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Alliances - final design


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Privateers should be a valid and quite interesting option for Pirates. It would give an unique gameplay and lots of roleplaying and drama possibilities.

Due to being under the command of a certain nation it could share its resources and ships.

Maybe being a privateer will guaranteed having access to the big ships while the contract lasts.

 

It would also bring a sense of sanity to the game world when half the server population consists of pirates (as a nation)—not to mention a bit more realism.

 

Privateering would have been much more common than piracy, and in the case of truly successful and notorious privateers, were often mistaken (or perhaps, purposefully 'misjudged') for pirates.

 

Sir Francis Drake, hero privateer to the English, dreaded pirate to the Spanish. It just depends on who you asked at the time.

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The problem with letting everyone who ever logs in the chance to vote is, you end up with a flood of alt accounts swaying the vote one way or another, in some cases out numbering the legitimate votes of the actual faction members.

 

Sorry but if you are not a regular in that faction, and only have a tertiary involvement with its actions you should not be bothered by what your nation decides as you don't really care.    But for those people who play 4, 6 or 12 hours a day, this is their factions, their lives.  They should ultimately be in control over what direction the faction takes.

 

As you put it the "ruling elite" guilds should be in charge, they are the ones who put forth the most effort and do bulk of the work. 

 

 

I often can't put in 4, 6 or 12 hours a day. And I think it would be crippling to the diplomacy game to have it restricted to only those who can. At the same time, in my limited experience with diplomacy in it's current state I have spent probably 10-12 hours in negotiations (out of hundreds of hours of gameplay) and had a fun time of it. To me, the sailing game, the merchant game and the diplomacy game should all be viable ways to spend your time. If I log on and instead of taking ports or crafting ships to sell, I negotiate treaties or rally votes, should I be penalized for spending my time that way by having my vote removed? It's a tough struggle between participation and discouraging alt-voting and I'm still not sure I've seen a solution I like. 

 

Votes aside, I think Diplomacy and Economy have the opportunity to be tied together nicely. Mechanics would need to be added to support it but the base tools are there I believe. As a simplistic example of what I am suggesting, say Britain and US establish a Diplomatic Trade Deal for 2 to 1 Tea for Cotton for a single round of voting period (1-2 weeks). This results in a lower cotton market price in KPR reflecting the increase in supply (and a lower tea price in US capital) but with a larger demand in GB ports for Tea Plantation buildings to satisfy their side of the demand. Traders could ship goods (or AI trader traffic would increase along those trade routes with cargoes reflective of that deal). Something like this could be highly valued by the lower pop smaller nations as a way of garnering wealth and resources without direct conflict and conquest. As a bonus, Pirates or hostile nations could prey upon the increased trade traffic and deduce the deal through the make up of cargoes. 

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I often can't put in 4, 6 or 12 hours a day. And I think it would be crippling to the diplomacy game to have it restricted to only those who can. At the same time, in my limited experience with diplomacy in it's current state I have spent probably 10-12 hours in negotiations (out of hundreds of hours of gameplay) and had a fun time of it. To me, the sailing game, the merchant game and the diplomacy game should all be viable ways to spend your time. If I log on and instead of taking ports or crafting ships to sell, I negotiate treaties or rally votes, should I be penalized for spending my time that way by having my vote removed? It's a tough struggle between participation and discouraging alt-voting and I'm still not sure I've seen a solution I like. 

 

Votes aside, I think Diplomacy and Economy have the opportunity to be tied together nicely. Mechanics would need to be added to support it but the base tools are there I believe. As a simplistic example of what I am suggesting, say Britain and US establish a Diplomatic Trade Deal for 2 to 1 Tea for Cotton for a single round of voting period (1-2 weeks). This results in a lower cotton market price in KPR reflecting the increase in supply (and a lower tea price in US capital) but with a larger demand in GB ports for Tea Plantation buildings to satisfy their side of the demand. Traders could ship goods (or AI trader traffic would increase along those trade routes with cargoes reflective of that deal). Something like this could be highly valued by the lower pop smaller nations as a way of garnering wealth and resources without direct conflict and conquest. As a bonus, Pirates or hostile nations could prey upon the increased trade traffic and deduce the deal through the make up of cargoes. 

 

Perhaps this rule needs to be looked at.

 

 

 

 

Votes

Vote limits are granted based on level. Voting is allowed above a certain rank. To be able to vote for allies player must first vote on the enemy. 

 

 

Perhaps in addition to level as a base, which is a one way door always moving up, and gives reason for alts, give more weight to votes based on absolute hostility contribution (+/-) during the week.

 

In this way your direct contribution to the current cause is also the weight your voice has in what is the next cause. Then all that has to be balanced is how hostility is raised/lowered, including all the PvE mission/trade/smuggle content and such.

 

EDIT: BTW, I personally think of "hostility" as how hostile the towns population is towards the ruling authority, given that loss of ships would represent how crappy of a job they are at keeping the population safe and happy. In this context the better you are at protecting the town, or increasing national interest, the larger your voice in governance.

Edited by KrakkenSmacken
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Given the large number of Alternates 'playing' the game (or at least playing 'their' game), it makes it difficult to come up with an effective voting system.  I would like to see a graduated voting system where more senior players get a larger say - but I don't even think rank is effective in determining that. 

 

Can just the people taking ports be voters?  Well - up until recently, only the top tenured players could buy flags.  And with people switching nations, I don't even know how many current port owners are in the same nation that owns the port. 

 

Could it be based on hours?  Not really - too many people just leave the computer running while they are fishing... (me included).

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Given the large number of Alternates 'playing' the game (or at least playing 'their' game), it makes it difficult to come up with an effective voting system.  I would like to see a graduated voting system where more senior players get a larger say - but I don't even think rank is effective in determining that. 

 

Can just the people taking ports be voters?  Well - up until recently, only the top tenured players could buy flags.  And with people switching nations, I don't even know how many current port owners are in the same nation that owns the port. 

 

Could it be based on hours?  Not really - too many people just leave the computer running while they are fishing... (me included).

 

 

That's exactly why I suggested to hinge it on hostility generated or countered.  

 

Alts: pffttt, you still have to play and sink with the alt, may as well use your main and get all the glory.

 

Ports:  pfffttt, that's already a popularity contest and a pretty cheesy way to show what it represents, that you could rally enough players to take a single port, rather than you could rally enough players to make a concerted effort to move your nation in a direction.

 

AFK: pfftttt, no hostility there, so no vote for you Mr might as well be a bot.

 

It would also have the impact that someone who used to be highly active, can't just log in and disrupt the current nation direction simply because he used to have that kind of sway.  This would be a week by week measure of influence.

 

It also has the advantage that very soon after new players start playing and get into PvP, they can have a voice without needing to ask anyone's permission, or make it into a specific groups good book.  

 

Just go out and sink some enemy ships and poof, you have as much voice as you earned.  

Edited by KrakkenSmacken
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KS - Hostility is one part.  PvP in OW, Fort Battles and even against AI traders and fleets.  Even if it is not used in determining voting power, it would still be nice to see how well each of us does during a week or month...  ships sunk/damaged, PB's participated in (defend or attack), AI traders and fleets attacked, missions run....  with total XP achieved.

 

I was thinking trading should be another contributing factor - but many of the Alternates are used to gather materials so that might be a bad idea...  having said that, we do have a couple of French members that don't really PvP - they enjoy the trading side of the game.

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Anyone who starts his tear filled rants with i hate pirates waaa pirates not fair waaaa pirates are lazy waaa has zero credibility in my eyes and hopefully in the eyes of people in development.

If you're gonna try and make a statement try not making it a hate filled crocodile tear post. Ive seen your hour long rants in global so often ive had to put you on ignore (sad) so im pretty sure youre comming at this from a bias pov.

There is a DEFINITE problem with the US in pvp2 but its not the game or anything the game can fix. Try asking the dozens of your ex bros who are now infesting my faction.

Just watching how most of you act on global makes me wonder how anyone could stay in the US.

I really hope the dev and mods ( if any play on pvp2) take these things into consideration.

Tears? Just keep on crying bambino -- maybe your momma will soon wipe your tears away!

 

His analogy was dead-on, swaggert! If you cant see that, trying to explain this concept to you is mute --- and useless.

 

y'all are gonna do whatever you wanna do, regardless of how broke you make the game! Keep up the toxic crap (and however you wanna conceal it, troll) .. it helps the Dev/admins see how truly OP the rats really are.

 

And "ex-bros infesting your faction" -- hey wonder-nutt -- that's your problem now! Yall are the ones that kept boasting "come to the Black-side". bwhahahah!

 

"bias POV" ... try looking at the mirror Bro ... your POV is so far up your rear - you most likely see tonsil-light!

 

"Ignore" option .. oh yeah -- that's why I don't see your lame responses in global anymore ---roflmao!

Edited by yankyaeger
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The trick first against alts is ensuring they can not execute their sabotage without exposing themselves. Hence not allowing anonymous voting.

The second is putting decisions to them which basically make the profit/loss risk/reward in balance or too complex. In other words, deadlock their decision process. :)

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NATION INFLUENCE MECHANICS
Balancing the Conquest

 

 

I have started a new topic last night in Suggestions section with more details where I cover new mechanics proposal based on Nation Influence Area, but its really a reply to this OP.

 

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Quote

Allied Nations will be enforced by a ruleset.

Allied nations:

  • Can enter each other ports

  • Are pulled into battles as friendlies

  • Can enter port battles

  • Cannot be attacked


Enemy nations: Needed to block situations where your ally also has an alliance with your enemy.

You cannot ally with nations who have alliances with your enemy and vice versa. They must dissolve that alliance first and only after that you will be able to ally with them. Alternatively you must change the views on the enemy and then will be able to join the alliance


Alliance creation is a political process that requires national effort in voting screen and in real life.

Alliances are created by national voting and are enforced by systems.

 

 

Voting:

Forcing people to do something (like voting) is generally a bad idea and sooner or later you will walk away from this model. When you announced the voting system we have already start working on how to exploit this to our advantage. Democracy or voting will not work on public level. Nation’s clans will start working together and forming alliances behind the vote system. Clan leadership will decide who they are going to be allied with and tell their players to give their votes where its needed. This is what going to happen and if some players will disagree they will be kicked from the clan. Why not give the tools to clan leadership anyway? My proposal is (if you going to keep this system) if player is in the clan, then he has no vote - clan leader decides on their behalf, if player is without the clan then he votes personally. If clan leader is being a douchebag, set vote against the will of the majority and players of the clan disapprove they will leave the clan and form new one. It will sort itself out.


However I’m all against this system and here is why...


Food for thought on current politics system:

IMO, you are working on politics way too early. We need more reasons what to fight for. There is really only one reason so far - the territory, but it's flawed because of its simplicity and lack of tools. There is no other reason really to control territory other than to annoy your enemy. Also The Caribbean is a very small territory. With current game mechanics its easily covered by 150 people that are online and its already feels tight. What is it going to be like when you have 5k people population on the server? Free Ports will be camped and become bottlenecks of the game life. Also the War on Nation level should last for months not days.


The alternative:

What about Nation influenced territory and Clan controlled ports that are driven by clan’s actions and Nation influence. Clans can only control ports that have enough of their nation’s influence.


The Influence:

All clans contribute to their Nation’s influence through their gameplay (wealth, production, conquered territory, but also by reducing your enemy influence in the area will increase your nation's influence in the area).


Each Nation have capital and 2 other key ports (3 in total) with Influence level 5 (max), which means it can’t be caped. Those ports have everything they need to survive, craft and produce, but in limited numbers as its overpopulated..


The further away the territory from the capital the less influence point it has of that nation and harder to control, but the richer the resources and faster production and other boogie woogie bonuses you might think of. The lowest is 0 influence. No ports can be set there by the nation if it has 0 influence there and all ports will be lost if influence drops to 0.


The higher the influence of the nation the higher NPC defence. Distant territories require lots of work to increase influence to setup let alone hold territory.

 

NPC defence tools:

Higher influence allows to build higher level port strength, have more powerful cannons, have larger amount and ship size of NPC ships that patrol the area. The further away from the capital the harder it is to keep the influencer level, which means less defence tools available. Those ports will mainly be protected by the players themselves.

Best resources and production bonuses should be in those distant territories.

If you are an enemy NPC port patrol will try to chase you and sink when seeing you on the horizon.


Nation and Clan politics:

On Developer level (Game Master - GM) you need to be able to influence politics to be able to keep balance in the game.

The nation's relationship needs to be controlled by GM. The Governors of the New World of the Caribbean's did not decide whether they are at war or in alliance with other nations. They were simply told by the rulers in Europe. Situation in Europe decided for them. GMs needs to be those “rulers in Europe”.


So, GM must be in control of the politics on the nation level. This also give you the ability to bring deeper storyline to the gameplay through monthly or quarterly patches that brings news story, new nation relationships etc.


Nation standings (set by GM through the storyline and 3-4 month updates):

1. Alliance (nation) - as per above your post, can enter ports , attacking give gruesome consequences, can assist in battles as long as the enemy is not an ally or at peace. Attacking an ally will flag you as crim for 24 hours and give some crim points. Sinking, caping, stealing cargo will increase those crim points. Ports that have high enough influence of your nation will have NPC patrol of your own nation chasing you while you are marked as a crim for 24 hours or when you get enough crim points and become a proper crim. Must pay fine or NPC patrols will keep sinking you until you lose equivalent in ship costs etc. Being a crim makes you a fair target to anyone.

2. Peace (nation) - can enter ports, can’t attack, can’t assist. Attacking another player that is in peace with your nation will also mark as a crim for 3 hours and give crim points, but not as much as when attacking an ally. Free-trade rules applied in relationship of trading.

3. Neutral (nation) - to enter ports must buy trade licence for each specific port to enter (expires weekly). Can’t assist. Attacking neutral player will not mark as crim, but give same amount of crim points as attacking player at peace. Accumulating enough crim points will flag as a crim permanently until fines are paid or you’ve been sunk enough.

4. Free Trade (nation) - same as Neutral, but no trade licence is needed and no ports fees paid.

5. De Facto or Pre-War (nation) - state that reflects relationship between the two states in practice, but not necessarily ordained by law. Can attack, Can’t assist. Can’t enter ports - has trade embargo on trade goods delivered from ports of Nation in Pre-war state unless flagged as contraband. Attacking will not flag as crim or give crim points. Taking cargo from Pre-War nation doesn’t flag it as stolen and can be traded without discounts to NPC.

6. War (nation) - can’t enter, can’t assist. Attacking and sinking gives glory points to player, reduce influence points of the enemy and gives influence points to your own state. Caped cargo traded normally as Pre-War.


This system, controlled by GM will control player behavior in general and naturally influence gameplay balance where its needed through continues game progression and further relationships built or destroyed.


Clan politics:

Players must be in control of their clan diplomacy against other clans (not nations). Clan standings against each other are also driven by Nation’s Diplomatic standings, but in some cases can be overruled by clan’s standings.


For example the fight between two clans from different allied nations over a territory is still possible if clans declare war. Declaring war is like buying a flag and lasts for 7 days making clans at war a fair target to each other.

Example:

France and England are allies, but French clan A declares war on English clan B and despite that two nations are allies in general these two clans can freely attack each other for 7 days and are treated as if they would have been at war on nation level.


Clan standings are set by clan’s diplomats and used as a diplomacy tool only, while Nation standing still apply.


Example:

France and Holland are at war, however diplomats from French clan A and Dutch clan C decided not to attack each other despite that their nations are currently at war. They both have set their  standings against each other’s clan as a Peace. This makes their clan members to see Peace flag on their ships when they meet out in sea. Attacking them will have normal consequences designed by politics mechanics and current political state between France and Holland (War), however this might bring a tension between the two clans or maybe even punishment from your own clan for attacking an ally.



 

Quote

Votes

Vote limits are granted based on level. Voting is allowed above a certain rank. To be able to vote for allies player must first vote on the enemy.

 

Other considerations.

Alliances also will play important part in hostility generation

Sinking enemies will grant extra points in pvp and pve. Attacks on allied NPCs will be forbidden and will force players to move closer to hostile waters.

 


This system has multiple flows, which can easily be flowed by having enough alts in the opposite faction allowing significant influence on voting in favor of one faction and on GM level you can’t even control this.


Pirates

Because pirates are not a nation, a pirate character (born or made through gameplay) should have nationality.


Pirates is a faction that has various pirate professions or types of activity. Profession is picked at any free port much like current smuggler tag and gives specific to this profession bonuses and has 24 hour cooldown before another profession can be picked.


Filibusters - in service of no one they free roaming the sea. True to their name they hunt lone traders, trade caravans and even military fleets. You can become a pirate or born a pirate (same as now). Picking up this profession flags you as fair target to everyone. Filibuster gets bonuses in exploration, ship speed and maneuverability in the open and in battle.


Corsair or privateer - in the service of a specific nation. Letter of Marque gives them license to kill a particular enemy nation. His black flag will be accompanied with the flag of nation he serves. For each player ship sunk corsair receives payment from the crown. Corsairs can also be hired by player clans to help them fight other clan. Corsair is treated as a member of the nation where he received the Letter of Marque until it’s expired.

Note: This profession can also be picked by a member of any nation without becoming an actual pirate.


Head hunter - if there is a bounty on someone’s head Headhunter can take the job and claim the prize. This does not apply when the prize is for another pirate’s head. Headhunter is able to track his target down, pinpointing his location on the map


Raider - a pirate who is set to attack and plunder settlements. Receives extra rewards in successful capture.


The are no Neutral ports. There are only Free Settlements that claimed freedom from the crown and answer to no other nation. Because of that they are a welcome refuge for any pirate.

Because Pirates are not a nation, but a faction they cannot claim any ports. Instead they have access to any free port that cannot be captured.

Pirates make leaving through combat in the open sea, capturing traders and raiding ports for plunder. They also have easier access to rare “treasures” such as Pearls, lost Crowns etc. All that allows them to buy necessary resources to cover their ship expenses. Using a network of smugglers they are able to secretly trade with all nations.

Pirate faction also has their own influence just like the other nations. Higher level of influence allow them to enter more Free Settlements and have there better prices.





The Map

Right now travel is done in two phases. Long and annoying sail to a destination, then a “save” of location through creation of outpost and fast travel. Sooner or later we have a nation or a faction that covers the entire map and can zip around real fast. Massive sea space becomes very little as life is now based around those Free Ports.

Access is everything. It determines the value of the ports. Those ports that are closest to the free ports are valued more than the others.


With the proposed Influence System there will be a zones that are harder to conquer, but have better resources and productions. This will make larger points of interest that attracts players so you don’t have to roam around for hours to find targets or any other p2p activities.



----------------

Other little things that would make this game a real pearl.


1. F2P will always attract more player base, but we do understand that you need to make revenue. Game could sell things that don’t have impact on the combat efficiency, so players with real money will be in advantage. Instead Naval Action Store (NAS) could sell customization items for the ship and your character. Needless to say that all customization needs to be within the spirit of time. You can sell for real money even ship customization slots for each ship. For example one slot can allow you to customize sails, another name of the ship. All customization is bound to a specific ship and gets destroyed when the ship losses last dura.


2. Identification in the open sea. Simply clicking on the target is easy… too easy. Would be nice to have a spyglass that gives you the information of the ship you are looking at. The information received and the maximum distance is determined by the quality of the spyglass. Besides you could sell in the NAS componentry for decent spyglass. Among the current information we get from selecting the target the good spyglass should tell the speed of the ship and the quality. While looking at the ship through spyglass the assessment bar is filling in. It could take some time for the bar to fill in completely and to “assess” the ship. Once done you should be able to see more details such as how many dura left, upgrades installed etc. At the end of the day those things would have been visible in RL. Maybe even create Assessment Perk that will allow you to assess ships faster. Lots of cool food for thought


3. NPC trade caravans as mission for Pirates. Takes cooperation and lots of pirates to take on fully protected caravan, but rewards are also great.


4. Port battles done vs actual forts on land


5. One of a must have customization is a ship name and various designs of the carving that can be applied to display given name


6. Nation flag on the ship in the open sea. It is much better to look through spyglass and try to recognise the flag of the ship that is chasing you instead of simply clicking on the ship and get the lazy info.


7. Trader’s Network (TN) aka auction house. If you really want to drive player economy this is a must have. Make it more interesting. In order to get the info player needs to buy and maintain pigeon post. TN does allow you to buy remotely and place delivery contract so other players can pick it up and deliver anywhere you required. This promotes player trading, smuggling, and of course piracy.


I can probably think of another 2-3 dozen of things but you get my drift.


------------------


More than happy to discuss in private all of the above if you decide you want to use any of these ideas.


Im off to hunt me some traders. Yarrr!



[bLACK] Koltes

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Question, could Pirates still be able to join a port battle to make up numbers for a small nation? To assist them like mercenaries?

 

I'm hoping for something this so that clans can work for diffrent nations if they like.  This will maybe cause some inner Pirate wars between clans too.  This way since we aren't exactly a Nation and get votes we can just be the thorn in every one side including other pirates.

 

How can a vote be sabotage? Please elaborate....

 

To be honest even if folks have 2-10 alts they aren't going to make a big difference in the number of votes unless a lot of players with the same amount of alts all go one way.  Though if they do that than you remove those alts I bet you the results for the votes would still be about the same.

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How can a vote be sabotage? Please elaborate....

 

Example: US is voting to get in Alliance with Dutch and at war with Brits. All brits alts log in to US side and mess up their weekly vote in their favor. At the end US does not declare war on Brits and dont get alliance with Dutch... Jobs done

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Example: US is voting to get in Alliance with Dutch and at war with Brits. All brits alts log in to US side and mess up their weekly vote in their favor. At the end US does not declare war on Brits and dont get alliance with Dutch... Jobs done

 

Dont you think people have better things to do than using alt-accounts? To overrule a nations votes, you need A LOT of alt-accounts. I mean: its a game. There are many conspiracy theories going on in this RvR - world in the moment. Mcarthyism in its purest form...

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Dont you think people have better things to do than using alt-accounts?

Lately I've seen a pirate alt (kadet rank) claiming support in nation chat for doing fleet missions and led other players into max. rank fleet missions instead of agreed mid rank mission. So yes, I think some people haven't better things to do then to abuse their alt-accounts for doing crap.

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Lately I've seen a pirate alt (kadet rank) claiming support in nation chat for doing fleet missions and led other players into max. rank fleet missions instead of agreed mid rank mission. So yes, I think some people haven't better things to do then to abuse their alt-accounts for doing crap.

 

But hardly a majority?

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The current diplomacy that is run by the players has 0 change to succeed.

 

Players agree way too big alliance + protected areas where PvP is not allowed.  Feels a bit like that there are PvE players on a PvP server.  They could have pretty even sides, and enjoy from good fights..  Still they end up to capture ports from sides that do not have even enough players to defend those.  Smells like carebears.

 

There should be kings, who commands to attack specific nations/areas.  Break these carebear agreements.

 

 

Pirates should probably have very good mobility over the map.  Maybe ship teleportation without or with very short cooldown from pirate town to pirate town (Free Town?).  If the alliances in the future are like atm., pirates are really needed to wreck protected areas.

 

I would not be surprised if in the future all nations are in peace together, and only in war vs pirates.

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Dont you think people have better things to do than using alt-accounts? To overrule a nations votes, you need A LOT of alt-accounts. I mean: its a game. There are many conspiracy theories going on in this RvR - world in the moment. Mcarthyism in its purest form...

 

You be surprised how many people actually running alts already... Pretty much everyone I know. And FYI more than one

Example:

There is about 200 US player on pvp2 server. 10% voted to have war with France, 20% with Pirates, 30% Spain and 40% with Brits. That's 80 players (40% of 200). You can take my word for it if I say Brits will easily pull 30 alts in US any day right now. All of them vote to have a war with Spain. All of a sudden you have 90 votes to go Spain vs 80 to go Brits. Voila, US is having a war with Spain and not with Brits. There you have it.

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You be surprised how many people actually running alts already... Pretty much everyone I know. And FYI more than one

Example:

There is about 200 US player on pvp2 server. 10% voted to have war with France, 20% with Pirates, 30% Spain and 40% with Brits. That's 80 players (40% of 200). You can take my word for it if I say Brits will easily pull 30 alts in US any day right now. All of them vote to have a war with Spain. All of a sudden you have 90 votes to go Spain vs 80 to go Brits. Voila, US is having a war with Spain and not with Brits. There you have it.

 

Interesting. How can I make such an account?

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Interesting. How can I make such an account?

Just buy another copy of the game... I my opinion this is an issue that needs to be addressed in the future big time.. sure right now in ALpha get your money, but in the future multiple accounts will hurt a lot of issues and the biggest will be the economy.

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Just buy another copy of the game... I my opinion this is an issue that needs to be addressed in the future big time.. sure right now in ALpha get your money, but in the future multiple accounts will hurt a lot of issues and the biggest will be the economy.

 

2 copies of a game just to cast a vote... hmmm....no

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Just buy another copy of the game... I my opinion this is an issue that needs to be addressed in the future big time.. sure right now in ALpha get your money, but in the future multiple accounts will hurt a lot of issues and the biggest will be the economy.

Like other games I think you should only be able to have alts in the same nation on the same server.     

2 copies of a game just to cast a vote... hmmm....no

For most of those it's for extra econ hours and nothing more, but hay some folks might have more. I had like 5 in POTBS cause I was a ship builder and it helped on my econ that I didn't need any one else.  All of them Spain nation exept one French that I used for wine production.

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