buy in options. Poker is $10M with unlimited buy-ins, Bingo is $5M per card. Depending on how many interested people we have, we will also have a high-roller table of poker with $50M buy-ins. Here is the event link (which also is an invite to the Rose server): https://discord.gg/P2TS3ccvaY?event=909953828395315221 If you have any questions or would like to know more, feel free to DM either me or @Solomon Ben-David on discord. I hope to see all of you there!
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Lucianus changed their profile photo
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Lucianus’ Era One fall night, in the planet of Zakuul; the crowds of Rosian’s gathered about the capital's town square. It was declaration night in Rose, a new leader would be chosen as the once former Eternal Emperor Valkorion Baratheon had chosen to no longer run this election. Many candidates had chosen to run this opportunity, many not aware that the Valkorion era would be no more; the chance to win it all was for everyone to take. The battle for the chance to be leader was tough, the people noticing the moment ahead of them, a chance for a new leader, a new future, it was all left to the candidates. The votes were in, the counting was finished, now we awaited for the palace doors to open, the future leader walking out. The crowd silenced as the doors started to open, when they had reached past midway in opening, a man appeared to walk towards the podium, a lady following to his side. The crowd seemed to be fully silent, not wishing to utter a word as the new Emperor took the podium. “You all voted for this future, a future under I, a future that will bring Rose into a new era, one that continues to grow internally. All of you formerly knew me as the Horizon Guard of MA, but today you'll all know me as Emperor Lucianus. I want you all to know that from this day forward, I'll do it all in my power to make true to my promises, and do what's best for our alliance, and it's members.” The crowd would not cheer, not because they didn't agree but weren't aware if the new found Emperor would enjoy such an act as he publicly addressed them. “As you all know, the government has not changed much. Familiar faces will return, I have High Justice Vexz to my right, our long standing High Justice will continue her efforts as my 2ic, during my era. We also have Solomon - Horizon Guard of IA, Callisto - Horizon Guard of EA, Exalts - Horizon Guard of TA, Harry - Horizon Guard of FA, who will also all be returning to their High Gov occupations. As you all know, my former position would become vacant if I had not found a replacement, but I'd like to introduce the newest addition to my cabinet, Potpie, who will be taking over my spot as Horizon Guard of MA.” This fall night had shaped up to be as grand as we all thought it to be. A new Eternal Emperor had been elected, his era seemed primed for success, his self drive and commitment were only a glimpse to the many attributes he would bring with him in his run as our Emperor. He would bring change that the people of Rose had voted him in for, a change that he promised and showed would be better for Rose. A new future awaited Rose, a future with Emperor Lucianus at the helm. The New Rose Government: Emperor: Lucianus High Justice: Vexz Horizon Guard of Foreign Affairs: Harry Flashman Horizon Guard of Military Affairs: Potpie Horizon Guard of Economic Affairs: Callisto Horizon Guard of Technological Affairs: Exalts Horizon Guard of Internal Affairs: Solomon Ben-David Tl;dr: The Rose elections have finished, Lucianus has been made the new Emperor (leader)
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For tanks versus planes: I think a reduction in the damage tanks can do to planes is positive, but I would propose to use the same mechanism for this as is used for planes which target soldiers, tanks or ships. The way it works for planes is (attackers_planes - 0.5 * defenders_planes) * a factor that differs for each type of unit. I would propose to not do a strict reduction of 33%, but rather have defending tanks mean something and be able to reduce the amount of lost planes. So the formula becomes (attackers_tanks - 0.5 *defenders_tanks) * a factor. I would propose to use this formula instead of a 33% reduction rate, regardless of defending tanks. If the defender has just as much tanks as you do, there will be a 50% reduction in destroyed planes and if the defender has no tanks, the damage done by tanks will be the same as it is currently.
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2020 PnW Awards Nominations: Community Categories
Lucianus replied to Adrienne's topic in Yearly Awards
Best Gaming crew: TKR -
Currently, the national project spy satellite makes all spy ops performed 50% stronger (50% more spy vs spy kills, 50% more tanks, planes, ships kills). I've heard from some people that the amount of spy kills in 1 damage is too high. Currently, it is possible to kill up to 29 spies (if you're lucky) with spy sat. Some argue this is too high, and I can understand the concerns around that. On the other hand, spy sattelite requires the project missile launch pad and space program. The cost of spy sat is quite substantial, as is the cost for the space program. Therefore, the project, which costs many project slots and is expensive, should have a significant advantage in the spy war, otherwise it's not worth the cost. I think it's a good solution to replace the 50% bonus from spy satellite with an extra spy op (from 2 to 3, provided you have intelligence agency). This solution reduces the problem of too many spies killed in 1 op, while keeping a significant advantage for those with spy satellite.
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Beige Replacement - Relief Mechanic Not Tied to Losing Wars
Lucianus replied to Alex's topic in Game Suggestions
There are a few points I'd like to address, The most important one is that beige is based on the amount of infra (whether percentual or absolute) decides the amount of beige time. As a milcom head, I can say that I honestly don't care how much infrastructure there is destroyed in the cities of the enemy. Once a war starts both sides will go down to +-800 infra anyway, one side just takes a bit more time. The most important aspect to determine who is winning is the amount of troops both sides have, not the amount of infra. When this system is introduced, I can see that many nations will intentionally do attacks that are utter failures (even if they are on the winning side) to prevent to destroy infra. Another point is that it's easy to 'beat' the system. If you're the losing side and in need of beigetime, why not declare a few attrition wars that you know you're gonna lose, just so you can lose infra from there which is very cheap to rebuy once you're down to 700-1000 infra. Those attrition wars can give you a lot of beige time for almost no cost. Even though I seriously appreciate it that in this system there is no incentive to lose wars on purpose or to let them expire, there still is an incentive to not attack as good as you can or to declare wars with the intention of losing them, which does not sound good to me. Besides that, in the video you pointed out one of the problems was that it was helpful to declare on your allies in the old system to give them beige time. This is true and I agree that it should be fixed. However, I fail to see why the current system would fix that. As infra costs almost nothing once a nation is below 1000, what stops me from declaring on an ally and getting attacked with a lot of ships while on attrition to gain beige time? The rebuild cost for to rebuy from 500 to 1000 infra is 1.3-1.5M/city, so I could get my infra destroyed and thus a full rebuild for the cost of only 1.5M * cities. I would take that deal, hence not preventing this issue. -
so I saw a suggestion to let you rebuild your army, all troops, in 3 days. I think this is a very bad idea. At day change, you can rebuild in a double buy 73.3% of your planes (current is 36.6%. I focus this on planes cause they are the most powerful unit. If you can rebuild 73.3% of your planes in a double buy you make it impossible for all small nations to ever succesfully fight against whales. By doing this, you make sure that the whales become overpowered and all wars are basically won with just the whales, cause they can win all wars against smaller nations. For example, if you attack with 3 c25 cities on a c30, currently it's a hard fight, but in some ways possible to win, and that should be the case. With this update, even if the initial attack went well for the attackers, the whale can just rebuild and keep all three c25 nations down. The city count becomes much more important and succesfull declares on nations that does have a higher city count becomes impossible, so basically the game will be dominated by whales if this happens. Also, I think the system with spies works good as it is now. If you have all 3 spy projects you can rebuild 4 spies a day and it shouldn't be higher, case otherwise all spy ops have to be used for spy vs spy and will almost never be used to destroy other units, which defeats the purpose of the spies. Furthermore, to do something that makes planes less overpowered can be interesting.