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maxwell little

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Everything posted by maxwell little

  1. Re this has nothing to do with anything, decided to hit you once you got black and SDF to try and attack us. Basic revenge/retaliation. Also, we were a little war hungry and you guys are a fair target for an even fight.
  2. I know for a fact that RE does have honor, I have talked to them and they will peace out wars, you need to ASK, and also have a good reason, as if you are the aggressor then you are usually entitled to ZI anyway. However, when they attack an alliances they almost always attack one of equal size, or as close as possible, and when they don't it's because they were raided, or because of a misunderstanding. I am not RE, and my alliance has a slightly rocky relationship with them, because of several wars, however slandering RE will not bring your lost pixels back.
  3. My alliance is good, and getting better, my nation is about as good as I can get it, and this round is exiting since there was a war early to get everything going.
  4. This game is not known for its rationale, random temporary insanity is more familiar, as hitting a smaller alliance in an obviously predatory manner generally mobilizes the public opinion of the game against the aggressor, and as there are several alliances that could easily defend AZTEC against a LE already stressed by an offensive war, a risky maneuver indeed.
  5. You mean 3 ns reinforcements? Or members of other alliances?
  6. I congratulate LE on a well organized blitz, however I disapprove of the target selection, as attacking an alliance 1/3 your size seems more like a tech raid than an alliance war. However, this is a game where tech raiding is legal, so happy tech hunting everyone!
  7. You should always use CN utilities or a similar calculator, put in your nation data and the system will tell you the relative benefits of each wonder. What you should check is whether the SSS will earn you more than 333,333 more than the SM wonder per day, if it does than the extra 10M is worth it, if money is no object, and you should buy SSS first if it does not slow down your wonder clock. (Ex, buying a wonder after a banker push). If the difference is less than 333,333, the SSS will not recoup its extra cost over the 30 days you will have it alone, so it is better to buy SM first.
  8. I find that there are two ranges of infrastructure where gaining nukes is less detrimental to your growth then normal. For me they were 6000-7000 infra and 8500+ infra. Under 7000 infra your collections are usually 3 times your bills, so losing 300k a day to nukes won't hurt a lot, as your lower infra bill will compensate, you can then buy another eco wonder and start to grow again. Above 8500 infra you make enough money to drop 100m on the MP, 20m on nukes, 300k a day in upkeep, and still grow or save a warchest pretty fast. I would NEVER get nukes before 6000 infra, as they would compromise your warchest and prevent you from reaching WRC size in a reasonable amount of time. Also, waiting until after 8000 infra usually is too long, but if you can get to 8500 infra in a year then you can usually get away with it.
  9. Here's how it works: You get 3 million. We pm you 2 targets. You send them 50 tech each right away. You keep the change. OR... You get 6 million. We pm you 3 targets. You send them 50 tech each right away. You keep the change, basically 3.5m in profit. Post here for either a 3 slot or a 5 slot deal. You must have the slots free for the 11th, 12th at the latest. Sellers:
  10. I would say almost none, as at that size, which I am assuming is under 5000-6000 infra, they would be outnumbered to the point where they would still be defeated despite being able to nuke the nations they are attacking. A nuke hit isn't as devastating at that size as you can be aided out of bill lock more easily, bills at that size are rarely more than 2-3 million a day and a smaller warchest goes a lot farther. Their strongest ability would be to fight up and nuke a larger nation, doing disproportionate damage, as then the large nation would have its nukes divided over an additional target allowing the friendly large nations to last longer in a fight. Also, at my size losing half of my income actually would not quite bill lock me, and when I was smaller the margin was even more extreme. 4000 infra: Collections usually 3.5-4 times bills 5000 infra: Same 6000 infra: 3 times bills 7000 infra: 2.5-3, depends on wonders 8500 infra: 2-2.5 Mine was barely 2 before I got GU.
  11. The problem we are facing this round is that the war started before national economies are fully developed, with a couple wonders and most of the economic improvements you can fight a war easily, simple swap factories (which you don't use in war) for GCs and if you want your 5 +1 improvements for either barracks or LC's. I was blitzed 3 on 1 and ended up wrecking them all simply because I was still clearing money over bills in anarchy. The system works, just not when you are only 5 days old. Also, it is essentially impossible to save a warchest before day 10 or even 15, simply because it hurts your growth to the degree where you can not win wars period due to numbers.
  12. The Hypertechnologian ministry of the interior today reports an additional gain of 200 infrastructural levels, along with 200 additional miles of awarded territory and 20 tech levels worth of information, as a result of president Maxwell Little's generous contributions to the Atlas Development of Multiple Indexed Nations organization. This arrives on top of similar gains yesterday, commensurate with the completion of the nation's Great University, which is dedicated to using technology to improve population happiness. The citizenry is disappointed today as a 20 day long tax hiatus was broken, with the full amount being collected by nationwide direct deposit. The ministry of finance reports that upwards of 260 million Canadians was collected, which will be used for upkeep payment and war readiness savings. The nation of Hypertechnologies continues to grow, having now surpassed 91.35% of known nations. The next report will be distributed as needed.
  13. The idea is you get them together, we say SDI first just because it gives you more time to save for MP, but some nations do MP first. Against a nuclear nation it's better to have a sdi than to have nothing.
  14. My alliance says get SDI and MP together, so in a span of 31 days you have nukes and nuke protection, having nukesd without an SDI usually makes you a target for nations which do have both, and you end up getting stomped. The ISS mathematically isn't worth it until 8k infra, and the great university is better than GM or any other +5 once you get to 2700 technology, which you should be nearing by the time you get 7 or 8 wonders. I find DRA useful because my alliance needs banking slots, so usually I use all of my slots, except for when tech sellers don't send tech, but thats not my fault.
  15. Nobody in MHA ever even heard of ZI for the round, I would know, I am fairly high up. We never planned for this war to last for the whole round, and certainly never even though of ZI'ing WOLF for the round. I have no idea which alliance cooked up that rediculous idea, but if I spoke for MHA I would have no part in any of it.
  16. Man this is messed up. MHA attacked you (RE) because we had intel that you were going to attack us, we were actually trying to postpone a huge bloc war until later in the round so both sids would be able to engage in the style of fighting that characterizes TE, an all out brawl, while now our nations can barely anarchy each other. I don't really mind, you have your group and we have ours, but I know for certain that the only reason we are part of judgement is because the formation of WOLF sadly prevents us from playing in the style we desire, which is a round where every alliance is for themselves, friendships are not bound in stone and that general looseness in relations which results produces a dynamic and intense environment to play a fast-paced game of alliance vs. alliance. Only once in the last 3 rounds has MHA been attacked by a smaller alliance, maybe twice, I am not sure, but I know for sure that three times we have been attacked by coalilitions twice our size. Thats the style of play we don't like, that whole 2 and 3 against 1, or 1 and 3 against 2, or this round, 1 against 2 and 3 and 4 against 5 and 6. Harmful always supported that 1 vs 2, 2 vs 3, setting, where wars are won by skill and activity instead of who blitzes first. I don't care about all these personal feuds, they have no place in this game, the feelings two members have for each other should not decide the fate of 300 nations. WOLF, you are honorable players, who are interspersed with the same number of trolls and flamers that we are, and I am afraid that we are letting their actions dictate our policy. You formed a bloc because your style of play is to get strong friends and beat away opposistion, we are more of an individualist alliance. Our actions towards you and TPF, and everyone else, is dictated by our belief that treaties and blocs do not belong in this game, we have enough of that in standard edition. We want to win because our players are dedicated, skillful and loyal to harmful, we are not above using deceit and any weapon at our disposal, but we endeavor to keep those weapons as a last resort, like when a bloc is about to blow us to pieces. This round is probably runied for MHA, as we are now caught in a web of alliances that will strangle us all, but all I can say is that I hope that next round will be clean, honest alliance vs. alliance fighting, 1 on 1 wars that show what we are truely made of, fighting to ZI to defend our friends in the alliance. As of NOW, all bickering is to stop, the past is the past, and may the ZI's that this war brings be the wave that clears the sands of time and leaves a blank slate for us to write on, in our own way.
  17. MHA will be better than ever this round. Also, did anyone think that round 6 ended a day early?
  18. Try selling down 14998.99, it's possible the jump is at 14999 instead of 15000.
  19. I don't understand why there is an expiry date, and I disagree with the rationale behind both the hotspots and the changes to the effects over time. The effects should stay constant in order to prevent economic calculations from becoming rediculously complicated. The expiry dates will just make older players mad when they have to rebuild for 4 times the price. The hotspots adds chance to a game which is supposed to be strategy.
  20. The OSA is doing better than ever, with 33 full members and 15 students learning the ropes on their climb to CN mastery. We have been consistently maintaining between 750,000 and 800,000 NS as our members grow, while a few leave CN, as everyone must eventually. However, we are on an upward trend, and will soon cross that all important barrier of 1 million NS. Join OSA today and be part of this meteoric rise. See the OP for forum location and application procedure.
  21. Since TE is a special version of CN, I think that the war ranges should be different than in regular CN. They are. However, the use of 50%-200% in TE leaves a HUGE opening for tech raiders, as they can attack a nation with half their infrastructure and in 2 attacks cripple them beyond hope of effective retailiation. I think that changing the war range could make tech raids a more even fight. New war range: 75%-200% That way, small nations can still declare up if they desire, however a small nation would never have to deal with an attacker twice his size. Essentially the smaller nation has a chance to win a tech raid, as the largest possible opponent will only be 4/3 his size, UNLESS the smaller nation is the aggressor. There are many circumstances where attacking up is viable, but attacking down to half your size, in TE where half means more at the sizes involved (improvements, ect), is unfair INHO, and should be stopped.
  22. Those terms are completely rediculous, no alliance should have to sacrifice itself after already being destroyed by war. The doctrines and offenses were only committed by the senior government of NPO, and it is them who should face reparations, not the many smaller members who were simply part of NPO in order to have the protection of the then largest alliance. I am ashamed at the level of vindicticativeness of KARMA, isn't destroying a year's worth of growth from hundreds of people enough punishment? PS: I am not part of NPO, or Karma, or any other alliance which participated in the war.
  23. Whats funny is MHA wasn't going to form a block with NOIR, after the way they were flaming alliances, and the only reason we had of forming a block was for defensive purposes. RE, you really need to get some spies on our forum, or better ones.
  24. In Cybernations, a war between two evenly matched nations almost always ends in victory for the nation who got the first strike. I propose a modification to the ground battle system, where a nation would need to declare war a certain number of hours before being able to attack. For example, 6 hours between the declaration and the attack. Defending nations would face the same restriction, they would need to wait 6 hours from the declaration before attacking. This would only apply to ground battles, missles and air attacks would be unaffected. This would even out the playing field in major alliance wars, and make strategy and tactics more important, as nations who are unable to be on at a certain time due to time zone issues would be able to defend their nations before the attacking player completely destroys their ability to wage war. Then, the winner of the conflict would be the one who was better able to use their nations forces, better able to time attacks, and mors active in general, instead of the one who attacked first.
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