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Olreich

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Everything posted by Olreich

  1. It has come to my attention that NATO was indeed not fulfilling their end of the bargain on the GOONS reps. After a lengthy conversation and verification with Biazt, it seems that as of today, NATO is behind schedule by 7 days and is 5 million dollars short of it's initial contractual obligation (assuming that the aid that was supposed to be sent has been sent yet, otherwise, we may owe as much as 23 million in reparations before it is waived). The reason for this delinquency of debt is my lack of stringency in the task. Anu Drake wished to pay it all on his own, and, doing a bad calculation I thought that it would put us behind schedule by 2 days to allow him to pay the remainder himself. This bad calculation of mine has led to here. As of April 11th, 2010, NATO had paid $66 million of it's obligation, at which point fw came to us asking that we set a timetable, and we determined that $30 million per 2 weeks was a fair time table in which to complete. Since then we have paid $54 million in additional reparations (including reported lack of acceptance of aid as well as today's aid). This additional $54 million was paid by Anu Drake, as per his request. I apologize to the Goon Order for the lack of integrity shown by this. I wish it luck in extracting that additional $5 million and 7 days out of it's future war path. Thank you, Olreich NATO Minister of Commerce [size="1"][b]Reason for Edit:[/b] An "I" and an "of mine" was missing in the second paragraph, making it seem that Anu was the culprit of the miscalculation rather than myself.[/size]
  2. Indeed, in a limited capacity it does. Would it be possible to check which Nation ID is associated with said ruler name?
  3. I'm not looking for a full identification route, but rather I am interested in knowing if I can, through external programming, check if a ruler name exists on CN. Is this possible without breaking the EULA by auto-logging-in and navigating to the nation link?
  4. You would benefit much more if you drop the pop happiness a bit and instead get a 2% population bonus, just work the numbers: 136,494 citizens I'll assume a citizen income of around 500 or so, for the arguments sake. Tax collection would be somewhere between 150 and 300 per citizen. Calculating the Top Range of that: 136,494 x 300 = $40,948,200 Now, what is 2% of 136,494 citizens? 2730 citizens (2729.88) With all improvements related to it, you increase the $2 lost by 74%, meaning $3.48 in income loss. So, with our new citizen count, and our income loss: 139,224 x 296.52 = 41,282,700.48 And, with the environment going down 1 point, if you have greater than 1.44 environment, then you gain more citizens.
  5. These improvements (as with the recent wonders and Navy implementation) have been working to increase the game's length, not to add more depth for the field already well-built for the mid-range and low-range NS nations. At that level, there is plenty of stuff to buy and things to do, you don't get bored until you have 80-90k citizens, then you run out of improvements, and you merely sled your way to the next wonder (which was well thought out before the military Wonders popped up).
  6. This does not apply to what my question is, as I'm talking about a supplement to a web browser interface. Would this ban the use of displaying any HTML that is not, by default, loaded on the page (even if this HTML does not in some way have variables derived from the HTML of Cyber Nations, but is merely an implementation to expedite the process of obtaining data without having to navigate away from Cyber Nations? An example would be a script that loads HTML into the bottom of the page that contains general strategy information in a fixed location at the top-left of the screen. The information pulls nothing from Cyber Nations, just loads extra content onto the page. No auto-refreshing, and nothing that will provide an edge over other players. So essentially, no cheating or automation of the user experience. Am I correct? And this includes hacking, as well as what else?
  7. Are spies going to be beefed up at any point? Because it's currently only worth it to spy attack someone if they have nuclear missiles.
  8. Why is flag design forced into a mold that fits the real world due to material constraints? Is that not limiting flag design by things that are null and void?
  9. but that is the only requirement for a CN flag. That it remains recognizable and that it symbolizes your alliance. The point is, you can have a graphically pretty flag and it will still count as a flag, so long as the symbolism is there and the detail artwork is essentially meaningless. This does not mean that a flag should have details that are their own elements, but should have a main element or two, and then have those be spiced up by minor elements that are attached to it, thus making the flag more pleasing on the eye when large yet still be recognizable and unique even at low resolutions. Another example Full NATO flag [300x160]: Tiny NATO flag[50x27]: The large flag is detailed, shiny, and looks neat while showing off the symbolic elements of NATO. When you resize it down to 50x27, it retains the main symbolism but loses the prettiness, which means that it would be a good flag even if it were in the real world, where distance and recognition would be important. And before you go into how terrible I am for all those needles that would have to produce the flag, remember, there are now automated machines that you throw in a graphic and it will sow it for you. We no longer live in the 1800's, so why bother with carpal tunnel conservation when we have a mechanical immunity? Also, we are a bunch of adults/kids on the internet, so why would we bother with the idea that our flags be "realistic" in the current sense of the word? That completely undermines the thought of a "cyber-nation". If we are "cyber", then are not our flags also "cyber"? The rules for a cybernation are much different than real world nations, thus why not adjust the thought of a flag from the materialistic conception to that of the "cyber" one? Where flag reproduction, material constituents and other stipulations do not apply, we no longer become bound by those and are free to express our creativity in a more detailed form. The only restraints that should still apply to those of us that produce flags should be the recognition and symbolism. So long as those two elements hold true, we can assert that we follow the principles of vexillology.
  10. simplicity is not key. What is key is the ability to be able to tell (with a fair amount of ease) who the symbol stands for at very low resolutions. As shown in this example: A full fledged flag, dimensions 500x300 (a quick mockup, else it would have more time consuming effects) vs a tiny tiny version of the same flag. You judge whether it is viable. It employs detailed graphics, multiple gradients, and a vast number of colors. Of course, there is one key component that we are lacking in our judgement of good flags, so long as you apply this to cybernations. If you need to copy a cybernations flag, it is very simple, you merely take their flag and copy and paste it due to the ability to do so, so sewing techniques and other such things do not apply here. But, without further ado: The Pink Terror Organisation Flag Full sized[500x300] (can easily be scaled to sizes of 5000x3000 without detail loss, due to the power of vector graphcis): Byte sized[50x30] (no flag will ever need to be shrunk to that size usually, but eh, it's for the sake of proving a point): Now, that is a flag that employs detailed graphics, tons of colors (more with higher resolutions), yet retains it's noticeability at tiny proportions. While I agree that it's not as recognizable at even smaller proportions (5x3 comes to mind), it goes fairly low before eventually losing it's impact).
  11. From what I know of Citizen Income, infrastructure and age values directly affect it minimally, in case you don't have those two factors in your equation.
  12. How often are random events supposed to occur? Is it supposed to be a % chance of getting one upon collecting taxes or what and if so, what is the percentage? I'm currently at roughly 1:300 ratio of event to no event upon collecting taxes.
  13. When I buy land my population count goes up, how exactly is that increase calculated?
  14. What is the exact effect of Land on Population?
  15. I know it's not random, because I've gotten exactly 102 citizens for each packet of infrastructure I have boughten (packets of 10). But I'll check out land and environment having some possible effect.
  16. It's not working out right. No matter how I calculate bonuses, I still am down roughly 400-800 citizens.
  17. How is population count derived? (Formula would be my preferred answer type)
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