Jump to content
Nations - Official Forums

Leaderboard


Popular Content

Showing content with the highest reputation since 12/18/17 in all areas

  1. 5 points
    Villain

    The community reach out.

    Dear Stian Many people love Nations game, and with good reason! This is on it's way to become the best game of it's kind, no doubt. But Stian.. We are worried. We are a fair lot who enjoy this lovely game, and we want it to flourish! But we feel disconnected to you, and we feel that our pleas go for deaf ears.. We realize that it's not a full time job for you, and you have a busy life apart from Nations. And we can all accept that, and are infinite grateful that you took time to make this in the first place. But Stian.. this game means so much to us.. We have pleaed for fixes of bugs that's is devastating for the game. And we have begged for small changes that could make it more fair. We know that SamohT has sent a list of bugs and imbalances that really would heal the game. When saying heal the game, its because it feels dying, and we simply won't let that happen! No way! Our view of dead is different from yours. We talk about the community, the politics.. the things that happen outside the game itself. Now, we don't know if you feel any love for us, but we hope you do! So please! Hear our plea. We want to know.. 1. What are your plans and goals with Nations in 2018? 2. do you plan on expanding your development department, so it's no longer only you doing coding and such? 3. Are you aware of, and willing to fix, the bugs and glitches that still haunt the game? 4. Are you open for new ideas to influence your original idea about Nations? 5. Do you plan on expanding the team of Admins? 6. How do you keep your beard so epic? 7. Would you make a link for an official discord server in the game? We want to know this, because we really care alot about Nations and it's future. _______________________________________ These signatures agree with this petition and accept it as one voice for all signees. @Villain @McDuckles @Andy @Rift @SuperSeb @Derp @Par @Imperator @G0ld @IDykes @Rowdy @Phantom X @Indiana Mark @Anonymous29 @Constatine Madden Please hear us @Stian
  2. 5 points
    Stian

    The community reach out.

    Hang on a minute, I'm on holiday, so I'm not able to answer just like that. So, please don't take that as a sign that I don't care, because I do. Back to the point: The questions! The fact that anyone likes and plays this game continues to be a point of great honor to me, and I want you all to know this is still the case before I dig deeper into the upcoming questions. Your pleas do not go for deaf ears. However, lately those ears haven't been as present as they used to be. It's not that I don't want to listen, it's that I haven't been able to listen. I actually told Samoth I'd get started on these issues and have the first set of patches ready before christmas, but I just couldn't do it. Partly because of the forum issues which have taken a lot of my time, and still hasn't produced any real results, but more importantly because of my new job. More on that later. I do. Trust me. My plans are to continue development and release bug fixing patches. Feature releases like new tiers, and stuff like that are not prioritised until the biggest balancing issues and bugs are fixed. I don't see it as realistically possible. I struggle to even get enough time to help out and coordinate with the mods, so a dev team I fear just wouldn't be plausible. Hopefully most of them. I've received invaluable help from @Samoht, who is making my life so much easier in the quest to fix these issues. I'll do my best to fix what I can in 2018. I'm certainly not opposed to it, but it usually ends up being a time issue. Yes. If people want to nominate candidates, I'd be happy to see a thread about it! Never shower! To be honest, I don't really know how that works, but if anyone wants to make one I can link it in the game. I also want to expand a bit on why I've been so absent during the last few months. It does not have anything to do with Nations, you the players, or my ambitions about the game, but the simple fact that 1: I've got a new job, or more importantly, a new role. I'm now a partner with a management role in a relatively small company that makes web applications. And being a partner and manager has been way more labor intensive than I could ever imagine. 2: On top of that my fiance broke her ankle and had to go into surgery, so I've been taking care of her in the little time I've spent away from work. My fiance will of course recover, and the workload in my full-time job will most likely be reduced to more normal levels in 2018, which means I can again spend some more time on Nations. That being said I don't think I'll ever be able to spend as much time on the game as I have done in the last 2-3 years. I hope this post answers some questions. I'm still here, and I still deeply care about the game, about you the players, and about the future of Nations. But in the end it's a hobby project, and hobby projects often get sacrificed when time runs short. Nations will continue to be a victim of this, but it's better to be a victim of harsh time priorities, than not existing at all. And to me, Nations not existing too weird to ever be possible. Happy new year!
  3. 4 points
    Samoht

    Current status?

    Hi @Stian. Im writing in the hope to get a current status of a few things: A: How is the helping with development (Coding) going? - We havent heard much about it since a few players offered their help. B: I guess the moderator debates there was back in december isn't something that will be pursued? (Also no reason to make get more/new moderators atm) C: Have you started on bug-fixing? (If you have, could you please make a weekly update here on the forums, with a short list of the bugs you have fixed, so that we can test them fully ingame and make sure everything works as it should). Thanks in advance... (Still waiting for a respond on the last document i sent back in december also).
  4. 3 points
    Wargame

    On the subject of rulebreaking.

    I support every moderator that is in the forums like @Samoht and @Stian and to anyone else that is a moderator I respect them and I believe that samoht didn’t do anything he always does the right thing yeah everyone makes bad decisions I know that Because while I was the Cuban Empire In 1.0 I made a bad decision and did something I shouldn’t have and should’ve looked at the rules before I did something like that and I still regret it to this day but I learned to always look at the rules and to do the right thing. (And plus look real closely to the pictures)I don’t even see any thing to combat samoht and he was just doing his job as a moderator Stian also is doing his best with keeping the game going and look at posts that involve him in looking into something but with him having so little time in everything he won’t beable to do many things on his own anymore and needs help keeping things under control in the game.
  5. 2 points
    Qiming

    National Park

    Hello Petram! A few months ago I had an idea, in "Use of land". Since most of us don't use our land for anything but BM and clearing, I feel that the land should have a purpose, besides BM. I had this idea for... *drumroll* a national park! I think it would be cool if we could designate land to be a national park and pay in some resources (perhaps money, power, and maybe some animals?) and get tourist money back. Maybe we could choose what land to designate and name the parks! Or we could have it be like a factory, with a set amount of land used for each tier and continent. The second one might be easier to code. And perhaps there's a happiness bonus for a while because of environmentalists or maybe building parks gets happiness taken away for a while because the people hate tourists! What do you think of the idea so far, yay or nay?
  6. 2 points
    G0ld

    WASTE

    8 units v 1, even a reaper would have lost. The game retreats when you have 10% or less of the power of the opponet, and considering 8 shots vs 1 shot a turn, you can’t really blame the game for doing its job.
  7. 2 points
    Yeah...no. America is too anti-communist in nature.
  8. 2 points
    Alon

    Can't change flag

    The Flag Thing has been broken for who knows how long now. Sorry dude. You might have to wait till next bug fix.
  9. 2 points
    Alon

    how did this happen?

    Don’t worry, it will go back down. It just inflated. Coffea was over 4 Billion one time.
  10. 2 points
    @Constatine Madden I protect my allies. Simple as that.
  11. 2 points
    Hello Petram! Today marks the creation of a new alliance, the Sanctuary of Petram. This alliance, founded by me, will serve as a sanctuary to all nations (mostly developing ones however) where they will receive military defense, support, and protection. Rather than inviting individual players (we will eventually), we have enlisted the support of several existing alliances. They will receive almost absolute autonomy within SoP. While we do not intend to have an extremely complicated government/structure/organization, we will simply make decisions by having former alliance leaders (or designated players, if independent nations join) discuss and vote. We are a peaceful alliance and rather than creating pacts with everybody, we simply ask that by sheltering growing nations we are not attacked as a whole. Our members will be free to wage war on others, but please do not attack SoP as a whole because likely other members will not be related to ongoing wars. Remember, alliances within SoP will have a large degree of autonomy and their decisions do not usually reflect the decisions of the entire SoP. (However, we will probably create pacts with first-tier alliances just for the sake of diplomacy.) Currently, we have two alliance members: 1. The Enclave Leader: superguy187 (The CommonWealth) Members: Mythril PeopleLand 2. New BRICKS Leader: QIMING (Incan Republic) Members: Abassi Everest IronWorks Inc. Paxlornia Any other alliances/players who are interested in joining are free to! If there are stronger players, we would gladly welcome you as well, as some of our members will need protection against "larger threats". Thanks, and long live the Sanctuary of Petram! -Shag, leader of the Shag Republic
  12. 2 points
    Jazzy

    Moderator candidates

    While I've personally been an advocate for adding more moderators, I would've hoped there would be more to the process than just throwing out names and voting. For example, several of the nominees in the straw poll have either been threatened by or have threatened another nominee on that list. I would like to see the "nominees" explain how they plan on keeping their opinions separate from their actions.
  13. 2 points
    We had a good run We were the absolute best until the very end! We left the haters in the cold and befriended the rest Legion will always be Legendary!
  14. 2 points
    Farewell Legion, I will always remember you guys
  15. 2 points
    Stian

    Nations'Future

    Who knows! All I know is that Nations will be here in 2018, but Nations has changed a lot over the years, so it's hard to tell.
  16. 2 points
    G0ld

    SPQR 2018 Recruitment

    it was a joke, jeez. Yoona and I did war, but under terms to make it more of a training session
  17. 2 points
    Imperator

    SPQR 2018 Recruitment

    Click here to join SPQR!
  18. 2 points
    Imperatrick

    OK

    To be fair, Legion DOES control everything. They're like the Illuminati, but more evil, and with more lizard-people.
  19. 1 point
    Fegelein

    Ĭ and the enemy

    (This related to Two Worlds? I plan to support the United States on this one...)
  20. 1 point
    It has been 2 weeks since the Sanctuary of Petram was founded, and we have made astounding progress already! We now consist of 4 alliances and 2 independent nations (one being me). These alliances are The Enclave, New BRICKS, the Ultra Union, and the United Nations of Germany. This has led us to now have 21 members and we are still recruiting more! We are now the 10th highest alliances in terms of GP on the leaderboard. We have signed NAP's with SPQR and the Flock of Quackers (an unlikely combination), but our member factions have even more pacts and we have friendly relations with most alliances (except Supreme Coalition). We have a new Head Recruiter (Qiming) and we will soon have a Head Coordinator. More roles are to follow! This is an update of where SoP has been going since it was founded. We are still looking for more members so if you are interested in joining please do not hesitate to contact me in-game! Shag
  21. 1 point
    Qiming

    WASTE

    I'm pretty sure it can only be used twice per battle or something.
  22. 1 point
    It was posted. you clicked post and got impatient so you clicked again I imagine
  23. 1 point
    Alon

    Constantine Madden, back off now

    Back off @Constatine Madden, NOW!!! I can ask New BRICKS to kick you out for ignoring the pact we have. This is the second time you have attacked me.
  24. 1 point
    G0ld

    how did this happen?

    Its not inflated, this is the new norm because Tind is getting less and less metal
  25. 1 point
    Fegelein

    The Components of Yokosuka Empire

    In order to better understand the lore of this nation, it is best to know the components of it. Although there are multiple ethnic groups of Yokosuka Empire, it remains united as a result of increased camaraderie over the years, aided by the fact that all came from Earth. Japanese Contingent: This contingent, headed by the revived Emperor Hirohito, commands the Japanese of Yokosuka Empire. This contingent is even further divided into the native Yokosukans and other Japanese. This contingent is more research oriented, controlling the nation's research and technology. Therefore, their portion of the armed forces tend to be better in quality than others. However, population problems have strained this contingent, which is why this portion of the armed forces is small. Soviet Contingent: After the collapse of the Soviet Union, the revived Tukhachevsky and his comrades fled to the newly independent Yokosuka Empire before warp to Petram. This contingent is rather large, and is oriented towards the military. Much of the numbers of the military are derived from the Soviet contingent. Their portion of the armed forces, although not as good in quality, make up for it in numbers. German Contingent: This contingent, headed by the revived Himmler, commands the Germans of Yokosuka Empire. This contingent also flocked to Yokosuka Empire in order to unite all of the antic masters. This contingent is industry oriented, controlling the nation's industry and productivity. Thusly, one would expect the German to be in a factory and hard-working. Their portion of the armed forces are good in quality, but not as good as the Japanese. Their forces are higher trained than the Japanese, though. Libyan Contingent: This contingent, headed by the revived al-Gaddafi, commands the Libyans of Yokosukan Empire. This contingent is small, as their support base was limited as a result of revolution. This contingent is oriented towards government, being able to expertly consolidate control of sessions of the National Diet. The Libyans also tend to be wealthier in Yokosuka Empire. Their presence in the military is extremely small, and although extremely poorly equipped, is somehow made up for by extreme loyalty. American Contingent: This contingent, headed by the one female Antic Master (being Merriman), commands the Americans of the Yokosukan Empire. This contingent makes up a decent portion of the empire. This contingent joined Yokosuka Empire for the sole reason of "wanting to". This contingent is rather strange, as this contingent has no exact priority. Portions of this contingent join other contingents in their orientations, so that they may be able to do their work sufficiently. In the military, this force makes up a good portion to the army (not as much as the Soviets), and is moderately equipped.
  26. 1 point
    Well me and him live in The same area and we are best friends in real life and in our alliance we help our people it is our way really
  27. 1 point
    G0ld

    Selling?

    I don’t quite understand your wording, but here are some general rules of selling. the buyer with the highest amount of money per unit will always get the sold resources, setting the number lower than this does not change that. The top buyer recieves the resource that was sold at the price you sold it at and got the leftover money back (since the buy order automatically takes out the amount of money that is required should the sellers sell at the highest price) this can be manipulated quite easliy, put a buy order up just higher than the highest bidder, have a friend sell really cheaply, and you get your money back, but this is exploitation of the system and is against the ToS. Imo you shouldnt be allowed to sell below the sell now amount
  28. 1 point
    Wargame

    Constantine Madden, back off now

    Mabye I like to live a bit dangerously Fegelein I will always take risks and accept what will happen after that
  29. 1 point
    Stian

    SPYING IS BROKEN!!!

    This is true.
  30. 1 point
    Constatine Madden

    SPYING IS BROKEN!!!

    SO recently, I was spying on Wehrmacht, and, of course, I was trying to spy extensively, and that didn't really work. NOW, I CAN'T EVEN SEEM TO STOP SPYING ON HIM EVEN AFTER THE WAR!!! STIAN 363 of my MONEY DISAPPEAR EVERY (what ever nations time increment here) !!!!!! STAPPPPPP HALP
  31. 1 point
    Constatine Madden

    SPYING IS BROKEN!!!

    SO recently, I was spying on Wehrmacht, and, of course, I was trying to spy extensively, and that didn't really work. NOW, I CAN'T EVEN SEEM TO STOP SPYING ON HIM EVEN AFTER THE WAR!!! STIAN 363 of my MONEY DISAPPEAR EVERY (what ever nations time increment here) !!!!!! STAPPPPPP HALP
  32. 1 point
    Everyone should share this game! This game is better than forge of empires and what not! This is a strategy game, but many that stop playing due to, "not liking it" or "don't see any point in playing it", don't treat it like a strategy game. Also, games like ,Forge of Empire , at some point will be come so slow that it will make you pay for currency. Sim City is also the same way. If you want to, you can spend your time making a free game that you have to pay for. @Stian, we need to make a free ad campaign. I'll do some research on how to do this. Love the game...
  33. 1 point
    Samoht

    On the subject of rulebreaking.

    As Villain asks, who betrayed you? The only one who betrayed someone is you in this case. Not once did you say or tell me that you logged in to his account, the only thing you did, which your pictures also shows, is that i commented on it, saying that it would be very wrong to share his log-in details if you knew them. And mentioning i wanted you out of my way, where do that come from? You have never been any threat to me ingame in any way at all, so accusing me of this is just pathetic. I even disbanded Legion for the good of the game, and Stian knows more than everyone that im willing to sacrifice my own power as a player ingame, considering what types of suggestions ive made to the game. In the end i was also the one pushing for and suggesting a complete reset of nations one year ago, which also took away the total control of the game we had with our alliance in v1.0. Not once have Legion started an alliance war, both in v1 and v2, so trying to picture me as power hungry is just wrong. To end this with a positive note, it is good to see that you finally see how wrong it is to do what you did, instead of trying to defend it as you did on front of lots of people one week ago. Of course i had to react and say this is against the ToS as soon as you admitted you had logged into his accounts several times without Kawaki knowing about it, cause if i did not, i would fail my modetator duty, and i would never be able to ban someone again because of something similar. But hey, you even punished yourself, so guess we agree in the end.
  34. 1 point
    If I were Stian I would update the game version to 3.0.0 as this will change everything. Congratulations Legion and you will always be remembered/feared/worshipped.
  35. 1 point
    ay... i'd love to say legion was the 'illuminati' of nations (that one force no one can stop so ur just seriously depressed and cant declare wars on nations and stuff) but it was something i admired afar goodbye legion
  36. 1 point
    Par

    SPQR 2018 Recruitment

    Yoona won't let you join
  37. 1 point
    Fegelein

    SPQR 2018 Recruitment

    Now with 100% more greatness!
  38. 1 point
    Constatine Madden

    Projects, Projects, Projects

    if he says i can then i will
  39. 1 point
    Qiming

    Projects, Projects, Projects

    The boat is on fire, even as the ocean down bellow slaps at the boat. Man: You will see! You will see! Your Coalition will be destroyed! The Alon Order will conquer the world! You will see!
  40. 1 point
    Wargame

    Projects, Projects, Projects

    Cruiser captan: fire! *All guns from the cruiser opens fire on the boat*
  41. 1 point
    Qiming

    Projects, Projects, Projects

    In the IAI's headquarters, an investigation was launched into the attack.
  42. 1 point
    Par

    Random Question

    No need. Season can be easily invented, but hard to influence the game. I've see a nation sim with low season influence: in that game, the only things season interrupts is food production.
  43. 1 point
    G0ld

    HELP

    You are asking us as if we were paid grade-savers. The only way to lift a grade is to actually know what you are talking about, we can’t help you do that
  44. 1 point
    Stian

    Stopping spam?

    I've been thinking about it, but I haven't found a good way to do it yet. The game and the forums doesn't really communicate as they are different services. It would certainly help, though.
  45. 1 point
    Samoht

    Upcoming feature patch – Joga bonito

    Lets try and focus on making the game better for the 1700 nation that are not T10, instead of the 3-5 nations in the game that has reached T10. Making the gap between the casual player and the very active player even bigger would kill the game and only benefit 1% of the players in the game. Instead it is vital to focus on improving the already implemented features in the game, to make the game Competitive and fair, so that we once again will end up with an active Nations game.
  46. 1 point
    Samoht

    Why was I banned? ;(

    It all just seems even more fishy as your "sister", which you claim "is also interested in the game", hasnt done a single thing at all since nation creation. (Still got 1 farm and 1 windmill a long with zero social feeds) But yet the nation still request membership in the biggest alliance in the game a few days ago, which happens to be your former alliance which you are afraid will attack you. All this is just speculation, but it sure adds to the suspicion. If it is allowed to have 2 nations playing on the same IP with almost identical emails, without the players informing or asking the staff if it is even okay in the first place, and then "allow" them to just play after they say "Its my sibling", then it is impossible to ever catch a multi again. Had you asked or informed the staff or Stian about this upon nation creation, instead of letting us catching you ourselfes, then MAYBE the case would have been different. And the fact that you also admits to annex a nation that you share home-network with doesnt make anything better. How easy would it be for me to do this: "Hi. I have a sibling that plays from the same home-network as me. Oops she havent been online for a few weeks, i better annex her." - Easy free land for me. You really got to think a bit more when doing such things. If all this is allowed, then there is no needs for rules anymore.
  47. 1 point
    marked56

    A guide to playing this game

    Because i have nothing better to do, I have decided to write this guide on how to play this game in the most efficient manner possible for brand new players. Basics of the game. Turns = 1 hour intervals. Taxes, energy and resource consumption and unit consumption and population are updated every turn Half Turn = 30 minute intervals. Factories produce every half turn. Mark = 10 minute intervals. your units are healed by 10 percent of max health and resources are consumed to heal them at every mark. Interesting to note is that when doing pk missions, which take 10 minutes travel time, sending them off 1 minute or just before 10 minutes pass cuts their travel time to that amount, allowing more efficient unit use and more pk missions to be done in a shorter amount of time. ( sending a division at 3.09 pm on a pk mission means they engage in battle at 3.10pm, while sending a division at 3.05 pm means you have to wait 5 minutes before the battle starts for them to get there ) It is important to note that half turns and turns are also always at 30 mins and one hour respectively. Meaning that if you build a farm which takes 1 hour to build at 6.50pm, it will get built at 7pm instead of at 7.50 pm. This is important so you get the most benefit out of your buildings and resource collection. Starting out Government types and Continents When you first start the game you are given a choice of continent and government type, i personally chose Tind because i assumed metal would be a large factor later in the game. However, i would recommend choosing to start as san sebastian currently due to the large amounts of food it provides and how food is king in this game ( more on that later ). The benefits of tind are solely in its metal and energy, provided by the ease of access to coal. In the early game, energy is the more important of the two, but due to its low costs of 1 per currently, not as important as before. I do not know the benefits of the other continents, but a quick look at the leaderboards show that Zaheria and Amerino are obviously the worst choice. Their benefit is in ammo, fuel and uraninite, the first two of which can be acquired from missions at a decent rate, and uraninite can be found in decent quantities in Tind as well. In regards to government types, I chose Dictatorship starting out, although that was more of a personal choice. Dictatorships get an increased boost to tax income, listed in the form of Government in the money tab, but more importantly, they start out with a barracks and some infantry, which allows you to immediately begin doing missions. However, if you are reasonably active, tax income is not worth the population lost from being a Dictatorship. Dictatorships get a -10% pop growth mallus per hour. Thinking back now, i would have chosen socialism, as the level 1 barracks is very cheap to get, and they have 10 percent pop growth boost. Capitalism is the middle child between the two, not providing a strong boost either way, and receives a -5% pop growth mallus per hour. Choices After nation creation, you are given 3 choices, one gives you several extra mg units, and the other two are just rubbish. Seriously do not even bother with the other two choices. I would recommend constantly recreating your nation until you get the extra mg units, there is nothing in the TOS that says this is illegal as far as i know. In regards to daily events for your nation, always choose the one that gives the best long term benefit. Any event that gives happiness is a sure pick, although tax income is not important normally for active players, a +4 happiness boost can boost your hourly tax income to insane levels, not to mention the population boost and momentarily GP boost. As choice rewards for money and resources do not scale very well, never ever pick them. In regards to the quests given, try to do all of them. the rewards they give you are pretty good and can help grow your nation. The most important quest is the one that gives expand borders when you have saved up enough to be able to buy one yourself. Doing this quest and i believe, the following quest, which is to use the item, gives you altogether something like 3 free expand borders. Planning Planning what items to buy before going to the next tier is very important if you want to be successful. I did not plan and simply rushed ahead in pop growth but that's just me. there is significant costs scaling for all land clearers, expand borders and colonization, scaling that really will surprise you if you do not plan for it beforehand. I would recommend always saving up a dozen land clearers (whichever land clearer your continent is suited for, i.e pickaxes and lumberjacks for tind) before moving up in population growth. And, if you feel the need, saving up for multiple expand borders and buying them at one time. Spreadsheets can also save your life, allowing you to know how much resources you use per hour versus how much you consume the most important of which is going to be food. Running out of food spells big troubles for your nation, your population will fall from the original growth rate (i.e your population was growing at 80k per hour it now loses 80k pop), and your units which use food as a resource will be set back to 10 percent health. I have attached a spreadsheet i created, and will share it if requested. Knowing how much your pop will grow is also important. This can help you decide and know when you move to the next tier. Through calculation as a dictatorship, the population growth per hour is around 1.02 percent at max growth (setting it manually to the number every hour) This is a number that is deceiving low. for instance, in just 50 hours, a population of 6 billion in game will become 9 billion, a 50 percent increase in population. I use this website to calculate my pop growth and know when i am expected to reach the next tier and thus, be able to estimate how much food i would need to stockpile. http://www.metamorphosisalpha.com/ias/population.php . Tier Pop Req. Max Farms/Windmills Limit Increase 1 50k (base tier) 6 2 75k 6 0 3 250k 6 0 4 600k 8 2 5 1.2 Million 17 9 6 2 Million 28 11 7 3.5 Million 49 21 8 6 Million 83 34 9 18 Million 250 167 10 70 Million The next thing that you require adequate planning for is land use. 300 cleared land runs out fast at my tier, being worth only an extra 1.2million, and as the amount of land you gain from expand borders DOES NOT scale, you can see the issue about constant max growth. To remedy this soft cap in growth, you have the following options : Pausing growth and stocking up on food and expanding borders for several days. Doing missions and hoping you get homeland offense. Raiding for land. Land expropriation. Land expropriation is only worth it if you have already paused growth, as the -3 happiness malus makes it very food inefficient to continue growing. It is important to note that land expropriation can be used in conjunction with expand borders. Battles, missions and units. Missions are the key part to growth as an active player. Doing missions gives you more money (which will become insignificant later but are useful early on ) GP, resources and sometimes, units. @PhantomX has several missions covered in-depth in his own series. Missions also give you loot keys, which can be exchanged for equipment, which can either be sold or equipped on your units. Unless you have done a lot of missions and acquired a lot of crap equipment, i do not recommend discarding loot keys, as it takes 5 common equipment to exchange for 1 loot key, 2 uncommons for 1 loot key, 1 rare equipment for 1 loot key, 1 epic equipment for 5 loot keys and 1 legendary for 10 loot keys. Equipping your units well is what allows you to be able to tackle harder and harder missions, giving you better and better rewards. In regards to which missions you should do, and which you shouldn't, here is a list Temperate terrorist : will become your main money maker as your population soars, provides t72s, which are differently statted abrams tanks. Doing the mission at 8 million population, i got 25 t72s per mission, at 20 million, 40 t72s per mission. The enemies faced in this mission are all level 1 rpgs, aks and t72s. Interesting to note is that i do not recall ever seeing more than 2 t72s in this mission. Venland Airspace : good for giving loot keys and FREE mystery boxes, which you can open for more mystery boxes, packs, store items, funds or random mercs. Also gives f35, which have very good maneuver, and as they are counted as air, can do missions against anti armor units efficiently. You fight f35s and A10s, but with just 2 tunguskas in your force, you can easily win this mission. Convoy : Also good for mystery boxes, not as good for giving loot keys. This is one of the harder missions because you face bradleys and t72s, for players just starting out, bradley's will chew through your infantry like paper, while your plumps are not good enough to fight both it and the t72s together. There is also a volvo unit that you face in this mission with 100% chance to encounter that lowers damage caused to the tanks, Success in this mission for players with low quality units is dependent on how fast your own units kill off the volvo. Nordland wall : I hate this mission, i lost many good infantry units fighting it because the bunkers, both fortified and concrete, make this mission a killer to fight. They crit surprisingly high and if you do not watch your units, you'll soon start taking way way too much damage that you'll be forced to heal or it’ll die. The bunkers also have obscene amounts of health. You face tunguskas, aks and the bunkers in this mission, the tunguskas are usually taken out early by your units along with the aks, and then it becomes a 30 minute long battle as you watch your troops slowly plink away at the bunkers until they kill enough that the ai surrenders. Ace of spades : gives you a large amount of funds. This mission is deceptively hard to complete, the mafia members can usually be 1 shot by your units(they only have 40 health) sometimes resulting in the ai retreating while francesco attacks once at most. When francesco does get the chance to attack, he usually fails to kill a single one of your units. Artic drill : don't do this mission it's trash. the units you face are hard and it gives only GP, which is easy to get if you are active anyways totally not worth it, send a lone national guard in to die or auto retreat and give you a new mission. Mortar rain of something something : Gives you ammunition and a mystery box. If your army consists of only infantry, don't even think of doing it, much like the bradleys in convoy,those mortars will chew your units up in no time, and you would find yourself constantly using funds to heal up. A all armor or plane unit makes this mission ezpz, as do special forces units. Homeland Offense : An excellent mission for later tiers/those struggling with food. Gives both cows and forests you can chop down for more land. Rumble in the nevermind : depends on if you really need cgs or are about to go inactive for awhile. This mission requires a 1 hour travel time(affected by mark game refresh) and has you facing navy seals and A-10s. Gives funds, money, and panthers, but also reduces gp. By popular demand i have been asked to give my own take on how to complete certain missions, as such, here is a guide. Venland Airspace. When i first started venland, I had at that point high level units and a tunguska. As such, i recommend the same as it was a great risk for me then. To do venland with lower level units, a tunguska is a must, you can get these from level 3 light armor factories, mercs or nordland wall, meaning that completing nordland wall is a prerequisite if you're low tier. Doing this mission, you will need either high maneuver units so you can dodge strikes from the f35s, high health units because they really REALLY hurt when they do hit, a cadet so the enemies cadet bonuses are nullified ,and a good mix of armor and special forces/high damage units. Why Armor? even though there are A10s, you will usually face only 2 at max, sometimes if you're lucky you won't see any at all. Armor usually is really tanky, meaning even if an A10 does hit, it won't outright kill your unit, allowing you to decide if you want to heal or let it soak up more damage. Armor also has less maneuver meaning that the ai will tend to prioritise it as a target more than your squishier high maneuver special forces. Of course, if you have reached the level where you have access to counters, then this mission is ridiculously easy. 8 level 1 tunguskas and 2 level 5-6 tunguskas could do this mission with ease, you don't even have to heal most of the time. Alien Meteorite. This is the penultimate mission in the game, as of this writing. Alien meteorite has you facing sectoids and sectopods, basically renamed and better T-72s and AKs. Both units hit hard, hit often and with their generals bonus, hit first. This mission is not recommended for anyone with less than a full division of well equipped high level units (above level 10), squishy units like navy seals are also very very unrecommended unless you battle juice them to insane amounts of maneuver, or health. The sectoids and sectopods can hit upwards of 50 damage, with a base damage of i believe 30 for the sectopods and 28 for the sectoids (base damage as discussed below are damages that will always go through regardless of armor). So what units do you do this mission with? Easy, Plump tanks. By the time you can even consider doing this mission, your plumpies are probably reaching max level with a good amount of activity spent doing missions, they can then equip legendary/epic equipment. That along with health bonuses gained by leveling allows them to soak up all the damage that can be tossed their way. Units I'll give a brief explanation of how battle mechanics work in this game. Base damage is calculated from your units Armor stat and Firepower stat added to the units actual base damage (this may get confusing so i'll call the units actual base damage poopi) So for example, a plump tank, which has 13 poopi, with 5 firepower and 5 armor will do 23 base damage. Bonus damage. This is where any unit bonuses you get are factored in, firepower bonus being the largest factor. each stat of firepower counts for 4 damage in the bonus damage calculations. Unit bonuses include percent boosts against a unit type, usually from equipment and level ups, i.e 10 percent strength bonus to infantry. Unit roll, any roll above 90 BEFORE maneuver bonus is a crit, crits do 150 percent of the total actual damage. Any roll below i believe 10/below the total roll is a graze, which does 50 percent of the total actual damage, and a roll of 0 is a miss, which of course, does no damage. Maneuver factors a lot in whether your units actually hit what they are shooting at. Each point of manoeuvre of the unit adds 10 to the roll. So for instance, a unit that rolls 20, with maneuver of 5, rolls 70. this number has to be higher than the defending units maneuver, which is also a multiple of 10 from its maneuver stat. Another important thing to note, is that even if your unit high rolls a 90, but has really bad maneuver bonuses that totaled up are lower than the defending units, it will not be a crit. But if it is higher even by 1, it is counted as a crit. Lastly, there is a cap to base damage that i have found . I am still unsure if this cap starts at 10 stats or 11 stats or even 20 total firepower/armor stat. What i mean is that a unit with 15 firepower and 15 armor which has 10 poopi, will not actually do a base damage of 40, but instead do something like 36 or 37 base damage. In essence, have super high armor and firepower units will result in diminishing returns for bonus damage. Actual Supposed Dmg 46 Unit Stats 12 21 25/5 Actual Dmg 41 Actual Supposed Dmg 43 Unit Stats 9 21 12/5 Actual Dmg 39 Actual Supposed Dmg 64 Unit Stats 9 42 33/13 Actual Dmg 51 Actual Supposed Dmg 33 Unit Stats 14 6 Actual Dmg 32 Actual Supposed Dmg 30 Unit Stats 12 5 Actual Dmg 30 Actual Supposed Dmg 32 Unit Stats 12 7 Actual Dmg 31 The above table is what i have gathered so far, if any math whizes wanna take a crack at determining the diminishing returns, please do Armor confused me for awhile. besides its abovementioned use in adding to base damage, i had assumed that having really high armor would result in enemy units doing 0 damage. This was not the case. Instead armor reduces only the BONUS DAMAGE, and the unit will still take base damage regardless of how much armor it has on a hit. each armor stat removes 4 damage. This is the Mitigation stat you see in the combat roll page. Healing. Healing factors in after any mitigation has been removed. This further reduces damage done to the unit by the stated percentage, with rounding. I.e one of your other units has a Reduces damage against friendly Armor units by 10% trait. therefore your armor units will take only 90% of the damage after mitigation. Health. Easily calculated, affected by level ups and equipment/battle juice boosts. I generally like to have units above 100 health, so i don't have to constantly make sure i don't accidentally lose one. Health is also the reason why i dislike navy seals/secret agents/ infantry units. Their health is so low that any lucky hit by the opponent can kill it off either in one shot, or constantly reduce their health that constant healing is required. Unit Counters. Some units are direct counters towards a specific type, for instance tank destroyers, which counter armor, and F-22s which counter Air. Their stats when fighting their counters are increased and this increase is factored in the unit rolls, although it is not reflected on the battle page. From testing and observation of my F-22’s i have calculated that each increase in a stat gives a .25 increase in their unit counter stats. Actual Unit Stats Unit Counter Stats Difference Firepower 4 11 7 Armor 3 6.75 3.75 Manouvere 5 9.25 4.25 Firepower 16 26 10 Armor 6 10.5 4.5 Manouvere 9 14.25 5.25 Firepower 7 14.75 7.75 Armor 6 10.5 4.5 Manouvere 10 15.5 5.5 Firepower 11 19.75 8.75 Armor 5 9.25 4.25 Manouvere 8 13 5 Firepower 12 21 9 Armor 4 8 4 Manouvere 7 11.75 4.75 Firepower 8 16 8 Armor 3 6.75 3.75 Manouvere 16 23 7 These are the poopi damages of units i observed so far : TD Base 13 M2 Base 12 T72 Base 13 AK Base 11 Plump Base 13 MG Base 13 Reaper 12-13 AA 13 volvo 11 a10 12 F35 13 Fighting battles. It is important to always remember that you can only heal your units twice a battle, so timing your heals is very important. What I did was observe what was on average the max damage an enemy unit could do to my units, and only expend heals when my units health fell below that point. This helps save you funds, money and of course a valuable unit. Leveling. Levels are very important to your units, each time a unit levels up, they gain either a random stat attribute (the randomness of which i believe actually depends on the unit type, i.e armor units being more likely to receive extra armor) 10 percent bonus health, terrain modifiers, or unit modifiers. Leveling is also important to what equipment a unit can equip, at level 1 units can only equip common and uncommon equipment, foils included. At level 5, units can begin equipping rare equipment, level 10, epics, and level 15, the max level, legendaries. Playing the game right. As stated before, missions are the key to your nation's success and growth, being able to do the harder missions, not only complete them, but do so without casualties and little damage, is key. What i did was buy union of nations packs with funds i gained from missions (meteorite and that mafia mission and foreign affairs) in an attempt to get more legendary missions, a process that pays for itself. Not only does this give you meteorite, but it also gives you temperate terrorist, which if done repeatedly, makes you mad dosh and ensures you never ever have to worry about metal or building materials. At one point i had 20 temperate terrorist missions constantly queued up and was doing them with my best division , sending it out once it was completed, my best division being able to do it very very fast (anywhere between 3 minutes(enemy auto retreats like in rioteer missions) - 15 minutes if it actually has to fight and destroy all enemies), and most importantly, take almost no damage. I also bought a new dawn card packs, to get venland and convoy missions which i was soon able to do with divisions that directly countered the unit types faced, also allowing me to do them one after the other, only needing to let them heal when their health bars were mostly yellow, or only having to heal them when their health drops to red. thus needing little supervision. You can do this very efficiently, although i had problems as i would need to refresh the web page sometimes when a mission was just completed. Peacekeeping missions are generally bad, they give bad rewards and the number of units you face scale based off your divisions strength, meaning sending a good division results in LONGER times to complete a pk mission. However, if you have 5 or more divisions and only one mission available, then it might be worth it to send them on peacekeeping missions to level them up. https://en.wikipedia.org/wiki/Exponential_growth As explained in the video above for those whom are unable to grasp it or have no prior background of compound interest, biology or economics in general, this game operates on an exponential basis in terms of rewards and gp growth due to the exponentially increasing population of your nation. Think of how much the human population has grown year by year in the last 100 years compared to over 30000 years of human existence on this earth, and apply that on an HOURLY basis, which this game models. My own nation can more than double its population from 20 million to 55 million in 100 hours, giving me twice the rewards i get now, in a timespan of just under 4 real life days. At 20 million pop, doing one alien legendary gives me 1.5k gp. This is a amount of GP equal to or higher than a large amount of new nations, and alien legendary does not even give me the most amount of GP per mission.In the last 5 days as of this typing, 3/6/2017, i have gained more GP then i did in the first 25 or so days while maintaining around the same level of activity. In essence, i hope if you have taken away anything from this guide its this : Always think of the game as a circle of High Population = Exponentially Higher Rewards/GP = More Resources = Higher Population Factories All factories available ingame to me as of tier 8, Keep in mind this not a full list, as factories available to you depends on whether you have the Flora/Fauna to build them. For instance, i do not have any sharks, therefore i am unable to view shark related factories. Buying one of said flora/fauna allows you to view the associated factory at any time, running out of the associated fauna/flora removes the ability to view/build the factory in the construction tab. Which factories NOT to build From my experience i have found that the "money" factories are currently utterly poop. Gold and silver are scarce resources, even on tind, and even then are very very inefficient, at the current market price for energy (a whopping one but still..) gold returns only 26 monies every 30 minutes, and silver, only a paltry 12 monies. This is without factoring in exploration costs to find these resources. Gemmers are an even worse investment. They require level 4 research labs to build, before you can use the tier 5 geologist and also require you to tie up a day in researching deep underground surveying. After these costs are factored in, they provide a total of only 50 (going by current market rates for CGs) moneys every 30 minutes for a cost of 1 gem and 15 energy. and considering that on average i got 50 gems for every 20 explorations, they actually result in a NET loss of 1450 monies. So yeah, only build these factories if you want industrial gp/have money to burn/ have someone accrued large stocks of their associated resource (cred: @Crow) Loot Boosts For those who have both premium and access to loot boost, venland/convoy/alien cards, a strong enough military/counters to venland/convoy(anti air and anti tank divisions) and resolve battle items, the most efficient way to gain loot keys is the following: 1) Set aside 20 minutes of your day, 2) Exhaust your mission cards 3) Activate your 5-10 resolve battles depending on if you have premium. (Max is 10/day) 4) Activate loot boost (lasts one hour - 1 hour 10 minutes , as it officially ends on the next mark (see above for the definition of mark) (max is twice a day) 5) Wait for the 9 minute Mark (i.e 1.49pm) (as mentioned earlier, due to how the game works pks travel time is now shortened to 1 minute) 6) start all missions and send out all other divisions on pk 7) Resolve all venland/alien legendary battles you have (these give the best amount of loot keys, for my nation at least resolving 10 venland with a loot key boost gives me about 320 loot keys alone in however much time it takes me to press that resolve button, and one alien gives 150-200 loot keys) 8) After using up all your resolves, depending on how much time you have available to you, keep sending out divisions on missions/pk as they complete them. 9) ???????? 10) PROFITTT!!!!!!!! Cards Discarding Cards Here is what ive gathered so far, the discard fund return for legendaries and foil rares,epics and legendaries are ASSUMPTIONS made from previous trends. Although i have discarded a legendary before and did receive around 1k funds for it. Common 5 Foil Common 224 Uncommon 20 Foil Uncommon 448 Rare 80 Foil Rare 896 Epic 320 Foil Epic 1792 Legendary 1280 Foil Legendary 3584 Opening large amounts of packs/equipment quickly When you have gathered a large amount of card packs or equipment crates, you can open them all up faster by simply closing the equipment/card page after unpacking/unboxing it. You are still credited with the item/card while saving ALOT of time. Doing this method of unboxing/unpacking can allow you to open 100 card packs in 10 minutes or less. Which card pack to buy While there is no definitive guide on which card pack you should buy, i can give a few tips on WHEN to buy a card pack. First up is stories from the industrial revolution. This card pack should be the first thing you focus on completing if you are on a continent that does not have petroleum, coal, lakes or rivers. The extra 2 windmills gained by the legendary help alot when you're already maxed with windmills for your tier, although note that like all factories gained from other means (i.e from war or from this card) you cannot actually go over your limit of factories. For example, you're at tier 1 and can build 6 windmills max, when you reach tier 2 you can build 8 windmills max, if you use this card, when you reach tier 2 you will not be able to build more than the 8 you already can. Now we have union of nations, union of nations is an all around good card pack to buy in bulk, it gives the best mission in the game for funds, that's not a meteorite, and the best mission in the game for money, temperate terrorists. Invasion of tind is a card pack you normally cannot receive, requiring you to open mystery boxes to get them. Another solid card pack that gives navy seals as an epic drop, early access to mortar infantry if you do not have required building level, and the best officer in the game. Annexing enemy lands also provides you with a nice amount of land if you need more space for pop. I really didnt like this card pack, especially before i reached tier 8, i found it to be the worst of the lot, the legendary card really really needs a buff, since those resources will last a factory at most 10.5 hours, for the gold at least. However, now that i desperately need land to reach tier 9, this is my new favorite card pack for the coast of a new continent drop. pretty meh card pack, although the rewards for hops, grapevines king wood and apple trees provide a nice source of continuous CG. Also note that for some reason there isnt a 10 card pack for this one. A new dawn is very interesting, since it has some of the most useless imo epic cards, and a pretty bad legendary as well to boot. HOWEVER, it does provide New Dawn, New Troubles, which allow you to do the 2 best missions in the game for fuel and mystery boxes. Card Rates Here are the known card rates i have found. There were bought from 700 10 card packs, in batches of 50 packs at a time, for a total of 250 packs.Please note as these 700 fund packs give a confirmed drop of 1 rare, these numbers cannot be applied to 100 fund packs. Total rates Foil Total rates Foil Common 1630 23 65.20% 0.92% Uncommon 446 17.84% Rare 364 14.56% Epic 27 1.08% Legendary 10 0.40% Total 2477 23 Overseas investment Total rates Foil Total rates Foil Common 1368 17 68.40% 0.85% Uncommon 327 16.35% Rare 272 13.60% Epic 26 1.30% Legendary 7 0.35% Total 2000
  48. 1 point
  49. 1 point
    Samoht

    Adjusting the war-feature

    As of now, in this game, you can't steal resources from another nation, even if you won the war against it. This should/could fix it. The idea is actually not only mine. One of the other experienced players in this game (Jazter) and I, had a conversation about this and then he mentioned something that made me think a lot.. - It was very simple, but yet very good. I then i thought about it, and this is what i think could fix the problem: When annexing: Will be explained after the "Idea for stealing resources". "Idea for stealing resources": - "Stealing resources": You cant really do that because the nation can just move their resources to another nation during a war. This is how it could/should be: Make it an option to steal 10% of a nations resources after 3 won battles. (Make it 3 instead of 5, because 5 won battles with Gearhounds will cost you 5000 uranium, which is probably more than you will get in return from winning the war. 3 won battles with Gearhounds will cost you 3k uranium, and its more possible to get that amount back, instead of 5k uranium, when winning a war, when you choose the option to steal resources. - By using "3 won battles" in this, you make it worth attacking a nation, cause youre almost sure about getting the used uranium back, if winning the battle. - And then you will also get 10% of the nations : Money, Food, Power, BM, CG, Metal, Ammo and fuel = You will actually make a profit from winning the war, without it being too costly for the losing nation. Now you probably think: "But you can still send the resources away when you have lost 2 battles and realize that youre gonna lose the war". Solution: (I will use my nation and your nation as an example). - You decide to declare war on me. The moment you do that, i got a stockpile of resources in my nation. The very moment you declare on me, the game calculates 10% of all my resources and type it down in a message which is sent to ME (The defending nation). Now i know the excact amount of resources you are capable of stealing from me. (That amount of resources will be "LOCKED" to my nation, which means i cant: - Use it for my population (food, Power and CG), i cant trade that "locked" amount of resources away and i cant use the locked amount of "fuel, ammo and uranium" in wars or military training). - This will secure that the 10% of resources will ALWAYS be kept in my nation to be stolen, if i loose the war and the aggressor chooses the option to steal my resources). If 10k food, and 5k ammo is "locked", as an example, and you end up with only 5k food in total stockpile in your nation during the war, then the outcome would be like if your nation has 0 food = losing population (Because the "locked" amount of resources cant be used). And if the ammo reaches 5k, which is the excact amount that is "locked", then the outcome would be as if it has reached 0, which means you cant meet the demands of military upkeep etc. Then you maybe think: "But what if 10 nations declares on me, then ALL my resources are "locked" and i cant do anything." To fix this, the following can be done/implemented: - Make the MAXIMUM number of declarations on a nation to 3. (That will MAX "lock" 30% of that nations resources). Then you maybe think: "Then i will just have 3 friends to declare on me, and then my enemies cant do anything about it". Solution: - To avoid that, make wars EXPIRE if no new division have been sent within 48 hours after the last finished battle, and make the war expire if no division have been sent within 24 hours of declaration. Also make it impossible for nations in the same alliance to declare on each other - and the very moment the attacking nation joins the alliance that the nation he declared on is in, make the war expire immediately. (To secure no one just leave the alliance, declares, and joins again). - When a war expires, make a cooldown/countdown of 2 weeks before that nation can declare again on the same target (to avoid "fake" declarations) - UNLESS the war have a winner. -Then immediate declaration is allowed.(To secure real wars can still be fought intensively without lots of waiting-time/pauses, and to make it possible for nations to annex/steal resources from a nation, multiple times in a row, just as it it possible to do that now). - The maximum of 3 declarations pr. nation should also prevent a nation from being totally ripped of within i short period of time. When it comes to annexing: Make it 4 won battles before you can demand annexation instead of 5 as it is now. And increase the amount of land you get to a permanent 10-15%, every time you annex a nation. The reason for this: It costs you 5k uranium with GH's to win 5 battles. Even more if the score ends up 5-3 or something like that. - Then you could end up using 8k uranium in just 1 war, which is VERY VERY much. The outcome from a won war is to low (Last time i annexed a nation with 65m population i got about 1700km2 land). (When doing missions and using both Expand borders and Colonists, i can regain that land in 1 week easily). By making it 4 won battles for an annexation you can (if youre good/lucky) end up using "only" 4k uranium pr. annexation. Its still a lot, but a little cheaper though + you get a little more land pr. annexation = Worth it a lot more, than it is now. It requires 17500km2 urban area to reach Tier 10. So you can say that all nations who have reached Tier 10, got at least 20000km2 land in total. And some of the biggest nations in this game got over 50000km2. - Lets say the average Tier 10 nation got 30000km2 land. Then 10% is 3000km2 land (Which is what you will get from an annexation with the new numbers ive used). That is what you will get "in average" when annexing a Tier 10, with the new numbers. - That's still more than 1k uranium used per 1000km land gained (And 1000km land i can get in 3 days in the game) - So i dont think these numbers are unfair at all. (Ive tried to change everything EXCEPT for the units and their hourly upkeep, so that @Stian dont have to worry even more about the imbalancing when it comes to resources and money. By changing the structure of the wars instead, he dont have to worry about that at all). I have given this A LOT of thoughts, and honestly believe this would make the war/battle aspect of the game, a lot better and WAY more interesting. By making wars more benefitial, the diplomatic aspect of the game will also get a boost without a doubt = WIN-WIN!! Everyone that reads this, please UPVOTE or DOWNVOTE this and leave a comment, so there is an overview of opinions on this matter.
  50. 1 point
    Imperator

    Profanity Warning

    I don't like to curse so this wont affect me at all, but for others it will alot
×