Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 03/08/18 in all areas

  1. Last time it happened only Rose was left
    32 points
  2. This proposal is pretty straightforward. It would serve two purposes: 1) Eliminates the "Double Buy" 2) Eliminates the need to do blitzes at the game's midnight. The game mechanics would no longer be reliant on that specific hour change. How it would work: I'm going to use Soldiers as an example. Every day, you can buy 1000 Soldiers per Barracks. Under this proposed change, you would instead be able to buy 83 (1000/12) Soldiers per Barracks per turn. This would stack up to 12 turns (1 day) for a total of 1000 Soldiers per day. So you would have some 'reserve' of units that could be recruited instantly, and each turn that would increase by 1/12 of the daily amount, capped at 12/12 of the daily amount. It would make sense to do a slight tweak to unit numbers to account for dividing by 12, I.E. Barracks allow you to recruit 1,200 instead of 1,000 soldiers per day, meaning +100 per turn instead of +83.3 per turn. This has been proposed, and I think was mostly well received. I want to bring it back up again for further consideration.
    18 points
  3. ...Electromagnetism! Above you may see electromagnetism explained via a graph. We are all aware of the various buzz-words surrounding the magnanimous consolidation Papa Roq has ordained for Orbis, and while some may seem catchy, do not be fooled: they are all misleading. What may truly encapsulate the act of consolidation is electromagnetism. How so, you may ask. To quote @Senry, the man capable of coming up with such a term: "Dynamic makes everything move, sure, but everything moves in unpredictable directions, so everybody ends up far away from each-other, making it effectively static. Kinetic only increases the speed of this process but ELECTROMAGNETISM (that draws people nearer to each other!)" What makes electromagnetism special? For one, it requires no medium through which it acts! That means no diplomat teams, no embassies and consulates, no FA ministers, no relations needed! Doesn't that sound like paradise, a world where we may live in our bubble and continue to grow around each other? It sure does to me. Above that, all electromagnetic waves travel at 3.0 x 10^8 m/s, thus forcing consolidation upon each other ultra-fast! No need to wait for pesky FA ministers to deliberate and discuss, you can simply blink, and consolidation will occur; what a world, eh? As scientists dig deeper into what electromagnetism provides to the world, they also found out that salt makes as good an element w.r.t magnetic properties as Iron, as evidenced by the "discourse" on the OWF. Truly, the discoveries being made about this force are stunning, and mind warping... Stay tuned as the Orbis Committee of Discoveries (O.C.D) reports on further progress made by our brilliant team of scientists...
    18 points
  4. Why would someone merge into a slowly dying alliance? Did they just see their declining score graph and that their membership has been leaving in droves and think "Oh yeah I want a piece of that"
    14 points
  5. I forgot you're supposed to cancel them, but protect them in a paperless agreement as long as they never tell anyone.
    12 points
  6. Despite IQ's common misconception...
    10 points
  7. Let it be known I called what was going to happen weeks ago. First they form two identical blocs, then all of EMC is allowed to join, then IQ merges into one super alliance, then NPO hits a critical mass of cities and R͆ͪͨ̎ő̲͊̎ͪ́̚q̙̺͝u̱̳͊ͫe̞̦̠̜̒̌̾ͥṉ͘t̗i̭̟̫ͭn̴̜͚̞̜̩'̠̣̟ͬ̈̍ͭ̃͒̚͜ș̨̪̾̑ ̸̑ ̷͍͕̣͖̓͆́ͦ̐ ̝͈̠͔̰͓̓ͭͫ͊ͨ͢ͅa̭̜̦͔͍͐́ͭ̊͊̂͛s̹͚̈̊̅ͤcͭ̈́̉ͩe̥̓̆ṉ̘͈̮̓̔͢s̯̖̮̄ͥ͡i͇͔̽͜o̤̜͇̘͖̦̊̍͆̀n̨͍̲̥ ͉̿ͅ ̛̀̋ͣ͂ ̘͙̘̓͛͗ͦ̏͂̕ḅ̵͎̠̝̞̺̓̌ͬ̀̚̚̚e͚̳͎͛͊̏̔g͖̩̼̠̈́i̘̱̖̻̙̣̞̋̌̌ͯ́n̝̟̹̠̺͑͆ͤ̀͌ͧ̅s̽̅̆̿̏͏͍̺̻̻̯.̷̗̩̦͍͍̝ͦͨͅ.̦̖ͨ.̹̦͐̏ͩ̔̈͟.̷̞̣̠̜͋ͣ I'm going to be here in my fallout shelter eating bread until the world ends. It was nice to know you all.
    10 points
  8. If BK is taking over all these treaties.. x2 MD with Acadia x2 MD with OWR x2 MD with themselves x3 MD with GoG (https://politicsandwar.com/forums/index.php?/topic/22232-dynamism™™-ft-gog-and-zodiac/) ...?
    9 points
  9. I miss the Bezzers Zodiac.
    7 points
  10. Pick one and I'll do the other? Happy to help.
    6 points
  11. What's with all the good alliances merging into the shitty ones? By the end of the year only Polaris and Cornerstone will be left.
    6 points
  12. Can someone from BK tell me if they are going to make a thread about this or not. I want to make sure I make fun of this in the correct one
    6 points
  13. I've been saving this for a while... as Roq's plan comes together, now is the time. We must meme like we have never before to stop the NPO nightmare descending upon us.
    5 points
  14. 4 points
  15. I give it 2 weeks before BK merges into NPO
    4 points
  16. I'm looking to add a lot of new National Projects to the game to increase diversity, specialization, and dynamism in-game (while giving larger nations more to do and more options to pick from.) So expect a lot of posts like these. Initially I'd just like to get feedback on the ideas and proposals for number tweaks. Name: Naval Air Support System (NASS) Description: Converts some fraction of your nation's navy to 'aircraft carriers' or ships capable of defending against aircraft. What it does: Allows your ships to fight back against attacking aircraft. Each ship would count as the equivalent of 1 Aircraft in defensive airstrikes targeting your navy. Example: Assuming two 20 city nations, maxed out in military, each would have 1800 Aircraft and 300 Ships. This means that the attacker would be facing 2100 "aircraft" when doing an Aistrike on ships if the defender had this project (about a 16% boost.) This would not directly impact ships destroyed, but it would increase the number of offensive casualties and reduce the likelihood of offensive success. Proposed Cost: 2,000 Steel, 5,000 Aluminum, $40,000,000 --- Now, please offer your thoughts. Numbers could be tweaked from each ship being "1 aircraft" to the cost of the project.
    3 points
  17. I'm looking to add a lot of new National Projects to the game to increase diversity, specialization, and dynamism in-game (while giving larger nations more to do and more options to pick from.) So expect a lot of posts like these. Initially I'd just like to get feedback on the ideas and proposals for number tweaks. Name: Insurgency Program Description: Enables your nation to be a better state-sponsor of terrorism. What it does: Buffs the "Terrorism" espionage action in-game, allowing you to destroy up to 100 infrastructure in one attack (from the current 35 max) Proposed Cost: $20,000,000, 2,000 Munitions, 2,000 Gasoline --- Now, please offer your thoughts. Numbers could be tweaked from amount of damage you can do, to the cost of the project.
    3 points
  18. I'm looking to add a lot of new National Projects to the game to increase diversity, specialization, and dynamism in-game (while giving larger nations more to do and more options to pick from.) So expect a lot of posts like these. Initially I'd just like to get feedback on the ideas and proposals for number tweaks. Name: Fort Knox Description: A national vault for safekeeping money and resources. What it does: Protects your last $1,000,000 and 500 of each resource from being lootable. I.E. If you are looted for 10% and have 550 of a resource, instead of taking 10% (55) it would only take 50. If you had 500 or less of a resource, no loot of that resource would be taken. Proposed Cost: 3,000 Steel & $25,000,000 --- Now, please offer your thoughts. Numbers could be tweaked from $1m and 500 of each resource, for example, as well as project cost.
    3 points
  19. You have 10 members. 3 of them are under the 2-day tax limit. (Their seniority is less than 2 days, which means they can not be taxed). 5 more are on gray, which means they can not be taxed either. So, you really only have 2 people (one of them is you) who are eligible to be taxed. Maybe that's the reason why the latest records only show two members tax records?
    3 points
  20. I mean, if you do run out of alliances to sign, might as well resort to cannibalism.
    3 points
  21. I should think of a comeback but this was honestly perfect. Well done.
    3 points
  22. Sounds like someone hates pirates
    3 points
  23. All their best members are leaving in droves like I said lmao. That's whats causing the decline in score. And you guys can try to bring TKR FA decisions into this as some sort of weird whataboutism. But it doesn't dispute the strange decision that an alliance like Zodiac who has been relatively stable would merge into an alliance like BK who has been falling apart for awhile now.
    3 points
  24. Numbers aside, I don't think this actually can be balanced. In order to be a useful addition an idea needs to add a meaningful aspect to the game, correct a balance issue, or address a basic quality of life concern. This doesn't really do any of those. This also has a fatal binary flaw. If the damage is sufficient to actually be useful, I feel it becomes broken as it becomes the new meta for dealing damage. Why spend 100s of millions or even billions on an actual war if I can use spies to do the same damage for 50 mil. If damage isn't high to be useful, its underpowered and therefore a waste of time.
    3 points
  25. that is completely incorrect, I am pretty sure I have fought in every major war except for 1 and I have 29 cities. What helps you grow is to not sit in some shitty ass alliance that charges you ridiculous amounts of taxes that don't let you grow.
    3 points
  26. I think this project should be able to protect resources based on your city count. So like 200*city count for resources and 500k per city. Everything is relative here, can we keep it that way?
    3 points
  27. I think it's time for projects for raw resources
    3 points
  28. As the title suggests, the in game calculations of resource value in the Revenue tab, and the Profit per Slot calculations on the Resources tab are very much incorrect. First consider the raw resources. It gives the following for oil: Expected Daily Profit per improvement at a market value of $4,765 PPU: (3 Oil/day * 50% Bonus * 3784 PPU) - $600 Operating Cost = $22,104.00 I have 12 oil wells, so 4.5 per well. Firstly it gives 2 market prices, secondly the estimate is too high. Using the given prices we get 20842.5 for 4765, 16428 for 3784, and in my own person numbers where I use the lowest selling price (4220) I got $18,390.00. Note that ALL of these numbers are below 22k and that the actual profit is below 19,950. If it was 22k it would be profitable to cut Shopping Malls and Subways for Oil, at 18.4k it is not. Now consider the revenue tab. I have 19 cities following the same build of 72% commerce, maxed oil, gas and uranium production, and the projects for gas and uranium. I make no food and face 20/1 taxes. I make $1,700,429.78 in cash and the game says the total revenue with resources I make is worth $2,926,205.99. I wont break dowm the math here too much but with 1692 tons of gas per day thats 6.4 million alone, and whilst I lose 400k to food, by my math I make just over 10 million, with the market prices of the lowest selling offer. The given numbers spit in the face of mathematics at best, and at worst force nations into poor builds. I know you want nations to produce resources but lying about the profit isn't great, especially when the given equation doesn't even match the answer.
    2 points
  29. National project name: Pollution Controls Small description: Create an agency dedicated to monitoring and reducing pollution within your nation Project effect: 10% reduction to all pollution generation (Could be changed to a 25% increase in production reduction by RC and Subway if it's to strong) Resource cost: 1000 iron, 500 aluminum, 500 oil Cash cost: $50,000,000
    2 points
  30. No thank you. Double Buys are already strenuous on resources and timing. Keep in mind that in order to Double Buy effectively, you're having to store up lots of Steel and Aluminum in order for it to be effective. For me, that's at least close to 3k Steel and 1k Aluminum (If I did my calcs right) per full rebuy (So 6k Steel, 2k Aluminum total - and with the current market...) . Plus the cash that goes along with it. Let alone those kind of rebuys also come with attacks right after (To hopefully restore control back in your favor) - so you're burning more Munitions and Fuel with the stored MAPs you have. This would also affect people who have 3 Defensive Slots filled up, at which they do not have a chance to come back (Even if you reduced it to 2 defensive slots, they'd have a hard time to come back). The problem with Double Buys are alliances not educating their members how to use it or know how to setup to defend against it, or they simply refuse to use their full military slots and just focus on Air.
    2 points
  31. This or something similar would be good as the game is too update-centric. For a lot of time zones as mentioned, it's very inconvenient. Even in the US, for a lot of people, it's still hours where they probably having something else going on. For instance, even with Daylight savings, it's 5 PM on the west coast. Is someone expected to always somehow be able to make room for it IRL? It's important to consider this with the buff to fortify's attacking casualties. This isn't exactly like the stacking system tested two summers ago since the stacking system was actually more favorable to waiting around and stacking if you got attacked and it was along with buffing infra as part of score. It doesn't need to be per turn necessarily but being able to buy the full amounts right before and after update disproportionately favors people who can be online at update and it's a flaw with the game many have mentioned before.
    2 points
  32. Sure, make it so propaganda bureau gibs you 1 extra turn so, 14/12 at update. Also makes it so you have to top off military if you don't get 0'd out. More logins=more traffic.
    2 points
  33. I love this idea in theory. If you think "allowing blitzes to be functional any time rather than just at update" makes things more casual I'd respectfully disagree. As things are, the ability to be on at update is a massive advantage to certain players based, basically, on their real life location and circumstances, which is beyond silly. (And this is speaking as someone who update is actually pretty convenient for, timing wise). The devil would be in the details though. Balance wise I'm not certain 12 ticks is the appropriate amount to be able to store, for example... no reason it couldn't be any other number. Try it on the test server, imo, and see how it plays.
    2 points
  34. *Wheeeuw* Taco and Pablo
    2 points
  35. I like what @Justin076 suggested, number's wise. Nothing too obscene with the resource saved, but enough to where you're not completely crippled when you log in.
    2 points
  36. I still think the desire to "nerf" planes is unfounded. If all units are "equal" then its literally just a game of rock paper scissors. Either way, locking up something as crucial as this in a project seems heavily unbalanced imo.
    2 points
  37. Trying to be the alliance with most members?
    2 points
  38. I mean anything would be better than what you've been doing judging by your score graph
    2 points
  39. I'm sorry, but I have to be honest here: This is an awful idea, at least how it is presented here. Having a combined-arms bonus makes a lot of sense, but isn't that what ground control or air superiority are?
    2 points
  40. To my knowledge, nobody uses spy ops to destroy infra, and this would only be useful against very large whales, at best. Also, given your penchant for wanting to stop inflammatory remarks/names/things (i.e. no Nazis, white supremacists, etc.), a project about state-sponsored terrorism may be a little...bad.
    2 points
  41. - Nuke every nation in the game that hasn't been nuked yet. - Nuke the highest infra cities in the game. - Nuke whoever has the largest nuclear stockpiles aside from you, unless they agree to disarm: nukes for peace! - Nuke me, nerd: you're not so tough. - Stop soliciting boring people for ideas when you're just gonna do nothing and/or whatever you think is a good idea anyway
    2 points
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.