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by Cinistra » Wed Oct 24, 2012 12:04 pm
by Galiantus » Wed Oct 24, 2012 4:46 pm
Benjamin Franklin wrote:"Democracy is two wolves and a lamb deciding what to have for lunch."
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Naivetry » Tue Nov 06, 2012 11:52 am
Cinistra wrote:We all know that it takes some influence to banject the banfodder. Let's say you're a Handshaker. Then you can obviously banject Minnows. Is there a (rough) formula that tells you how much influence you must have to banject nations of different value?
You: Handshaker:
Banning: 4 Minnows = 1 Handshaker or 4 Minnows= 2 Trucklers + 2 Minnows?
A similar formula for ejecting, but you'll use less influence in doing so.
by Jungles of Klesh » Mon Nov 19, 2012 10:26 pm
by Topid » Mon Nov 19, 2012 10:35 pm
Jungles of Klesh wrote:Military gameplay is completely unrelated to nation statistics and to the sort of role-playing which takes place in International Incidents. Role-playing is the collaborative creation of a story which has no effect on the way the game code represents nations or regions. Military gameplay is conflict between groups of players who are fighting for control over the World Assembly Delegacy of a region.
Klesh speaks!
How does a post with something as silly as the above get stickied?
I always get a kick out of nations with no military to speak of are the first to state that their nation in the game has no relation to the way they wish to role play. How convenient! Why even make a nation? Oh that's right, otherwise you would have to create your own forum and find a way to attract people to it when you have a ready made one right here. Just have to get around that inconvenient fact you can't make a strong nation. Presto!
That sort of statement is merely an opinion that flies in the face of many of the role play based on this game.
I'm going to hazard a guess the OP has a mighty military on the forum and acts disturbingly like his nation in every other respect on the forum.
It never ceases to amaze me this sort of stuff still flies around here.
Klesh has spoken!
by Royale Philippines » Wed Dec 12, 2012 1:26 am
by Naivetry » Mon Jan 07, 2013 10:33 am
Royale Philippines wrote:Can I put some sections in my fact book to keep in mind of the topic?
by Frattastan II » Wed Jan 23, 2013 1:49 pm
Naivetry wrote:World Assembly applications are processed (at the end of update).
<@Guy> well done, fuckhead.
* @Guy claps for frattastan
by Naivetry » Sun Mar 24, 2013 7:30 pm
Frattastan II wrote:Naivetry wrote:World Assembly applications are processed (at the end of update).
That bit can be removed, as now World Assembly applications are processed immediately.
In addition to that, there have been a few minor changes to the switching system, from two months ago. (Which you may or may not want to mention).
by Luziyca » Tue Aug 06, 2013 1:00 pm
by Luziyca » Sat Aug 10, 2013 12:32 pm
by DWAsnia » Sat Aug 10, 2013 2:02 pm
by The North Polish Union » Sat Aug 10, 2013 2:09 pm
DWAsnia wrote:About influence: I've been under the assumption that banjection costs about half of the banjected nations influence. (So a minnow could banject a vassal) and only ejecting costs about a fourth. Though, if you really wanted to experiment, you could use [url=http://forum.nationstates.net/viewtopic.php?f=15&t=243404#p14680408]this nifty extension[/nation] that shows the influence levels to check. In Capitalist Paradise, I have 168 influence and just barely became a Vassal, yet in another region, I'm a Handshaker with 9.
Hakinda Herseyi Duymak istiyorum wrote:keep your wet opinions to yourself. Byzantium and Ottoman will not come again. Whoever thinks of this wet dream will feel the power of the Republic's secular army.
Minskiev wrote:You are GP's dross.
Petrovsegratsk wrote:NPU, I know your clearly a Polish nationalist, but wtf is up with your obssession with resurrecting the Polish-Lithuanian Commonwealth?
The yoshin empire wrote:Grouping russians with slavs is like grouping germans with french , the two are so culturally different.
by DWAsnia » Sat Aug 10, 2013 2:27 pm
The North Polish Union wrote:DWAsnia wrote:About influence: I've been under the assumption that banjection costs about half of the banjected nations influence. (So a minnow could banject a vassal) and only ejecting costs about a fourth. Though, if you really wanted to experiment, you could use [url=http://forum.nationstates.net/viewtopic.php?f=15&t=243404#p14680408]this nifty extension[/nation] that shows the influence levels to check. In Capitalist Paradise, I have 168 influence and just barely became a Vassal, yet in another region, I'm a Handshaker with 9.
The influence rank is not on a fixed chart. i.e. 1-10 influence=Minnow is not necessarily true, in some feeders there are nations with between 50 and 100 influence that are "minnows, while in 2 nations regions there are "dominators" with only, say, 15 influence.
Influence level is relative to the size of of the region you're in, and the lengths of time spent in the region, I believe (if you're not in the WA, if you are, endos get added into that too).
by Riasy » Thu Nov 21, 2013 3:23 pm
by Evil Wolf » Thu Nov 21, 2013 4:16 pm
Kryozerkia wrote:In the good old days raiding was illegal
Crazy Girl wrote:Invading was never illegal
[violet] wrote:There is supposed to be an invasion game.
by Inyourfaceistan » Thu Nov 28, 2013 9:10 am
by The Black Hat Guy » Thu Nov 28, 2013 9:21 am
Inyourfaceistan wrote:I read through the basics on the first page, but I couldn't get a solid answer.
If a region had both an active founder and NO WA delegate, are they basically immune to raiders?
(or defenders who raid them for supporting a raider region)
by Evil Wolf » Thu Nov 28, 2013 11:04 am
Inyourfaceistan wrote:I read through the basics on the first page, but I couldn't get a solid answer.
If a region had both an active founder and NO WA delegate, are they basically immune to raiders?
(or defenders who raid them for supporting a raider region)
Kryozerkia wrote:In the good old days raiding was illegal
Crazy Girl wrote:Invading was never illegal
[violet] wrote:There is supposed to be an invasion game.
by Inyourfaceistan » Thu Nov 28, 2013 11:54 am
Evil Wolf wrote:Inyourfaceistan wrote:I read through the basics on the first page, but I couldn't get a solid answer.
If a region had both an active founder and NO WA delegate, are they basically immune to raiders?
(or defenders who raid them for supporting a raider region)
Yes and no.
If the founder has regional controls for the Delegate off, then yes, they are completely immune to attack. However, if the delegate controls are on and an enemy has enough influence on their puppet and becomes delegate, damage can be done, possibly enough to even destroy a region. It hardly ever happens, to the point of it barely even being a threat, but it has happened before.
You want to be totally immune to all enemy attacks? Turn the delegate controls off.
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