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mmmm

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    mmm
  • Nation Name
    mmmm
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    104888

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  1. I understand that the point of beige is to help out the defender and give them a chance to rebuild, but unfortunately the unintended consequences are so problematic that it has been and still is a pressing moderation issue. By removing the beige time issued as a result of losing a war, it will be much easier to determine what is and what is not war slot filling because there will be no incentive to do a "fake" war against an ally that results in a defeat and beige time. It is certainly an improvement, but this wouldn't solve the issue above, as stated by Alex in the Changelog. In that case, keeping someone beiged would still be easy, as all you have to do is to beat them once every 24 turns, which is still doable. The very concept of beige after losing wars can be hijacked if there is enough incentive, and if beige exists, that incentive sure does exist, as it is the best way of rebuilding your nation and your military to fight in the war once more. A better version of beige could be based on the amount of damage(in terms of infra) that has been inflicted on a nation, rather than focusing on war numbers. Even though it is technically slot filling, or just on the edge, wars can be (mechanically) declared to inflict the least amount of damage possible. If the amount of damage a nation has endured for a given period of time can be calculated, then that said nation can be put in a beige time after the threshold is surpassed, with the wars declared before the beige still ongoing, and the total damage being reset to 0 when the beige time ends. I have a feeling that this would be hard to do, however, as those statistics have to be calculated for every nation in a war.
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