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jmborwell

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Everything posted by jmborwell

  1. As long as they don't come to the aid of join some alliance already in a war and start the fighting mid way through, I think it would be okay.
  2. TB, I think these were some of the stats that you liked to see in the past Here are some pre nuke/after blitz stats grabbed from when the Avengers had a nation over 30k NS NS TPC OP Ave 30k+ 1 0 1 25k+ 3 1 3 20k+ 4 6 6 15k+ 5 11 15 10k+ 10 12 19 -10k 9 0 3 total Nations 19 12 22 Nukes 24 35 43 MPs 5 9 9 SDIs 4 7 5 Edited for formatting
  3. Sorry Stevie, I guess the guys that made the target lists should have checked out which of your nations actually fought in each war since one of your wars were only some of your nations here and some others there. After that, I guess they should have looked at who has less than 30 mil, and lost more than 450 ns in war previously. That way we could better match up and maybe they would have excluded some nations from the target lists and avoided this nonsense of people that needed to "reroll." All your members save 1, created within a week of the round starting. Also, thanks to a "rogue" you only had 2 nations that can hit you, only one has an MP. Just make sure you hit someone else so it doesnt look like your 75 mil WC will go unused. I would hate to be in an alliance where the guy with most money, doesn't help out their alliance mates. I will wait until yalls counter. I hope it comes Before the nukes, not after, but I know how confusion played too. Ezeriel, you have enough money, you are fine. I also hit you because I needed to dump my soldiers to hit mandarin with some GAs, his odds were too low. Sorry for the DD, but you seem like you can learn to counter with coordination easy enough. Tell stevie to have more than two wars before the end of the night
  4. Turtling in TE is ridiculous. You leave your alliance mates out to dry when you do that. Also, TB is a damn good player that only gets irritated when people act like idiots in war. Dont turtle, you will never understand why if you keep doing so.
  5. Thomas, they just know how dangerous you are To a good war as always? o7 OP JM
  6. We dont attack him every chance, we would get bored it we did that
  7. [quote name='Merovingian'] I'd think that his post was directed at all of the people that are arguing on my side. But as you said, those hypothetical scenarios are useless jabber. Anybody wasting time arguing about who will win is just trying to brag. [/quote] It was to Confusion.. dont take everything as an assault on the argument, there is some subtle Ad hominem debates here as well (if you couldnt tell) [quote name='Merovingian'] Looks like the show is getting more interesting eh? [/quote] I just hope you're not creating a stage for more of Confusions Jabbering and a justification for him to continue... It gets as old as fending off rogues secretly sent by another alliance.
  8. For the Nuke count, If I am not Mistaken, LE had 26, OP had 1, SUN 0 and Anon had 19 So 27-19 Isn't too bad of a Nuke differential IMO since the only thing protecting them are spies, but I guess since its so early I can see where you are coming from. Though at update a few seemed to have disappear and the number dwindle to 11 Its too bad that many of the denfending nations kept no warchest and some of the Anon/SUN nations are inactive. Many of us still did not recieve counters at all. Im sitting in a war and have 13,417 Attacking + 0 Defending = 13,417 Casualties (0 defending is what I am getting at like a few of my comrads) Though through the blitz my targets were short 350 infra from where they were at and 2 didnt bother buying GCs when they woke up and saw the devastation. And if you want to talk about NS, by 5pm much of OP (cant speak for LE because I didnt look until closer to update) were already built up with our Airforce, soldiers, tanks, and tech. Anon and SUN were not. It is not hard to build up 1k NS for a war, so the 1k ANS is not much of a difference since we were pretty close to maxed out minus a couple extra planes and missiles. And we attacked on Anni, why would any nation not improv/defcon swap after collections to GCs and DECON 1 after anni collections? It would have helped tremendously with reducing the Anarchy Count at update. And did I mention we attacked on Anni where everyone should have collected, and had atleast a mil or two saved from the current days collection? This goes for any poor soul that gets anarchied during an update when they didnt keep GCs You wont be able to blame a number mismatch (based on the first week of building) for the outcome of this war. Its poor nation maintenance if anything. As for the counter.. its been discussed. JM
  9. Yaarrrg Mateyy Best of luck in the war effort to all who are related. save the nukes for the end I say o/ war
  10. I think it would be interesting if Update could be chosen by the player (inputs a server time based on an hour 1, 2, 7 whatever), or maybe have options where you had the choice of 12am 6am 12pm or 6pm for update for your nation (w/ possible changes every 15 days or something?). Quads could be spread out during the day and coordination would be completely different based on different updates. It would spread out advantages and disadvanteages to all time zones around the world. Also could be declared on mid-day for massive chaotic wars JM
  11. [quote name='SirWilliam' timestamp='1307762983' post='2728993'] Hey, feel free to test us. We both know though that you lack the balls. Welcome to our world, AoO. [/quote] Thanks SirWilliam, Proud to be here!
  12. @memoryproblems Just wait to us go. I dont know anything about that little alliance you merged, but as long as we last I think we are going to be a bit better. My idea is if you set up your members well, they will want to keep the alliance going (survive) regardless of the leader and help it grow. Everyone will want to do something. Of course we have standards we will hold up and continually evaluate to ensure we are not overgrowing our means and not sacrificing who we are. But its all good, we work on keeping class and respect, it will keep us going. And for GOONS to be a good protector of us, they have a ton of members in the range of our members that need protection. I would rather nations go to war in war than just money, tech and/or soldiers. Bashing either alliance is a bit worthless right now. JM
  13. Either way it was a cute courtship in which I felt very nervous with butterflies in my stomach at every turn. we worked our darndest to make sure GOONS was a good fit and like any other alliance who is going to start protecting another, they want to make sure the alliance isnt completely worthless (thats why I bought Hiro and Sard lavish gifts of gold and diamonds to convince them we weren't). And yeah, we put our boots on and raid, we wanted to be protected by an alliance that was completely okay with that, and Hmm I wonder how often looking for raid targets I saw GOONS on the war pages to convince they were going to be okay protecting a raiding alliance. Either way they are a VERY good match for us and where we are. JM EDIT: spelling and caps
  14. [quote name='Prodigal Moon' timestamp='1307572325' post='2727327'] What exactly is the decision tree that determines raid/offer protection? [/quote] [quote]III. Protection and Defense: An ill plague on AoO will be considered a curse on GOONS. GOONS will run off the rabid herd with AoO through silver tongues before casting devastating fire. While not required, AoO may spit fire with GOONS if ever a humbling request is proposed to aid GOONS [/quote] There isnt a time limit, but if we get attacked its an attack on GOONS and there will be diplomatic talks before all out war and such.. and if GOONS go to war we have the option to follow their lead. Which We are an army, soo thats that. JM
  15. [quote name='Presidant Joe' timestamp='1307561444' post='2727180'] You...... [/quote] Ay.. Hah thanks Hiro, Ill be checking it out
  16. [quote name='Schad' timestamp='1307558521' post='2727136'] Good luck, but a suggestion: AoO is a really bad acronym. Go with A1 instead; thus, if you get bored with the current theme, you can easily transition to one based around steak or thoroughfares. [/quote] We use both And thanks everyone else
  17. I am pleased to announce that AoO and GOONS have decided on an agreement for protection. [quote] In the interest of eradicating the dangerous threat of hunchback thievery and gypsy seduction, The Goon Order of Oppression Negligence and Sadism (hereby known as GOONS) and Army of One (hereby known as AoO) agree to bully and beat those threats through the following. I. Sovereignty: GOONS and AoO recognize each other as non - hunchback freaks nor rot nosed bell bangers. II. Peace and Respect: GOONS and AoO will despite gypsy magi and hunchback games keep a state of gaiety and serenity. Neither will succumb to the combined efforts of wart filled deformities and hairy arbor lickers and remain sound to work-a-day townsfolk. All will remain respectful towards each other and not assume jives are suspect to gypsy tricks. Any deformities will be handled via private discussion beyond the reach of freckled hunchback followers. III. Protection and Defense: An ill plague on AoO will be considered a curse on GOONS. GOONS will run off the rabid herd with AoO through silver tongues before casting devastating fire. While not required, AoO may spit fire with GOONS if ever a humbling request is proposed to aid GOONS IV. Aid and Progress: GOONS and AoO when possible, will agree to aid and procure materials for one another economically through tech trades, dirt road caravans or temporary requests of materials. V. Aggression and Treaty Signing: AoO agrees to call on GOONS to alert them if they have decided to start a witch hunt for gypsies or deformed giants within 48 hours of bringing out the pitch forks and fire. AoO will never proceed with witch hunts unless first counseled by GOONS elders. AoO will inform GOONS of agreements AoO makes against said gypsy magi and hairy hunchbacks. If GOONS does not wish the agreement be made, GOONS will enforce through silver tongue tactics to keep such agreement from being made. VI. Disbandment: In the event that AoO suffers from silver tongued plague and can no longer can exist, AoO will depart such knowledge to GOONS leadership within 24 hours to discuss migration patterns. GOONS agrees to help AoO avoid this gypsy fate if the circumstances permit. VII. Cancellation and Possible Upgrade: Both parties agree to give each other 72 hour notice before burning this treaty and considering the other a deformed beast. Should AoO feel they have outgrown the need for protection against these magi mongrels, the parties will discuss a possible upgrade to an ODP or MDP. [/QUOTE] Signed for GOONS Pilot: Sardonic Co-Pilot: JT Jag Secretariat: KingShibby Strategos: SirWilliam Council: Biazt, dalstrs, Tristesse, CEverettKoop Signed for AoO Jmborwell: Co-Chief of Foreign Affairs Nathan the Great: Co-Chief of Foreign Affairs Neil the Magnificent: Chief of Internal Affairs: MetalMilitia123: Warlord Lord Ikarus: Head of Recruiting
  18. From the corners of this world a new Army has been raised. An army of simpletons standing for freedom. An Army for individual nations rights. An Army of One! [img]http://img696.imageshack.us/img696/5092/flagtest1.jpg[/img] This Day of June 8th, Army of One officially declares a unified existence in the Green Sphere here on Bob. We have no roots or revivals from older or disbanded alliances, we are new and I expect many of you to have never heard of us. We are here now, and we will be around. [QUOTE]Preamble We, as the Army of One, are here to declare that we are a sovereign alliance, that no other nation or foreign power has an influence on how we run our government. This is written in order to declare or purpose here on planet bob. We reserve the right to conduct our government, trades, foreign aid, and the ability to declare war and peace. Purpose and Reason We, as an alliance, believe that everyone has a right to run your country the way they believe. This includes, government type, national religion, foreign aid, and trading. War is more complex idea. Article 1 Government. Part A. Our ruling government will be made up of 5 top officials and they are as follows: War lord Co-Chief of Foreign Relations Co-Chief of Foreign Relations Head of Recruitment Head of Internal Affairs These five officials will be given power of the alliance through a majority vote of the acting members of the alliance. To make a final decision about the direction of the alliance not stated herein this charter, a majority of the government must agree. The members of the alliance may overrule a government decision with a 3/4 vote of the membership in which quorum is met(2/3 of the alliance takes part in). Part B. Committees and Supplemental Positions. The following committees will be established to help the Ruling Government and are as follows: The War Party – Helps with the instruction of war activities during times of war. Head of the committee will be the War lord. This committee will also help the Raiding Commander with determining whether a target is protected or not, but not give permission on raids. The Academic Committee- helps with recruitment and the instruction of new members in the academy. Head of the Committee will be the Head of Recruitment. The Builders- Made up of economical savvy members that serve to help members of the alliance with building and maintaining a good economy. The head of this committee will be chosen by the Head of Internal Affairs. Supplemental Positions Raiding Commander – will have the say on all approvals for all raids. The Raiding Commander will be second in command in the war party unless the Raiding Commander also serves as the War lord. Foreign Diplomats - will be the official diplomat from Army of One to other alliances. All diplomats will report to the Co-Chiefs of Foreign Relations about other alliance affairs. These positions will be granted to members by selection to the Co-Chiefs of Foreign Relations. Any other supplemental positions pertaining to the good of the alliance can be created and appointed by the Ruling Government Officials. Part C. The Chain of Command Follows is as follows: Ruling Government Committee Chairmen Committee Members General Populous Decisions made by the Committee members can be overruled by their corresponding Committee Chairmen. And the Committee Chairmen may be overruled by any majority of the Ruling Government (if there is no opposition, 1 Ruling Government Official can overrule) Part D. Nominations, Elections, and terms. It takes 3 nominations for a member of the alliance to be eligible to run for a position and receive votes during the election. Nominations will last 36 hours and voting will occur in the proceeding 60 hours (unless a clear majority has voted for said candidate). At the end of the process the candidates with the most votes will win. If there is a tie in any position, it is by the will of the other newly elected and recently standing Ruling government officials to decide who takes the win in the election. All positions will be held for 3 months thus allowing elections to be held once every 3 months. If for some reason a Ruling Government Official needs to step down, it is up to the will of that member to either a) call an election for someone new to be voted in for the remainder of the term or b ) appoint the next Official to rule for the remainder of the term with the approval of two other Ruling government officials. If for some reason a government official is deemed incompetent for his position after accepting, Any member may motion for a vote in which 50% of the members must second the motion. It then requires 3/4 of the total membership of the alliance to approve and remove that person from office, in which case, that person is not allowed to be nominated or elected for any office for the following two elections terms. Part C Granted powers. The ruling government officials will have specific powers pertaining to their positions described throughout the charter. Article 2 Declaration of War and Peace. It will take a majority of both the government and the members voting, to declare war and announce peace. While the decisions to declare peace and war rely on both the members voting and a majority of the Ruling Government, the terms of each will be based solely on the majority will of the Ruling government. If we are attacked by another alliance with an official DoW, The alliance is considered to be in war and all members will be required to participate for a counter planned out by the War lord. The alliance will be in war for a minimum of the duration of the initial wars and peace will be decided as decided above. Article 3 Nasty Ghoul Policy. It is up to the combined efforts of the War lord and the Head of Internal affairs to coordinate efforts and announce the presence of ghosts, rogues and other unorganized threats against the alliance. Rogues may be attacked on sight with coordination efforts. On the other hand, a warning message must be given to all ghosts, and if the warning message is ignored, then they are free game to attack. For unorganized attacks on Army of One by a nation from another alliance, before any mass counterstrike is organized it is the responsibility of the Chiefs of Foreign Affairs to contact the other alliance and straighten out the dispute diplomatically. If no diplomatic solution can be reached, it is then up to the War lord with the will of the alliance to organize attacks against the aggressor. Article 4 Raid Policy The Raid Policy it to be written up by the Raid Commander and approved by majority vote of membership and the majority of the Ruling Government. The Current policy is as follows: [QUOTE] The following rules are to be followed or face punishable actions Rule 1. Over Standard Members I am the ultimate authority for raiding wars but for advanced members they can overrule at their discretion. Rule 2. My decisions can be over ruled by the Chiefs of Foreign Affairs Currently Nathan the Great and Jmborwell 3. Rule You must give a detailed description of the nation you wish to attack regarding defending troops etc. Where I shall do risk assessment 4. Rule You may not attack a member of an alliance with more than 6 members or protected alliances to avoid the risk of an alliance war and if threatened to make peace by an alliance do so with immediate effect. (Check the OWF and CN Wiki pages) If you screw up and attack a protected alliance you are subject to comply with demands from that alliance. 5 Rule. If there are 3 nations in range to attack, you must attack in pairs to minimize risks of being thrashed (just send a PM to another member or post up the target in the Raiding Headquarters forum). If the alliance has 4 or more members and 75% or more of the opposing alliance is in range of the members of our alliance, You must get both my permission and permission from a Chief of Foreign Affairs. Rule 6. Only use ground attacks when raiding unless the target uses aircraft or missiles in which case you are authorized to retaliate with relevant weaponry up to and including nuclear weapons. If a nation attacks back, you are required to post it in the forum. 7. Rule. A) No raiding tech dealers (nations with 2 or more current tech deals they owe tech to). B)No Permission will be granted to nations protected or allied with other alliances. 8 Rule. Nations that raid will always maintain a minimum of one open slot for aid and have another nation in the alliance willing and available to give aid if the need arises Rule 9. In the event of an alliance war all raiding will be suspended and in current raids peace is to be sent unless they are still inactive in which case you may continue. [/QUOTE] Article 5 Membership. Part A. New Membership and Academy Management New members must apply and follow the directives decided upon by the collective membership written up by the Head of Recruitment. All applications are granted a minimum of 24 hours to be reviewed before making any final decisions. It will take an aggregate of 3 nominations to approve membership. For every "nay" there must be a corresponding nomination, plus 3 to attain membership. The Academy is to be run by the Head of Recruitment and his Academic Committee. This committee will be comprised of members nominated by the Head of Recruitment and approved by the Ruling Government. It is up to the discretion of the Head of Recruitment as to require the new members to enter the academy. Part B Rights of Members. All members accepted are inherently bound by the laws and procedures found within this document. Each member accepted has the inalienable right to strengthen their nation with the assistance of the alliance, and request said assistance. Each member accepted is expected to assist their brethren without hesitation. Each member accepted is granted the privilege of speaking his or her mind on alliance matters and affairs. This privilege does not, however, entitle any member to be disrespectful of another. Article 6 Treaties and Pacts. Army of One sustains the right to sign and end treaties with other alliances. All treaties must hold approval from the populous and a majority of the Ruling Government. Article 7 Amendment of Bylaws Any member may propose a change to the bylaws. In order for the bylaws to be passed, a majority of the Ruling government and a majority vote of the members must approve the change. If the government does not approve the bylaws, they may be overruled with a 3/4 vote of the membership in which quorum is met (2/3 of the alliance takes part).[/QUOTE] Signed by Ruling Government [quote] Co-Chief of Foreign Affairs: Jmborwell Co-Chief of Foreign Affairs:Nathan the Great Chief of Internal Affairs: Neil the Magnificent Warlord: MetalMilitia123 Head of Recruiting: Lord Ikarus [/quote] Current Membership Fromundercheeze Beamers Ikrania Noobistan Mextico United States of TX Democracy of Texas Spoof Navaskus Clatonia Lone Star State The Arician Republic If you want to find us on IRC, Coldfront Channel: #AoO Also check out our [url=http://z15.invisionfree.com/ArmyofOne/] AoO Forums[/url] if you so choose. JM
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