BLOC is a Cold War simulator where you are a third world country. As of now, MLPOL doesn't have an alliance. If there is interest, we can make one
>How can I join and bring glory to the board and horse pussy alike? Go to https://oppressive.games/bloc/ Fill in the blanks. Post your country name and region in this thread so we can invite you. Preferably we should be in the same region so we can protect each other if we'd be smaller.
Rumsod is a nigger when it comes to the layout, it should be fixed soon. It's been a while since a pone alliance has been in this game.
>HURR DURR SHITTY INTERFACE The game is supposed to be a cold war simulator involving more diplomacy than actual war.
>HURR DURR ITS BORING AND ONLY FARMING AND BUILDING UR NATION This is true to some point due to the diplomacy, but a war always comes up sooner or later. Our objective would be to become the strongest alliance.
This might be interesting so I'll bump. >Preferably we should be in the same region so we can protect each other if we'd be smaller. Does it matter if my nation is created in the neighboring region? I wanted to create a nation in Central Europe and I assume that's your nation in Eastern Europe, does the regions have a distance to each other gameplay wise?
>>136476 They can be in bordering regions. Nations cannot attack or defend each other if they're not either in the same region, or a region bordering theirs until they reach a navy count of 51 ships, so Central Europe is fine.
>>136496 Thanks. Well, sold off state assests for some sweet cash, saw that there is oil in the country, and built a mine. The county is only in chaos for one turn, because clicking random buttons is fun.
>>136507 Nice. Turn changes happen twice, one at 8:00 PM (EST) and one at 8 AM (EST). Some things you can only do once in one turn, such as invading nations or a few domestic/economic policies. Turn changes haven't started yet, but as a general rule it's best to focus on some RM production, a little bit of oil production, while keeping food high, using the rest to help expand airforce/navy as well as increase your weapon technology. https://pastebin.com/jg8w1EUJ This guide is a bit out of date but with Europe, research is double the amount of other regions. Therefore the most profit could be made with universities and high literacy in order to either sell off research or use it in production of nukes.
>>136521 Invited. It's basically if you were to take Nationstates and added war to it. The politics tends to be the fun part about it. If I recall this used to be huge back in 2013-2015 with a few 4chan boards participating.
>>136529 Yeah, unfortunately Eastern aligned nations/alliances are rare due to them being like a goldmine for west-aligned nations, plus they're usually attacked first because communism. If you attack a nation of your own alignment you lose a small amount of alignment points with your own alignment. Attack the opposite alignment and you gain a few alignment points for your own alignment. Although depending on what your nation status is (capitalist/command, Us-aligned/soviet, alliance-alignment), your alignment points naturally build up over time and so you can spend the shit on free weapons/airforce (to a certain amount).
>>136530 >tfw game mechanics follow the excuse for why modern socialists claim their crap system always fails
If we ever get powerful we should go east-aligned as a meme to buck the trend, especially since we have our backs to the Soviets and there are only three alliances within striking distance. We'd have to be fully decked out though with nukes and everything. Though, to get nukes we'd need a lot more, so I wager the order to do things is industrialize>militarize>research. Also land area is a constraining factor and we start out the size of Slovenia or 1/6th of the disputed border territory between China and India. Looks like the only way to get swol is by conquering land so once we're up for that we could use some confidential warplans and expand without putting ourselves at risk.
Also sorry to derail, but I want to know opinions on this before making a thread. I used to play a loosely Star Trek-based strategy game (which skirts copyright law) called Space Trek: the New Empire and it's quite in-depth. You don't have "click this and X happens" buttons but rather buildings, resources, and ships you build/trade/fly yourself. As the name implies you colonize a specific area of space in the galaxy and the game is very open-ended in becoming an economic or military power. Link is https://game.en.stne.net/ and the wiki is at http://wiki.en.stne.net/index.php/Main_Page
The community on EN1 is exceptionally good, though mostly made of boomers, and there are actual people on the NPC factions who run events to keep the game exciting. I stopped playing years ago because it took much of my time every day but I would be willing to get back into it for a tight-knit alliance (and I know enough to get it going). Be warned, though: it takes a significant waiting period to get enough research for even basic ship construction, and the complex supply chain mechanics makes an upkeep-heavy economy necessary to be efficient (though you can use macros to automate most of it). Also, unlike BLOC the game is very pay-to-win with purchasable currency necessary to upgrade colony and ship slots as well as to buy superior ships (though the expense means few get anything other than economically productive ships), but you can buy this currency from others with in-game resources. The game is over ten years old but is slowly dying since wars between super-factions caused more players to quit (from losing everything) than anything else.
If you're at all interested I recommend trying it out for yourself. Unlike with BLOC you start out in a "noob-zone" and can stay there indefinitely until you want to teleport someplace in the galaxy. If the mechanics and community appeal to a handful of poners I'll set up a thread for establishing an alliance; otherwise, no harm done.
>>136564 >>136565 Nike event is generally good to take as long as you have money to spend on an RM fac/Oil rig to help sustain it. When growth becomes unsustainable it'll usually level off without any effort required, just make sure your actual GDP doesn't become larger than your natural GDP or it'll bring your economy into a recession.
>>136567 >>136568 Question: is this game/server new? Because it seems like none of the countries are far ahead other players like in Nationstates or STNE, unless if there's some weird capping mechanism. If it is new we stand a pretty good chance of being regional powers at least.
>>136569 The game is usually reset every few months. A general rule is that when nukes start flying and some of the major alliances are beaten by other major alliances, that's cause for a reset. Everybody goes back to 300 million GDP, no alliance, etc. The game reset yesterday which I thought was the appropriate time to make the thread.
As far as I know, the way the new system is, instead of manpower being a way to recruit military, it's now at a maximum of 10% of your population. If you have 200,000 people (starting pop) then typically you will only be able to recruit up to 20,000 soldiers.
I started playing this game in 2012 with /mlp/'s ACE and I can honestly say it's one of the worst browser games on the internet. Every time you think it can't possibly get any worse Rumsod finds some way to shit it up even harder. The game has been more or less dead ever since cumsock deleted the forums, which eliminated most inter-alliance player interaction. Thus in nu-Bloc you don't get to really talk with any players outside your alliance's shitcord, as the game's "official" shitcord is even deader than the game itself. There are also ridiculous penalties for war now, further discouraging player interaction. I think this latest iteration might have actually ended with less than 200 active players, which is really bad compared to the game at its peak.
Bloc could still be fun if you join an alliance with a cohesive group of friends or e-friends who know how to game the system for maximum mayhem, but after this last iteration all the oldfags decided to quit, so I don't really see the appeal in signing up again.
>>136576 Currently we don't have a discord and I don't think plan on having one, mostly any alliance discussion we have will either be through here or through in-game alliance chat. You can contact Peppermint#0165 for any diplomatic affairs
The Nation of Deponya thanks the Pones of Sunset for their generous loan of manufactured goods and we will pay it back quickly. What's the best research to grow fast with? I (and I'm guessing everyone else) have a 100 research points to spend. Also, we should see about an industrialization plan. I must be doing something right because Deponya has the second-largest GDP in the Alliance (and 3rd-largest in the region) and a decent resources sector (though I've invested nothing into my military and probably will wait on doing that until I'm out of protection). In what order should mines, wells, and factories be prioritized? Also try to encourage foreign investment, it's much less costly.
As for offensive actions, we should consider launching a joint attack on Prozadia in the near future. He seems moderately powerful but he doesn't belong to an alliance and is East-Aligned so may be a good target to consider. There are weaker alternatives as well. Remember to recruit an intelligence agent and stick him in your country for now so we can coordinate later!
My long-term strategy idea: during this game (and probably for the next ones until we get a lot of people to hop on) we will always be playing second fiddle, either to Mercenary Corps in the south, Pirate MMP in the north, or Invictus in the west. What we can do is play them off each other or throw our lots alongside the apparent winner, shifting the balance of power in a small way. Personally I bet on Pirate MMP because they are also dominant in the Subcontinent and the East Indies and are competing with Invictus in Arabia, so if they get navy they could be beastly. However Mercenary Corps is very strong in Europe and could wipe the floor with us if we're not careful. ESFe is a secondary power in Europe though they're not directly competing with us yet.
Though we're getting to be decently industrialized our average oil/raw material production is laughably low, even compared to the big alliances which must have a lot of deadweight. We do have one advantage few others do, and it's that being so close together we're much less vulnerable. We're essentially the Visegrad Group.
Also after quickly looking through neighboring regions it looks like Prozadia, and everyone else of any worth, has an airforce of "meagre" and larger, better trained army. I'll save up for another oil well (I got lucky with my initial exploration) so I can get planes from the U.S.
Also of note: SPB DYMM YDPA (Pirate MMP, Invictus) is already on 2nd World War surplus though he lacks an airforce.
What kind of Intel unit would you guys suggest at first, or does it matter?
Today I learned in magic poner land that trying to sell nonexistent national state assets isn't possible. Instead the food (abundance) crisis continues to lower the natural GDP. I don't know the game, but would people need food in bulk for international markets?
>>136586 Neat thing is no one has a navy yet, that could be a quick way to remove 2k troops without a loss.
>>136587 I went with intelligence specialty because at least in the early game getting intel might be helpful. I really have no idea, though. >I don't know the game, but would people need food in bulk for international markets? Just like irl an agricultural society will remain poor. Eventually you'll need to balance out agricultural production with your pop and military size (that's what the "Green Revolution" is for) but your focus now should be on mines and oil wells. They'll boost your GDP more than farms, and factories even moreso.
>Neat thing is no one has a navy yet, that could be a quick way to remove 2k troops without a loss. The guide implies that aircraft are much more effective than ships for their cost, and at this stage of the game manufactured goods are extremely scarce. Also it's a safe bet when you're new to copy what the "big boys" are doing rather than try an experimental strategy.
>>136585 I would say mines should be prioritized after your 2nd or 3rd oil well. You don't want to have too many oil rigs unless you're in the middle east because it'll drain your reserves fast. Mines are your 2nd best bet besides factories and universities. Because Europe offers 2x the research that a nation would normally get, it would be great to either sell your research for a good price, or use it in the production of nukes if you ever get any uranium mines. >>136587 I'd say we should focus on coordinated attacks first, and see what alliance has the most power in our region and try to ally closer with them.
>>136592 Thanks a lot, especially for the tip about research. Remember to boost your literacy as much as you can! Also it looks like research costs scale a lot for every advancement you make, even if it's a different tech.
If you're west-aligned remember to get more m14s every turn, because your relationship with the U.S. will increase by a minimum of 6 while the rifles cost 5. This is the only way we can increase weapons count until we establish domestic production. I think if we ever go for nukes only one of us should focus on it since it's such a huge and risky investment.
I'm guessing the only real way to increase stability is to wait. It'll take me a whopping 20 days to reach maximum stability!
Going to be starting a new program, because of our low population and low number of nations, I'll be shipping a random nation in our alliance 10k troops per turn. This will help build up most of our military size, and since I can recruit soldiers up to a certain military size (10% of population) it'll be replenishable. Just make sure not to deconscript during this period because any extra troops you get above 20k you won't be able to get back without someone sending them to you.
>>136606 I was going to wait until the last few days of protection to go on a conscription/training spree because every $20k troops reduces economic growth by $1 million, and you can conscript a lot of troops each turn.
>>136645 Should I save up for "Military-Industrial Complex" or keep investing oil into jets and raw materials into foreign investment? Foreign investment is a great way to expand production cheaply but I want to get it up to a constant level where Nike Factory might trigger. How much FI should I have for that?
>>136647 Military industrial complexes give 1 weapon per turn unless you have research invested, which will give you extra. I'd say keep investing oil into jets until you get to about 5 planes. Otherwise I'd say you're good. Nobody is sure exactly how much foreign investment is needed, but it should be a reasonably high amount, somewhere in the triple digits. Nike event is a random chance. Just make sure not to overshoot your natural GDP and have it rebound.
I've noticed that the biggest, most prosperous countries in Europe tend to have as many as 20+ mines, no oil production and little investment into stability. Is this the meta?
Also what's the best research to go down? I have one level each in oil production and mining. I think I'll split my research 50/50 into domestic use and foreign sale.
As for military, we should remember to get ready because once the seven days are up there may be a rush on the unallied/do-nothing nations for land. We should start on the weakest, and there are plenty of these countries in Eastern and Central Europe. Be mindful that the Balkans are crowded with alliance players and there may not be enough to go around there.
>>136650 As a good rule of thumb, it's best to invest mostly in Industrial Technology while in Europe. Not only does it boost manufactured goods, but also weapon production. Just make sure to keep stability medium, healthcare at least 50%, and literacy extremely high, preferably in the 90% range. Also, mines in Europe are used mainly for economic purposes rather than actual RM usage, such as leveling off an economy or boosting it. Also yes, before the seven days are up we should build up and get ready to look for unaligned nations once it's up.
Sirocco station here Thanks for the manpower (10k troops) and the food. >>136651 I have failed to build factories because I have messed up at the beginning. So I tried to get the raw materials for that until now and Nike decided to build a factory in my nation, and I accepted. Is it normal that industrialization costs 150 raw materials now? It used to be 50. Or does the price go up when building facs?
Thanks for the manpower! For some reason, when I try conscripting a second time I get the message "All of the available manpower has already been thrown into the meatgrinder!" I really should have more manpower than 2000 and I thought I could conscript 5 times a turn. Is this not the case?
>>136655 Yes, the increase in costs is quite steep but I can see why it's implemented to prevent snowballing.
>>136656 Unfortunately it's no longer based on manpower but rather 10% of your population. You can still lend troops to others but producing troops past your population limit is impossible. I'm not a big fan of the change but it does decrease your tech level instead of your growth.
>>136657 Well, that must be how such nations as Athens in the Balkans are way above their force limit. I guess this means we should come up with a system where one or two of us are the military bulwark while the others send over new troops.
>>136658 Yeah. I was thinking of providing 10k troops per each nation each turn, then after a certain point after we're at least 150k-200k we can redistribute to a good amount. Each of us would be fairly strong. It'd take about half a month but it'd be well worth it.
>>136659 I've been meaning to ask: how long do these games last? Given such a long-term strategy I'd guess at least a month or two. Do major wars break out immediately or do alliances start fighting only when there's no more unaligned land left?
>>136660 Usually they last anywhere between 2 - 4 months. Major wars usually only break out when there's no unaligned land left and there's border disputes or drama between major alliances. Generally the iteration ends when nukes start flying and one major alliance wins over the other. If I recall producing nukes in of itself is a challenge, because there's a 1% chance of each mine you produce being a uranium mine, so developing a reactor requires a large sum of money and uranium each turn, forgot the amount. The nuke itself costs 500,000k and 50 uranium and reduces your target's troops by 75%, half of navy, half of airforce, -100 growth, and half of their factories.
Well, having tons of food as the food market collapses sucks. Mines are hanging on by a thread due to the insane price. If anyone does some market fuckery it'll be unfun times. I may have boned myself. Only things stable are the things I don't have in bulk, namely weapons and manufactured goods. Which also happens to be things not alot of other people have. It's all in good fun, but man seeing the -48 growth was scary.
>>136698 Is that you, Sunset? Generally speaking, food is a terrible resource to trade early game (from my assumption) because it's produced from spare land and everyone has lots of spare land. It'll be valuable only later on when lack of farmland and huge armies demand food supply; until then it's best to save up.
I'm in a great place because since I've gotten my factory I've invested consistently in resource production, particularly mines, and this constant investment means GDP will never catch up to potential GDP in the foreseeable future. We can get an economic aid package to you to help get you back on your feet.
>>136698 Might have to have a couple of oil wells and try to put your nation on a slow decline, to where growth is down to reasonable levels (like maybe 5-10 million per month), that way you won't overshoot your natural GDP by a significant amount.
>>136704 >I'm in a great place because since I've gotten my factory I've invested consistently in resource production, particularly mines, and this constant investment means GDP will never catch up to potential GDP in the foreseeable future. Nice. I just have too much gdp, and growth. >Food is lategame when every one has big armies to feed, and all the land is for make the stuff. Hoard carefully. Got it.
>>136709 That sounds like a plan. Once growth is no longer in the hundreds maintaining something reasonable shouldn't be insane.
>>136728 The only thing I've seen on the market reach close to zero was food. Theoretically yes if you were to absolutely flood the market. I've seen the price of selling food reach -0.01k but it was mostly a glitch. It went back to positive a few minutes later.
>>136733 Yeah, that's usually the bad part about using your investments to build mines or oil rigs. If your approval and QOL is too low it's better to just nationalize it, so you can privatize your nation later and get it back to free market.
Speaking of which for any of you still unaligned I'd go ahead and align yourself with the US under foreign policies, it helps with building your reputation and allowing you to get shit like guns or planes.
I can see what you mean about overshooting GDP, my potential GDP hasn't been rising and in two turns it will be overshot. Should I build mines or oil wells to do something about this?
Also, interesting that Pirate MMP signed a MDP with us and the the third-largest alliance. It's a great move on their part, since the first and third-largest alliances can easily overwhelm the second-largest (textbook geostrategy), and we can defend their scattered members in northern Europe. However the Mercenary Corps have a coalition of mid-sized alliances with a huge presence in Eastern Europe and the Balkans, to the point we wouldn't stand a chance if war between the two factions broke out. It would have been better imo to join the second group, but it's too late now and we can't go back on our word. Not really a complaint, but I think major foreign policy decisions should be discussed among us first if possible.
>>136735 Yeah, fair point. Anything else from here on out regarding diplomacy will be discussed with you guys first before action is taken. BLOC usually runs slow sometimes depending on what's happening. Most of the time it's fixed within half a day or so. On GDP, go ahead and let it pass a tiny bit so that when your growth is decreasing, as soon as it hits somewhere like 10 - 20 million per month, go ahead and start spamming oil rigs or mines so that it can be stabilized. Keep track of your Nat. GDP and if you want to grow your economy to earn more money, just be sure you don't grow it too fast to where it'll make you overshoot and bring you to the negatives.
Also, previously I tried signing an MDP with Invictus, the result was kind of funny. Pirate MMP is historically the best-performing alliance in terms of military and growth so that's why I chose them as my second option.
>>136736 >economic advice >tfw game mechanics follow what Keynesians claim to be able to do
>diplomacy Yep, it looks like Invictus hasn't been doing too well in terms of diplomacy and they've gotten isolated for now. Mercenary Corps forming a broad coalition surprised me too and I doubt they offered us an invitation, though who knows if approaching them would have worked. Pirate MMP isn't bad at all and Sovereign League has a decent presence here as well, though with what looks like newer players.