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Messages - Silverfire

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Development / Re: Retention Revisited
« on: August 14, 2011, 05:04:24 AM »
So, I did the numbers.

Now then, methodology here is not compatible with my continent-by-continent data. That data is in three categories: registered, active in past 3 days, and active in last 24 hours. It has no measure whatsoever of "characters currently present and non-paused on continent." The noble counts that go realm-by-realm measure nobles, regardless of activity. So these numbers cannot be meaningfully compared to my other numbers.

Winners in EC: Perdan, Westmoor
Losers in EC: Caligus, Ibladesh, OI, Sirion, SoA
Break-Even: Fontan

Winners in Atamara: Barony of Makar, Caergoth, Coria, Minas Ithil
Losers in Atamara: Cagilan Empire, Carelia, Darka, Eston, Suville, Talerium
Break-Even: Hammarsett, Tara

Winners in the Colonies: Lukon, Outer Tilog
Losers in the Colonies: Assassins
Break-Even: Giblot, Minas Thalion, Oritolon

I see no correlation between hegemony and retention in the Colonies, but maybe I don't understand it well enough. I'm not familiar enough with EC's politics enough to comment meaningfully.

Atamara is interesting, though. The biggest losers are Carelia, Cagilan, and Eston: countries I regard as primary belligerents (or at least they were when I was last there). Other losers are "primary allies" of belligerents: Talerium, Suville, Darka. Winners SEEM to be the less heavily involved nations: Hammarsett, BoM, MI, Caergoth. Outliers may be Coria and Tara. I'm not super-familiar with present Atamara diplomacy, so maybe someone else can flesh this out.

It has occurred to me that big wars may result in hero deaths, deportations, and executions. I am curious how much of the decreased noble counts seen in belligerent nations is due to these effects.

Um, I have to disagree with these numbers if this means what I think it does. Does "winners" indicate realms that are gaining nobles? Because I know for sure that Coria has steadily lost nobles over the past year. A year ago we had around 40 nobles or more, now we are around 20. So Corai would definitely be in the "loser" category.

Other Games / Re: Dave's Galaxy
« on: August 12, 2011, 12:31:40 AM »
Fodder and Squishymaster,

we may need to watch out about this pussey guy up to the north of us all. He has just taken out Jeffer's capitol planet and I am seeing scouts around my perimeter. If he launches an attack we could be in trouble.

Other Games / Re: Dave's Galaxy
« on: August 09, 2011, 08:16:11 PM »

Other Games / Re: Dave's Galaxy
« on: August 07, 2011, 10:54:23 AM »
... just tell me what to do, or i'll be blowing all my steel on arcs

I am saving up all of my steel for 5 turns and then am making a grand fleet to send straight to jeffer's home planet. He IS an active player and likely has a lot of funds on hand, but it may be that I can sneak past his defenses and get close to his planet before he realizes it.

If you want to join me by attacking some of his outer planets and bringing up a fleet of your own to hit him if he starts defeating me, then save up steel for a few turns and build some fleets to hit his outer ring near your area.

SM General Discussion / Re: Relaunch ?
« on: August 07, 2011, 12:45:00 AM »
I certainly may be interested. Will need to here a bit more about it first but we'll see.

Also what sort of time investment is this type of game?

Other Games / Re: Dave's Galaxy
« on: August 07, 2011, 12:39:12 AM »
I wish it had turns like Battlemaster because twice a day would be twice as cool :D

Also, KingDante and Fodder, you two are the only people around me.  Is there anything going on you need help with?  Is anyone messing with you or did you want to mess with anyone?

Ya, we are all alone in our sector of the galaxy. No one is messing with me or anything. I think we're all allies, or at least I'm allies with the two of y'all. I guess we three could work together to take someone down if we want to.

I was thinking about going to war with Jeffer because I want to take over my entire sector and then wall it off with scouts before sending out a ton of merchantmen to do their thing.

BM General Discussion / Re: funniest moments in battlemaster
« on: August 06, 2011, 11:15:20 AM »
Because sometimes, the fame is what you are after. And others, no puppet can fulfill your wishes as well as you could.

If you aim power in a mediocre kingdom, then sure, staying behind the scenes works fine. If you want your realm to totally kick the ass of all the other realms, that's usually not enough.

Probably true for the most part, but I've had some decent success with this in larger realms to. You just have to do it differently for puppets that are easy to control and those that think they are doing what they want. (hardest part is just not having access to ruler's channel, but if they send you all the ruler messages it works fine.)

Other Games / Re: Dave's Galaxy
« on: August 06, 2011, 06:23:15 AM »
meh.. ally the bm people to avoid friendly fire...

and surround dave too XD

Plan A: Surround Dave with colonies, and then set up a circling fleet of sub-spacers on pirate mode around his entire empire.

Plan B: Surround Dave with colonies, and then send massive waves of merchantmen into his planets to deprive him of resources by out trading him of everything!!!! mwahahah!

Plan C(cruel): Surround Dave with colonies, and then set up a circling fleet of sub-spacers on pirate mode around his entire empire. Then log onto Dave's account and send tons of arcs out into the pirate fleets to harvest them for our own growth!!!!  (Disclaimer: Not a serious suggestion)

BM General Discussion / Re: funniest moments in battlemaster
« on: August 05, 2011, 07:53:57 AM »
Buttons don't give all power, but they do give power. You'd be surprised how much damage a few well-placed nobles could do to SA (or any other organization), if they were willing to accept the backlash, thanks to buttons.

You spoke as if rulers could just, alone, dictate whatever they will, and replace people at will. Most rulers come to power with the dukes already picked and not about to step down. And when dukeships free themselves, many of these are up to elections of some kind or another and not direct arbitrary appointment.

Ruler+council = powerful. But Ruler-council = impotent.

The ruler's main asset is that the position is a passive ally magnet.

Why rule from the foreground as ruler when you can rule from the background as a lower non-council position anyway? The Ruler's buttons don't even mean much anyway. Much better to just have the ruler be a puppet of yours and control the entire council by putting friends in office in return for favors (or just for power itself). hehe...

Other Games / Re: Dave's Galaxy
« on: August 05, 2011, 07:50:33 AM »

Did anyone figure out if you can disband ships on planets on turns after they were built and still get the steel and such back?

Other Games / Re: Dave's Galaxy
« on: August 02, 2011, 07:34:26 PM »
Ya, I don't plan on griefing any new players unless they go inactive. Its just not fun.

I have no such qualms against killing off bigger people though if you can pull it off. I haven't figured out how big of an advantage they have yet though.

Other Games / Re: Dave's Galaxy
« on: July 30, 2011, 09:26:45 AM »
Hey guys, can we please keep the  criticism in check here.

This is a game and if you don't want to work together you don't have to, but we can at least be polite to each other.

Other Games / Re: Dave's Galaxy
« on: July 30, 2011, 12:26:45 AM »
pretty sure he didn't accept right away (must have been 3 or whatever days ago.. mind you, no time stamps on the messages). though it's not impossible to have been accepted before today.

i did it via the neighbour interface... haven't sent any fleet to anyone

i opened a tab then logged in and and opened demo on another page.... for a minute i thought demo was showing all mine and kingdante's stuff XD

Haha, Yes I just accepted last night before the turn change. You are still able to accept up until you delete the message that was sent to you about it. If it turns out you don't want to be allies you can always just cut it down to peace again the next turn.

I thought it'd be good for us to ally up just because I can already tell the big ppl next to us are going to be a threat. We won't have the ability to fight them off just yet and I want to be sure we don't get smashed.

Feature Requests / Re: Battle summary at end of report
« on: July 29, 2011, 11:53:17 AM »
I really, really like this idea. I've almost always tried to mentally calculate how well each side is doing at each point in the fight, and it is hard to do so without putting in a lot of time.

One improvement I'd like to have that goes along with this idea is:

Also indicate how many of each type of unit were lost by a side at the end of each round:

Round 1: Side A lost 22 archers, 7 cavalry, 20 Mixed Infantry, and 50 infantry, Side B lost 10 archers, 20 infantry.


Atamara / Re: The Current War
« on: July 29, 2011, 10:30:02 AM »
You wouldn't have any income either.

We would have an income. Who cares if every region you control is at 60-70% production due to no estate coverage? If you have 142% more regions than you would otherwise, you break even, and more than that you make a profit.

Not to mention you deny the lands to your opponents.

Think about this, as Duke of a city, would I rather have 4 knights, and ensure 100% production in my region, or have my duchy larger by 4 more regions, as each of those potential knights takes over a region and then pays me a portion of their taxes from their regions. Some will choose one way, others will choose another, but I can't wait for the changes.

Any chance they'll be done before 2012?

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