Search Results for 'Nationalistic'
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Search Results
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Topic: MAFIA 1VS1 POTPVP TOURNAMENT
Hello all, mafia is proud to announce that we’ll be hosting the very first player hosted tournament on the server. We’re aware that nothing like this has been done before and therefore there may be some hiccups but hopefully things will go smooth. Without further ado, let’s get into it:
Entry Fee:
Each participant is required to pay 8 diamond blocks. You won’t be added to the tournament until your fee is paid.
Date:
The date still has yet to be destined, it’ll be decided once there’s enough participants, it’ll beprobablyon May 16th at 1PM EST/ 6PM GMT / 7PM GMT +1.The 1vs1 Tournament:
Each match will consist of 3 rounds, the first player to win 2 rounds wins the match. At the end of each round the winner will have to give back his opponent’s gear. It is your own responsibility to to have the pots you will need for the entirety of the tournament, each participant will get access to a room where he can store up to 8 chests worth of potions and XP bottles to fix armour in-between rounds. If you run out of pots too early no worries, there’ll be [buy] signs in the arena where participants can buy potions to refill. Everyone will get /accesstrust in the closed arena so pearling is possible.
Rules:
– No fighting each other in the stands.
– No event weapons.
– Rounds will not be repeated due to lag.
– Any broken armour/gear won’t be replaced
– Only normal arrows are to be used.
– The only pots allowed into the Colosseum are regeneration, strength, health, swiftness, and fire resistance (NO DEBUFFS).
– Each fight you can use your inventory of potions and nothing else, you may refill in-between fights.
– No Knockback II swords.
– 1 stack of pearls max per round. Don’t worry we’ll keep an eye on you filthy rule breaker.
– No golden apples of any sort allowed.
The Kit:
The recommended kit consists of:
– A maxed out diamond set (Protection IV, Unbreaking III)
– 16 Pearls
– A maxed out diamond sword (Sharpness V, Unbreaking III, Fire Aspect II).
– A stack of food of your choice
– 4 Strenght and Swiftness pots, 1 Fire Resistance, Healing potions.
It should look like this
The Prize:
1 Renamed Maxed out Diamond Set
1 Renamed Maxed out Diamond Sword
1 Infinity Mending Bow
Participants (will be updated as people pay their fee):
– GoldenMoneyz
– Official_Xerphon
– Khanye
– RoMich02/Murubutu
– grafando
– Zackbacon
Mafia members are not allowed to participate.
/msg Nationalistic (Nationalistic#6374) or Simbud (Simbad#9839) either in-game or on Discord if you want to participate!
Best worldwide pvper
Ganking noobs since 1876
Topic: Ship Battle #4 – Results!
Results!
Well, this one ended with a bang…
Once again, a huge thank you to everyone taking part in the battle, or helping to enforce the rules. We had a turnout of over 25 people in one indiaman, galleon, schooner, two submarines, and eventually one short-lived dhow. The battle, like the last time, was decided way into the second half of the battle.Winners (based on who went out last):
- The Royal Narwhal – xMadBoltx (Captain), Nationalistic, xMadMonkeyx, Dark_101, ArcherSquid
- The Teletub (I’m not typing out the whole name, cba) – AdmiralTrench (Captain), Riverwood202, CottageCooper, Kepopie, Joe_danger_2003, Savagewolf_ (from another ship)
- The Flounder – Bazurka (Captain), CaptainReef, several more BE members
- The Wicked Wolf – Savagewolf (Captain), Jack5112, shozzey69
- DimondKnight’s Ship – dimondKnight998 (Captain), SPOOKYPLANT_, plus others
- Jammin’s Ship – Jammin_Mas (Captain) – Entered the battle 1 hour in but only lasted around 7 minutes, poor lil’ ship 🙁
Important notice regarding the winners:
The final two ships left, the Teletub, and the Royal Narwhal would have probably ended the match in a draw. While both ships sustained a lot of damage, and frequently had cannons knocked out, they were both still moving. Unfortunately, within the last 10 minutes of the battle a player from BE named spookymryellow2 managed to get on board the Teletub and set off at least 8 TNT on the main deck, destroying a large portion of the ship and disabling her completely (I am aware that this player acted out of their own accord, and not as instructed by BE). As such the Royal Narwhal was declared the winner, however they were not the ones to deal the final blow to the Teletub. Spookymryellow2 will not be allowed to participate in the next ship battle.Other rankings, based on my observations:
- Most damage received as % of the ship (excluding the TNT incident) – The Wicked Wolf
- Most damage dealt as % of the ship – Teletub
- Most damage repaired as % of the ship – The Royal Narwhal
- Most ships sunk/disabled – Draw between Teletub and The Royal Narwhal (credited with disabling/sinking 2 ships each)
- Most player kills – Teletub
- First ship sunk (not just disabled) in a ship battle so far – Flounder (you put up a good fight guys!)
Damage Report:
Once again, if a ship was receiving a lot of damage, and has been stationary for a while, I would give the crew 60 seconds to trey and get the ship moving again or I deemed them out of the battle. As an additional rule in the last 15 minutes, all submarines were no longer allowed to submerge and stay underwater for long periods of time, as both subs were stationary for up to 10 minutes at a time repairing while being immune to the remaining ship (I wanted to get things moving again).
- The Royal Narwhal – Received moderate damage throughout the battle, suffering most of the damage on one side of the submarine. She lost her horn for a brief period, and ended up surviving the battle heavily damaged and partially repaired. Her crew often took her underwater to repair her, out of the range of the cannons. After coming last in the previous ship battle, she redeemed herself this time, good job lads!
- Teletub – Received moderate damage within the fist 20 minutes of the battle, and needed a lot of repairs to the front and port (left) side. Her cannons were being knocked out frequently, and she suffered a lot of frontal damage when coming under fire from the Royal Narwhal and the Flounder at the same time. She was critically damaged when a player got on board and placed TNT on her main deck, blowing up the main deck, all remaining cannons, taking out two masts (detaching the wool from the ship), and leaving a huge hole at the front and side of the ship. She surrendered within 30 seconds.
- Flounder – Received minor damage in the first half, but later received critical damage within the last 15 minutes and was sunk by fire mostly from the Royal Narhwal. She is officially the first ship to be sunk by cannon fire during a battle, as all previous ships were always disables rather than sunk. Her design was very unique, featuring a detachable top part, and being circular in design. Her wreck now lies on the seafloor, and with permission from its owners, I would like to keep her there as a memorial 🙂 @bazurka
- The Wicked Wolf – A worthy successor to the Lone Ship. Once again, this small ship entered armoured only with wooden planks, with a few cannons, and a crew of 4. She put up a good fight for the first 25 minutes of the battle, was but eventually battered by both the Teletub and Royal Narwhal, leading to her crew being unable to fix her in time. Once out of the battle, she was once again hastily repaired and taken back to port, ready for another battle.
- DimondKnight’s Ship – Received heavy damage within the first 30 minutes of the battle. By dimensions, this was the largest ship in the battle, but being armoured with only wood, she could not hold up under sustained fire from the Teletub. Once she started to engage the Teletub, she quickly had two of her masts detached, leaving her stranded. A few volleys from the Teletub killed most of her crew, and she was eventually fully disabled.
- Jammin’s Ship – Entered 1 hour into the battle (rare exception), but after only 4 cannonball hits from the Teletub, she was was heavily damaged. However, she did manage to to some decent damage to the Teletub within its 5 minute lifespan.
Next ship battle: 7pm UK time/2pm EST (one hour earlier than before), next Saturday – I may not make it that day in which case The_Network will probably moderate the battle
The next ship battle will be ships only – no submarines. I will host a submarine-only battle the following Saturday.« Build Team leader »
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Crew History: Red Lotus, 0utlaws, Ottoman Empire, Xenon Empire, The Xanthian Order, The Asylum, Xenia
@XeronWelcome, pirate captains, already established nation rulers and those wanting to create their own Empire. Today, I want to perhaps give advice or just give you an entertaining read.
I’m sure that most people here have dreams of absolute power or being an important figure on the server, but without the necessary knowledge you’ll only have a crumbling wreck of a tribe. So, I’m gonna give you my knowledge and experience of a year and couple month’s worth of running crews.
Chapter 1: Monarchies
When I left Delta following the destruction of SeconDeath’s vault, I seceded and formed my own crew. The Ashikagan Navy, which I’m sure you’ve heard of. I wanted a peaceful crew with the population to fill a small town, hidden in the Japan-shaped southern most continent at the time. I always believed in an absolute Monarchy and I always gave myself absolute power. From my time as Monarch of the Ashikagan/Tokugawan Shogunate, I learned only 2 things. Stop being salty and don’t turn it into a Kleptocracy.
However, in the later days after my ‘revolution’, I created the Russian Empire which was very short-lived, but during the time I remember how hard it was because the crew members always expected you to manage the farms, build the houses and construct the military. Even if you specify rules, they do their own thing. By being King, Queen or Emperor, your nation’s people expect you to be the only one to uphold the Kingdom. There is no sense of King and Country when you’re the Monarch, ironically.
During my recent ventures in the People’s Republic of China and Imperial Japan, I found that It’s also a matter of crew theme. For example, when NitrogenGaming77 or whatever his name is right now decided to join Japan, he did not agree with it for obvious reasons if you study history. Anyway, with those two crews I experimented with fanaticism, but failed miserably.
Chapter summary, Monarchism and fanaticism doesn’t work in Piratecraft.
Chapter 2: Ensuring People’s Loyalty
Throughout my adventures in other servers with factions or some spin-off of the nation system, I’ve found that the biggest challenge is people’s loyalty and keeping them active. The easiest way to ensure loyalty is get their Skype if they have one, but if they don’t, you gotta be a good friend to them. You must give the people a reason to be loyal and active. I’ve found that promising them great wealth if they build this and that is the best way for activity and loyalty if they do not have Skype. Yes, it may seem wrong and corrupt but with the things they gather themselves, they’ll be under the false illusion that they are in a prosperous nation.
Activity of the people also depends on your activity. If you recruit a bunch of guys, become good friends with them and say Goodbye and don’t get on in weeks, then chances are you won’t see them again or they won’t be in your nation by the time you get back. That is why I recommend putting people you trust in power before you leave.
Chapter summary, be good friends with your nation’s people and make sure you have someone to be in power if you need to go and won’t come back in a while.
Chapter 3: The Art of Diplomacy
Congratulations, you’ve managed to create a nation with a sustainable population and good economy. But you have no soldiers, you suck at PVP and the nation has no resources for good weapons. Time to get into the dirty work of Diplomacy. As a person who struggles with PVP and keeping the resources to create good weapons and armor, I often rely on allies to protect me. Many times, an ally has saved one of my nations from impending doom.
When negotiating with other leaders or diplomats, you must be as kind and formal as possible. You’ll get nowhere by acting un-enthused and rude, unless if you’re talking to an enemy.
When negotiating with an enemy, one should act calm and not overreact when the hostile attempts to demoralize you. A good negotiator would use some form of emotional appeal. If you are talking to someone a part of a civil nation, then appeal to their intelligence and kindness. However, if you’re negotiating with a pirate, just somewhat give into their demands. Put your best valuables in an ender chest or secret chest.
When negotiating with pirates, not much advice can be given. Most pirates that I’ve encountered either want it all or just kill you for weeks on end for something they call ”lulz”.
Chapter summary, stay calm, collected and attempt to manipulate the person you’re negotiating with to further your own interests.
Chapter 4: Nationalism
The best way to secure a nation is with Nationalism. On every faction or whatever server I’ve been on, the best and most successful have been either extremely wealthy or Nationalistic. For example, the Roman Republic and British Empire get it right. Roman and British banners fly in every single household (that I’ve seen) and every street. It gives a sense of pride and national unity. This is why that Arstodskan themed nations (the fictional nation from Paper’s Please) seem to be quite popular, due to the fact that the nation is built around Nationalism.
(can elaborate if youwish) Short chapter summary, give your nation culture and a sense of pride.
Chapter 5: Government System
I know I’ve already covered Monarchies, but I felt that I should cover other ideologies.
This is going to be short and simple. Anything but Communism. Fascism, Anarchism, Capitalism…Anything, just no Communism.
Chapter Summary: Communism is bad, m’kay.
Conclusion
I’ve spent too long on this. If anyone wants a sequel where I go into more detail, just ask. I hope at least one of you gets some assistance from this.
Hell, I’ve probably made tons of mistakes but I can’t be bothered reading it through.
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Paramount Leader of G.U.C.S and founder of Colrainism
I can't stand vinegar