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maxfiles

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Posts posted by maxfiles

  1. from your charter: http://s1.zetaboards.com/UnitedAlliance/pages/charter/

    Psychotic Dictator (President)

    The President is the overall ruler of the alliance. Practically all major decisions must be run through him and can be altered by him at any time. He can only be removed from office should he resign or be properly impeached.

    Impeachment

    The President can be impeached if the Vice President and half of the ministers vote to challenge leadership. Then, the entire alliance will vote if the President should stay or go. If the majority vote for him to be removed, the vice will take over and may choose to appoint a different president or may rule the alliance themselves.

    The Vice President can be impeached simply by the President removing him from his office. However, this decision can be challenged if the majority of ministers vote to keep him/her in office.

    Ministers can be impeached by the President instantly or by the vice president, however approval must be given from the President before any final actions can be taken. The vice president can however remove their bestowed powers until the president makes his decision.

    so jack just needs to remove all those ministers that disagree with him and then the vice president in that order...

    and after that put in people he can trust...

    that looks simple enough..

  2. how about 5 days for wonders and these changes?

    Agriculture Development Program - $375,000 - Increases land size by 15%, Increases citizen income +$2.00, Increases the citizen-bonus for land from 0.2 to 0.5. Requires 1,500 land purchased, 250 technology.

    Anti-Air Defense Network - $625,000 - Reduces odds of incoming aircraft attacks against your nation -25%. Reduces aircraft attack damages against your nation -10%.

    Central Intelligence Agency - $500,000 - Increases the number of spies that your nation can support +250 and increases your nation's spy attack strength +10%. Only viewable by the user who owns it.

    Disaster Relief Agency - $500,000 - The disaster relief agency helps restore your nation and its people after emergency situations. Increases population +7%.

    Fallout Shelter System - $500,000 - Allows 50% of your defending soldiers to survive a nuclear strike (Does not prevent nuclear Anarchy but does prevent troops from being totally depleted), Reduces tank, cruise missile, aircraft, and navy losses from a nuclear strike by -25%, Reduces nuclear anarchy effects by 1 day. Requires 1,500 infrastructure, 500 technology.

    Federal Aid Commission - $312,500 - Increases citizen income +$7.00.

    Foreign Air Force Base - $437,500 - Raises the aircraft limit +20 for your nation and increases the number of aircraft that can be sent in each attack mission +20.

    Great Monument - $437,500 - The great monument is a testament to your great leadership. Increases happiness +4 and your population will always be happy with your government choice.

    Great Temple - $437,500 - The great temple is a dedicated shrine to your national religion. Increases happiness +5 and your population will always be happy with your religion choice.

    Great University - $437,500 - The great university is a central location for scholars within your nation. Decreases technology costs -10% and increases population happiness +.2% (+2 for every 100) of your nation's technology level over 20 up to 300 tech.

    Hidden Nuclear Missile Silo - $375,000 - Allows your nation to develop +5 nuclear missiles that cannot be destroyed in spy attacks. (Nations must first be nuclear capable in order to purchase nukes.)

    Internet - $437,500 - Provides Internet infrastructure throughout your nation. Increases population happiness +5.

    Interstate System - $562,500 - The interstate system allows goods and materials to be transported throughout your nation with greater ease. Decreases initial infrastructure cost -8% and decreases infrastructure upkeep costs -8%.

    Manhattan Project - $1,250,000 - The Manhattan Project allows nations below 5% of the top nations in the game to develop nuclear weapons. The Manhattan Project cannot be destroyed once it is created. The wonder requires 750 infrastructure, 100 technology, and a uranium resource.

    Mining Industry Consortium - $312,500 - Increases population income by $2.00 for the resources Coal, Lead, Oil, Uranium that your nation has access to. Requires 1,250 infrastructure, 500 land purchased, 250 technology.

    Movie Industry - $325,000 - The movie industry provides a great source of entertainment to your people. Increases population happiness +3.

    National Environment Office - $1,250,000 - The national environment office removes the penalties for Coal, Oil, and Uranium when a nation imports them, improves environment by 1 point, increases population +3%, and reduces infrastructure upkeep -3%. Requires 2,000 infrastructure.

    National Research Lab - $437,500 - The national research lab is a central location for scientists seeking cures for common diseases among your population. Increases population +5% and decreases technology costs -3%.

    National War Memorial - $337,500 - The war memorial allows your citizens to remember its fallen soldiers. This improvement is only available to nations that have lost over 10,000 soldiers during war throughout the life of your nation. Increases population happiness +4.

    Nuclear Power Plant - $937,500 - The nuclear power plant allows nations to receive Uranium financial bonus (+$3 citizen income +$0.15 per technology level up to 30 technology levels. Requires an active Uranium trade.) even when maintaining nuclear weaponry. The nuclear power plant by itself, even without a Uranium trade, reduces infrastructure upkeep -5%, national wonder upkeep -5%, and improvement upkeep -5%. Requires 2,000 infrastructure, 250 technology, and a Uranium resource to build. Nations that develop the Nuclear Power Plant must keep their government position on nuclear weapons set to option 2 or 3.

    Pentagon - $375,000 - The Pentagon serves as your nations headquarters for military operations. Increases attacking and defending ground battle strength +20%.

    Scientific Development Center - $1,875,000 - The scientific development center increases the productivity of your factories from -8% infrastructure cost to -10% infrastructure cost, increases the productivity of your universities from +8% citizen income to +10% citizen income, allows the Great University to give its technology happiness bonus up to 5,000 technology levels (+2 happiness each 1,000 technology levels). Requires 1,500 infrastructure, 300 technology, Great University, National Research Lab.

    Social Security System - $500,000 - The social security system provides benefits to aging members of your nation. Allows you to raise taxes above 28% up to 30% without additional happiness penalties.

    Space Program - $375,000 - The space program sends your astronauts to the moon and beyond. Increases happiness +3, lowers technology cost -3% and lowers aircraft cost -5%.

    Stock Market - $375,000 - The stock market provides a boost to your economy. Increases citizen income +$10.00.

    Strategic Defense Initiative (SDI) - $937,500 - Reduces odds of a successful nuclear attack against your nation by 60%. The SDI wonder also requires 3 satellites and 3 missile defenses and those satellites and missile defenses cannot be deleted once the wonder is developed.

    Universal Health Care - $1,250,000 - A Universal Health Care program increases population +3% and increases population happiness +2. Requires 2,000 infrastructure, Hospital, National Research Lab.

    Weapons Research Complex - $1,875,000 - Increases the technology bonus to damage from 0.01% to 0.02% per technology level, Increases the number of nukes that can be purchased per day to 2, hurts environment by +1, Increases the purchase costs of all military by 0.01% per technology level. Requires 1,500 infrastructure, 350 technology, National Research Lab, Pentagon Wonder.

  3. I'm going to keep this short and sweet.

    the Grand Global Alliance on TE is now known as New Emerald Order.

    All treaties we have still stand, and will be transfered to the new name.

    All nations will be protected for 7 days.

    quick edit to add our new forums are http://neote.themaxfiles.info our public channel is now #neote on coldfront.

    signed,

    maxfiles, Holy Triumvir and Chief Protector of the Realm

    shadeybob, Holy Triumvir and Chief Protector of the Realm

    Jenko, Holy Triumvir and Chief Protector of the Realm

    rstat1, Elder Statesman

    shaneprice, Elder Statesman

  4. I can agree with this part of your post. The unfortunate problem is that there is little way to enforce it.

    as it was explained to me

    ZI is ZI. Perma ZI, happens when you reroll your nation and keep the same ruler name. Eternal ZI is when the person rerolls with a new ruler name, and then is hunted using off site forums and cross referencing IP addresses from multiple alliance sites and forums.

    admin can check the logs of nation and ruler name rerolls and if its the same user on the other end being ZI'ed then it would be OOC harassment

    Mods have said offsite is offsite, however admin has ruled that forcing upgraded access on someone elses forums is banned. Thus Viceroys are now banned.

    So why not change the rules in this case as well.

  5. I think 7 day wars are ok. With the wars that I've fought with my nation the first couple of days were tough but they slowed down afterwards allowing me to rebuild before the next onslaught of wars declared on me.

    I disagree, with a 7 day war thats 7.777777778% of total game play. Unlike with regular CN there is no aid, and therefore no recovery money, once the war is done either you move on, delete and start again, or you quit.

    In the last round my 7 day war was basically 3 days, and 4 days sitting on my arse waiting for the war to end. the guy turtled and did not attack.

    With the removal of Aid and peace mode, there is no real chance for recovery.. its war or die...

    if your on the losing end of a war. sitting here and waiting for the madness to end, is a waste of time.

    impo, I believe that a 3-4 day war would speed things up, instead of slowing things down with a 7 day war. 90 days is survival of the fittest.

    Admin, you have lowered prices for everything else and times for alot of other things, why not give it a try with wars and anarchy times.

    You already lowered the delete time to 3 days from 7.

    how about give it a shot for this round and listen to reactions from those playing the game?

    What do you have to lose.. if it don't work out.. it can be changed back.

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