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  1. NationStates News

    NS -Trivia Challenge Complete

    The Challenge is over! Not in our hearts. There, it lives on forever. Also it is actually staying up. Look, it's right here. But there will no longer be a great honking banner on nation pages. Congratulations to the 32 special nations who scored over 100 on the Trivia Leaderboard, and in particular the five who managed to record the maximum score of 351, despite the frequent addition of new questions, at the close of event! Please accept my congratulations, and seek professional help. @@JGConfig::nice_name("kandorith", 9)@@ @@JGConfig::nice_name("zintai", 9)@@ @@JGConfig::nice_name("trotterdam", 9)@@ @@JGConfig::nice_name("luna amore", 9)@@ @@JGConfig::nice_name("lord dominator", 9)@@ Special thanks are deserved: This year the April Fools event was highly collaborative, with many people contributing quiz questions, and hard-working mods diligently fact-checking and compiling them. Also, of course, the whole reason we're able to have an event like this is because we have 16.5 years of built-up NationStates history created by people like you! I hope the Trivia Challenge has served as a small tribute to that. Because it's pretty amazing. {url}
  2. Some people say they've wasted years on NationStates collecting useless knowledge, but now's your chance to prove it! We've assembled a devilish quiz to test your NationStates IQ with a series of ever-more challenging questions. From the simple and irrelevant to the obscure and equally irrelevant, the NationStates Trivia Challenge has questions for everyone!* Take the Trivia Challenge! Trivia Leaderboard (* Provided they have squandered their life on this site.) Update!: For forum discussion, we are pleased to offer Trivia Central! {url}
  3. Sorry, that took slightly longer than anticipated. But now cards are available again! Yes! Trading Cards Finally cards have completed their transformation from a one-off April Fool's event into a permanent feature. Here's what's new: Issues New packs of cards are earned occasionally and randomly when answering an Issue, instead of being delivered on a regular timer. (You can opt-out of this in Settings.) Auctions Cards are traded through a Timed Double Auction, a system designed to reduce the ability of puppet nations to feed valuable cards to their masters. The main feature is a one-hour countdown timer that permits other buyers and sellers to jump in with a better offer, replacing one of the trading parties. Details! There's also a new ability to gift a card directly to a particular nation, for when you want to skip the auction, by paying a nominal amount of bank. Collections You can organize your deck into Collections, according to any scheme you like. One of the great things about the April event was how people set out to build different decks for different purposes—but those purposes could be hard to divine for anyone just looking at the cards. Collections allow you to bestow order and titles upon your purposes. Seasons The original set of cards was made from all nations who were active as at the start of April 2018. This is still the case, but these cards are now marked "Season One." At some unannounced time in the future, we will enter Season Two, at which point a new set of cards, marked "Season Two," will be created from active nations at that time. New packs always contain cards from the current season only. When a season ends, the cards remain, but no more of them will be generated. Cards are now snapshots of a moment in time, instead of changing to reflect the nation's current state. Cards for the same nation will therefore look different across different seasons. Season One cards are unusual in that they were generated in April 2018 but only converted to snapshots in December. This means that a Season One card only exists if the nation was active in April, but reflects the state of the nation in December. Market A new page offers a global overview of current auctions, top cards, and top decks, with multiple ways to keep your finger on the pulse of the marketplace. Assorted Changes New packs don't rarely contain cards of nations that no longer exist. Cosmetic overhaul! Including a nifty zoomable graphical sales history. During the April Fool's event, each new pack had a high chance of containing a card of a nation in your region. This remains true, but the chance is much lower. The number of cards that can be held at once is now limited by Deck Capacity, which can be upgraded by spending bank. This limitation stems from the technical challenges of managing nations who hold extremely high numbers of cards. Nations with Site Supporter status from the Store have double normal Deck Capacity. For even more, there's detail in the FAQ! {url}
  4. Sorry, that took slightly longer than anticipated. But now cards are available again! Yes! Trading Cards Finally cards have completed their transformation from a one-off April Fool's event into a permanent feature. Here's what's new: Issues New packs of cards are earned occasionally and randomly when answering an Issue, instead of being delivered on a regular timer. (You can opt-out of this in Settings.) Auctions Cards are traded through a Timed Double Auction, a system designed to reduce the ability of puppet nations to feed valuable cards to their masters. The main feature is a one-hour countdown timer that permits other buyers and sellers to jump in with a better offer, replacing one of the trading parties. Details! There's also a new ability to gift a card directly to a particular nation, for when you want to skip the auction, by paying a nominal amount of bank. Collections You can organize your deck into Collections, according to any scheme you like. One of the great things about the April event was how people set out to build different decks for different purposes—but those purposes could be hard to divine for anyone just looking at the cards. Collections allow you to bestow order and titles upon your purposes. Seasons The original set of cards was made from all nations who were active as at the start of April 2018. This is still the case, but these cards are now marked "Season One." At some unannounced time in the future, we will enter Season Two, at which point a new set of cards, marked "Season Two," will be created from active nations at that time. New packs always contain cards from the current season only. When a season ends, the cards remain, but no more of them will be generated. Cards are now snapshots of a moment in time, instead of changing to reflect the nation's current state. Cards for the same nation will therefore look different across different seasons. Season One cards are unusual in that they were generated in April 2018 but only converted to snapshots in December. This means that a Season One card only exists if the nation was active in April, but reflects the state of the nation in December. Market A new page offers a global overview of current auctions, top cards, and top decks, with multiple ways to keep your finger on the pulse of the marketplace. Assorted Changes New packs don't contain cards of nations that no longer exist. Cosmetic overhaul! Including a nifty zoomable graphical sales history. During the April Fool's event, each new pack had a high chance of containing a card of a nation in your region. This remains true, but the chance is much lower. The number of cards that can be held at once is now limited by Deck Capacity, which can be upgraded by spending bank. This limitation stems from the technical challenges of managing nations who hold extremely high numbers of cards. Nations with Site Supporter status from the Store have double normal Deck Capacity. For even more, there's detail in the FAQ! {url}
  5. NationStates News

    NS -Z-Day<sup>7</sup>: The End

    This is the end. The more robust zombies outlasted their predecessors, and at the end of the day outnumbered the living. Some regions, however, were safer than others. Kudos to the dozens of regions which completely eliminated the infection while retaining hundreds of billions to trillions of survivors, to the several which sheltered hundreds of billions to trillions without closing their borders, and to the many regions with similar numbers of survivors. The full leaderboard is available for your perusal. So long, and thanks for all the brains! {url}
  6. We can now say with confidence that the undead menace has arrived. Despite all signs having been to the contrary, we now know there are zombies in every nation. Whether because zombies are slow moving or because of someone's tardiness, not all nations were aware of zombies at the same time. Nations exploring their options before the appearance of zombies would have been unable to elect to build a zombie empire, and any selection they made before the appearance of the stumbling dead within their borders has been reset. If you wish to cure or exterminate your zombies, double check that your selection is active! Further information will be provided as we can. Update: The parable of the zombie and the hare comes to mind. {url}
  7. We can now say with confidence that the undead menace has arrived. Despite all signs having been to the contrary, we now know there are zombies in every nation. Whether because zombies are slow moving or because of someone's tardiness, not all nations were aware of zombies at the same time. Nations exploring their options before the appearance of zombies would have been unable to elect to build a zombie empire, and any selection they made before the appearance of the stumbling dead within their borders has been reset. If you wish to cure or exterminate your zombies, double check that your selection is active! Further information will be provided as we can. {url}
  8. This is the secret WASP office of, well, zombie preparedness. The backup one. Here's the latest research from the latest researchers. First, there's more good news! The lightly-gnawed upon notes of Professor Brooks indicate that with minor adjustments, your anti-zombie superweapons can be re-targeted to remove undead saboteurs from infiltrated command and control structures. This will restore the nation to its previous stance. Your allies and friends will be able to help you. You do have allies and friends, don't you? Unfortunately, there is also bad news. Don't ask us how we know, but it's clear that strains of undead have developed which handle the absence of survivors better. They just don't die- Err.. They don't "de-animate", at least not as quickly. So if you're looking forward to the zombie problem just going away on its own... Sorry? {url}
  9. NationStates News

    NS -Z-Day<sup>7</sup>

    World Leaders, resistance cells, and diplomats: the secret WASP office of pseudoanimate preparedness has good news and bad news. First, the good news. There are hours, nay, days before the world as we know it falls apart due to rising demand for and shrinking supply of brains. Also, some of our researchers have survived! Their consensus recommendation of what you need to be empowered to handle this shambling business is intelligence, intelligence, intelligence. The intern who was the most experienced survivor was quite insistent on this. Without intelligence, even the smartest decision will be brainless! In other words, as the intern put it, "Braaaains!" As the surviving researchers head home, the administrative staff here are hard at work on solutions to bring you more adequate intelligence. What is the bad news, you ask? Well, that's a very good question. It will be addressed just as soon as we answer this scrabbling at our doors. Can't keep people waiting! In the meanwhile, enjoy this helpful clock: Zombie apocalypse begins in: We're not sure of much, but we're sure of this countdown! Our staff expects that once that clock reaches zero, vigilant regions will begin to close their borders and see a daring group of nations attempt to research a cure, while less vigilant regions will be overrun by shambling nightmares. In due course, 75-80% of the world population will die. No biggie. Our staff are still examining notes from the office of pseudoanimatae preparedness to understand any new mutations or developments you need to know about. What You Need to Know The zombie apocalypse will begin @@JGConfig::time_ago(1540929600, 1)@@ (click for local time) It will run for 33 hours, ending @@JGConfig::time_ago(1540929600+ (33 * 3600), 1)@@ Zombies move between nations in the same region. This makes it important to be aware of what your neighbors are doing, as will be difficult for an individual nation to hold out in a heavily infected region. Each region will report its infection rate so that residents can make an informed choice about which are relatively safe and which are basically pools of pandemic-level z-virus. You have three options: Exterminate the zombies with military force. This converts them into dead citizens, who pose no further risk to the living. It is very effective when you have lots of survivors and few zombies, and less effective when your military forces have mostly been eaten. Research a cure, which helps to lower your region's infection rate. Enough nations working together can slow or stop the spread of zombies and even begin to turn infected back into survivors. However, this takes time and is most effective with test subjects and collaboration. Embrace the zombie hordes, becoming part of the problem as you spread zombies all around your region. Eventually, of course, your hordes may run out of food and starve. This option isn't for everyone. But there's always someone. Your nation may also unlock superweapons over time. Once built, they can be manually deployed against targets of your choice by visiting their nation page and hitting the appropriate button. Exterminating zombies develops Tactical Zombie Elimination Squads, who can enter other nations and kill zombies there. Researching a cure develops Cure Missiles, which can be launched at other nations in order to convert zombies into survivors. Embracing the undead develops Hordes, which can surge into other nations and infect their survivors. Superweapons can be deployed every 20 seconds. If you take a hit from a superweapon, the resulting chaos makes your own superweapon unavailable for a few minutes. When looking for targets, the World Censuses helpfully provided by the WA administrative complex may be of use: The Most Survivors The Most Zombies The Most Dead The Most Zombified (%) Note: while the number displayed for each nation should always be accurate, the ordering of nations by each census will be updated periodically, not live. During Z-Day, Founders and Delegates can close their region's borders at no Influence cost, sealing themselves off the from the world, and the plaintative cries of nations seeking refuge. It seems pretty harsh. You're just sitting there watching millions of people die. But zombie apocalypses demand tough choices. The Z-Day Tally Board will track progress during Z-Day. Good luck! {url}
  10. That concludes our third annual N-Day! Please hand in your nuclear launch capabilities to the steward. Final Leaderboard Reigning N-Day champions Augustin Alliance were a hot target early on, literally. More like RAINING HOT NUCLEAR FIRE champions, you might say. That left the path clear for N-Day2 runners-up UPPERCUT to deliver a knockout blow! And it really was a nuclear blowout, with the new champs winning by over 100,000 points. Thank you for participating in N-Day3! And remember: nuclear exchanges are much more fun when they're simulated. More stats to come! This post will be updated shortly. Update! During N-Day: 826 factions were created 16,263 nations joined a faction 1,715,906 nukes were targeted 1,276,503 nukes were launched 894,432 strikes occurred for 738,999 radiation 383,796 nukes were shot down Once again, the faction from Forest recorded the highest score while taking zero radiation, thanks to the excellent nuclear shelter provided by Canopy. Also now available: Your Permanent N-Day3 Archive! Update 2! And here are some Factions that managed to finish with a score per nation above 100: Nations Score Per Nation Ever Victorious Army 1 644.0 heck hounds 3 295.7 Look Horatio, its the Indy! 2 217.0 Brotherhood of Nod 2 150.0 Reborn Foundation Nuclear Department 23 119.5 The E Team 45 119.4 Sit Aeterna Aeternum 59 118.1 Leftist Unity 65 114.1 Canopy 579 109.0 The AA Nukem 1 109.0 148th Artillery Regiment 6 102.2 {url}
  11. NationStates News

    NS -N-Day<sup>3</sup>

    You know the terrifying thing about nuclear war. It can happen without any warning. Nuclear apocalypse begins in: Click/tap here for your local time: @@JGConfig::time_ago(1537995600)@@ That's why we give you a heads-up before a nuclear apocalypse. It's just more friendly. N-Day3 will run for 24 hours, after which time no further nuclear launches will be accepted. Here's a handy primer! @@JGConfig::parse_nscode("https://www.nationstates.net/page=dispatch/id=874170", 2)@@ As usual, if you don't wish to participate in an unforgiving all-out nuclear exchange, you can simply ignore it. Nations can only be nuked out of existence once they join a Faction (and even then, only for the duration of N-Day). All Factions from previous N-Days will be wiped shortly before the start of N-Day3, so you will need to recreate/rejoin them. You are permitted to use multiple nations, but the more you use, the more annoying the anti-bot checks will become. Good luck! Update: The Vault 41 forum is now open to service your nuclear needs. {url}
  12. NationStates News

    NS -N-Day<sup>3</sup>

    You know the terrifying thing about nuclear war. It can happen without any warning. Nuclear apocalypse begins in: Click/tap here for your local time: @@JGConfig::time_ago(1537995600)@@ That's why we give you a heads-up before a nuclear apocalypse. It's just more friendly. N-Day3 will run for 24 hours, after which time no further nuclear launches will be accepted. Here's a handy primer! @@JGConfig::parse_nscode("https://www.nationstates.net/page=dispatch/id=874170", 2)@@ As usual, if you don't wish to participate in an unforgiving all-out nuclear exchange, you can simply ignore it. Nations can only be nuked out of existence once they join a Faction (and even then, only for the duration of N-Day). All Factions from previous N-Days will be wiped shortly before the start of N-Day3, so you will need to recreate/rejoin them. You are permitted to use multiple nations, but the more you use, the more annoying the anti-bot checks will become. Good luck! {url}
  13. NationStates News

    NS -Updated Privacy Policy

    Now for the news you've really been waiting for: We've updated our Privacy Policy! Like all the cool kids nowadays, we're taking steps to purge old data we don't really need, be more transparent about the data we collect, and allow you to remove personal information you don't want us to have any more. See here for more! {url}
  14. NationStates News

    NS -Issue 1K

    I don't want to blow your mind but we just added Issue number ONE FREAKING THOUSAND. That's right: Your nation may now encounter any of 1,000* different dilemmas that ask you to make an ideological choice between a set of flawed options. * Actually 1,001, since the first issue is #0. I'll be honest with you: I didn't see this coming. After I wrote the first 31, I thought that was plenty. "That's all the major topics covered, Max," I told myself. "You nailed it." The fact that we now have an additional 970 issues is because an often-changing team of volunteer authors and editors decided there were actually more areas to explore, and attacked them with tireless good humor and ingenuity. Hundreds of different people have written or edited an issue, and over two dozen are in the double digits for issue contributions. It's impossible to thank anyone in particular without ignoring someone else who equally deserves it, but I do want to acknowledge three people in particular who we couldn't have reached this milestone without: @@JGConfig::nice_name("Sirocco", 2)@@, who was the editing team in the early days, @@JGConfig::nice_name("Sedgistan", 2)@@, who remodeled and championed it as a professional organization, and @@JGConfig::nice_name("Candlewhisper Archive", 2)@@, who runs it today. Thank you to everyone who contributed an issue, even if you submitted an issue that didn't quite make the cut. And if you've simply enjoyed the end result of what the editing team produces, thank you for that! Authors and editors need readers, too. P.S. Cards are still coming. {url}
  15. Okay! Obviously card trading was supposed to reopen by now. I did slightly overestimate how much card-based work it was possible to accomplish in one week, following two other weeks that were also full of card-based work. Thanks to those of you patiently waiting. We're still a little way off being ready to re-open trading, but this post is to share current thinking about the plan. Confirmed/definitely intended features include: One loot box per nation every 48 hours Greatly reduced likelihood of drawing the card of a nation from the same region Direct trading of cards between nations Greater snipability of low-value transactions (discussion below) No ex-nation cards in loot boxes When a nation ceases to exist, its deck will also cease to exist (after a period of time) Deck size limited but expandable by spending bank The ability to group cards together in "Collections" for display purposes A browsable global marketplace A range of upgrades to the interface and underlying mechanics There are also some more ambitious longer-term ideas, but one step at a time. Some of the above will be live from when we re-open trading and others will come in as development time allows over future months. All About Puppets The trickiest question has been how to handle puppet farming. This is when a player controls many nations and uses them to collect cards and funnel good ones to their "main." I actually think the first part is fine: It doesn't matter if someone wants to use multiple nations to build multiple decks. It's the second part, where they sell good cards to their main for next to nothing, that threatens to become corrosive over time, because in that case, it's less like the person is building multiple decks, and more like they're building one deck by earning cards at a faster rate than everyone else. That's problematic in a trading game where your position is impacted by others' holdings. For mini-games like this, it's often suggested that we limit it to World Assembly nations, where a one-nation-each rule is enforced. But many people have good reasons for not wanting to join the WA, which shouldn't exclude them from other parts of NationStates. The real challenge is to discourage puppet farming without unduly interfering with real communities exchanging cards amongst themselves. Because an important part of the fun of deck building, I think, is that you can offer special deals or gifts to people you know. We could eliminate puppet farming by forcing all trades to be conducted at current market prices, but this would also eliminate elements of trust, friendship, and co-operation, leaving us with a more economically fair but less interesting game. Essentially: You should be able to offer a good card for cheap or even free to someone you know, because that's how communities work. But puppet farms should not easily stream their cards to a single owner. To deliver this, we're doing two things. Firstly, direct trading will allow you to nominate a particular nation to exchange with (or gift to), with a bank fee involved. This makes it accessible for most nations, but less viable for puppets, who don't normally accumulate much bank, and will be disproportionately affected since they want to gift every good card they find. Secondly, to create a window of time that allows sniping of open market-based transactions, to reduce the ability to "sell" a valuable card for nothing to yourself. That's it for now, and thanks again for your patience! Got feedback? Forum: Discussion thread! {url}
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