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maxwell little

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Posts posted by maxwell little

  1. Nice job with the blitz RE, only one problem, most of your guys missed update and didn't quad, but in this kind of game any first attack essentially gives a win. Hopefully this will be a fair fight, no flaming, ect. Good luck to all.

  2. Myself I thought the winning alliance was the one who put the top nation where it was, or had the most members in the top 50, or had the highest average NS. Sheer numbers might mean a win, but if NONE gets sanctioned randomly they would beat us all, while they are not even really an alliance, so numbers aren't anything. Also MHA is looking forward to the last few dys of the round. Fun times they are.

  3. Slightly off topic, but do you know how common this is? I always figured guys like Matt Miller got their tech for free, but how far down the ranks does it go? Does your average ~100k NS nation get free tech in some alliances?

    I don't think any of them get their tech for "free," because I think admin counts that as aid abuse, feeding one nation continuously for months. I think the top nations in an alliance probebly do 3m/900 or 3m/1000. 3m/850 is 1 3m out every month for 17 tech slots in. Whether or not a 100k ns nation would get that depends on the alliance. Smallish alliances, with 100-200 members, and with only one or two people, would probably do that, while GRE or TOP most likely not.

  4. First, GET THE MP!!! One nuke would knock you out of the top 5%, and it is not easy to get back up there. Also, from my knowledge, extra income becomes meaningless after 15k-odd infra, as your warchest will quickly exceed CN$ 1 Billion, and the vast majority of that would be spent to rebuild after a war. So that 2k extra a day MIGHT mean 1 extra infra level rebuilt. Buying infra, tech and land at that size should follow a simple formula. "Buying tech" means organically, maximum tech importation and monthly donations are a must as well. This applies to all other nation aspects, use dinations and aid slots fully.

    Buy Tech if it is less than 5/3 the cost of infra, per level, plus a small number to factor in infra's income.

    Buy Land if it is less than 1/2 the cost of infra per modified level*, factoring in resources, ect, minus a small amount, to factor in infra's greater income bonus.

    Buy Infra if it is between 3/5 the cost per level of tech and twice the cost of land* (including land modifiers).

    If both the tech buying and land buying conditions are satisfied, buy tech if its cost is less than 10/3 the cost per modified level of land*.

    *Since purchased land is considerably less than actual land, multiply your actual land cost by (Purchased Land/(Total land-growth) when using the calculations.

    At extreme sizes maintaining a full military, excepting tanks and soldiers above efficiency=60% population, is a must to maintain war preparation and to have the maximum possible NS.

    I might be wrong, if I am please post and tell me so I can learn more about CN's mechanics.

  5. Multiple nations are spotted by repeated logins of two different nations on the same network. One isn;t usually enough to prevent inadventent mistakes, like school computers or RL friends. However, the rule is actually one nation per network, or IP address, so you would likely get deleted for multies if your dad makes a nation. A risky way to cheak is to create the nation and try to aid each other. If it works you are ok, if it is cheat flagged delete the new nation as soon as you can. You would still run a deletion risk. A way around it would be to use a proxy or a different connection, or any other way to get your dads nation on a different network.

  6. This actually makes sense, as a nuclear update blitz will no longer be possible, however the attacking nation will face nuclear retailaton to compensate for his first-strike edge. I would still put in a time delay however, maybe 6 hours. Otherwise an attacking nation could face 2 nuclear strikes in 30 minutes in the case of a normal quad attack.

  7. I am part of MHA and am proud to say that Fark was unable to really dent MHA's fighting ability. Also if you look half of Fark has no military and is in Defcon 5. So I am not sure why people are saying MHA is the weak side in this, you will be suprised what our organization and skill can do. BTW half of MHA is serious nation builders from OSA,GRE, ect. So look out FARK.

  8. Right now, in TE, nuclear weapons are far too powerful, as a single hit can and will in some cases remove 20-30% of your infra and tech. Since TE is a warlike game I propose a reduction in both nuke cost, nuke requirements, and nuke damage to better fit the style of the game.

    Nuclear weapons:

    Cost: $50,000, 100,000 without uranium. Can purchase 1 per day per 500 infra + 1 nuke at 0 infra.

    Damage: 15% or up to 15 tech, 15 land and 15 infrastructure plus techbonus. Destroys 33% of all tanks, planes, cruise missles and naval vessels, up to a limit of 10 each of planes and cms and 100 tanks. Kills 50% of all enemy defending sodiers. Also causes 1 day of nuclear anarchy and a -5 happiness penelty for 1 day. Limit one attack per defending nation per day.

    Requirements:

    MP wonder, which would have a special sliding cost of: (Purchasers Average Daily Tax collections x 5) + $10,000 per day of round, and a 1/5 tech/infra ratio (10 tech per 50 infra). Average daily tax collections would be your total collections of the round divided by your nation age. This would include the startup funds to prevent the first day exploit of 10,000 cost. This would make it equally hard for all nations to obtain nukes.

    A uranium trade would not be required, however uranium would have a new bonus effect, INSTEAD of the income bonus:

    Uranium: Decreases infrastructure upkeep by 3%. Increases the damage inflicted by nuclear weapons by 33%, or up to 20% or 20 infra, 20 tech, and 20 land plus twice the techbonus. Also increases defending soldier casualties from 50% to 75%, and all other casualties from 25% to 33%, or up to 15 planes, 15 cm's and/or 150 tanks.

    This would make nuclear weapons much more useful, especially to fight off tech raiders and balance the game away from the top 5% nations. Essentially smart new nations will be able to defend themselver, at the cost of economic growth.

    All properties of nuclear weapons that I have not mentioned are intended to remain constant.

    *Note, if this is accepted I will likely make tweaks based on feedback.

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