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Anun von Tidera

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Everything posted by Anun von Tidera

  1. When did your first city have 100 infrastructure from the get go? I thought it was just 10.
  2. One of the neat tricks you can do in the game when buying infrastructure or land in a city is typing "@ specified value" in the box where you'd buy that respective thing. It makes rebuilding after war so much easier if you don't have VIP on your nation, which allows you to use the mass purchase infrastructure tool. It's also nice when building new cities, as they start out with an odd amount of infrastructure and land (10 infrastructure, 250 land). However, one of other things about rebuilding after war is that you might have to demilitarize. If you end a global war with a huge military, you need to disband a significant chunk of it, depending on your alliance's MMR (Mandatory Military Requirements). It would be nice if you could just set specific unit type quantities to a set amount, rather than needing to calculate how much you need to disband. For the base 4 units (soldiers, tanks, aircraft, ships), you should be able to type something like "@3fc" to set your tanks to the amount that you could support if you had 3 tank factories per city, or a specific amount, such as "@100" for your ships. If you can't recruit that many units, it should also allow you to buy the amount you can recruit. Would be a nice quality of life feature.
  3. I wonder how many other people can't really understand the lyrics. Just some random Name Withheld members.
  4. I wonder how long this competition will go on, or if you can truly afford it. 🤔
  5. Spy data shouldn't be visible and should be impossible to get from an API call, unless you do the Gather Intelligence spy operation. RP-wise, it makes sense for anything involving intelligence involving some level of secrecy. Plus, I bet making it hard to get without that might make the game more balanced.
  6. Why C26? Cities get ridiculously expensive starting at C20.
  7. Does the extension even work? I'm not able to download it.
  8. LOL. And @DoctorWho, is Canadian football basically American football?
  9. It's the alliance, not the nations in the alliance. The nations can do whatever they want. The alliance only exists as military protection.
  10. In the real world, most missile defense systems are pretty bad. The only one I know of that even is remotely close to being 100% effective is the Iron Dome, which is only 90-100% accurate, but most of the missiles they deal with aren't military-grade. They deal with missiles that are more homemade that are launched by insurgents. However, afaik, the Russians asked the Syrians not to use the missile defense systems given to them, however, I'm not sure about that.
  11. Military alliances are alliances between nations that is only there for mutual defense. I assume you didn't really read that section. 🤣
  12. Part 1: Alliance Improvements In the history of the real world, there have been lots of different types of alliances and national governments, and I think this isn't represented well in the game, especially with individual nations. In the real world, there have been a few basic types of government (autocracy (where one person makes the decisions), oligarchy (where a small percentage of the population make the decisions), and democracy (where the common person has some say over government decisions)), and lots of variation in them all, some being: Autocracy: Absolute Monarchy, Dictatorship Oligarchy: Theocracy, Military Junta?, Corporatocracy (includes Trade Companies, Banana Republics and Merchant Republics) Democracy: American Republic, Parliamentary Monarchy Also, companies are a significant part of the non-warfare part of the game, and companies exist for almost everything the game needs (API bot coders, graphic designers, banks, mercenaries, trading companies, and probably more I don't know of or can't remember right off hand). My suggestion is to rework alliances to allow for multiple types of alliances, each with their own benefits and drawbacks. Military Alliance - Normal Alliance This is an alliance dedicated to warfare and protection. Members of a military alliance can declare war on a nation that is attacking another nation in the alliance without taking up defensive war slots of the enemy nation in question. However, military alliances cannot make sub-alliances or declare offensive wars. Imperial Trade Company - Sub-Alliance (Company) This is an alliance dedicated to earning as much money as possible through resource production and trading for one empire. It works partially like an empire, but is a suballiance of an Empire. It has to give some of its taxes and tariffs to its overlord. Whenever a nation in a Trade Company sells resources on the open market, the government of the Trade Company earns tariffs on the sale. Trade companies add bonus resource and money production to members of the trade company. However, trade companies can only declare war on other trade companies, they get dragged into their overlord's wars, and aren't obliged to be protected by their overlord in their own offensive wars. Independent Trade Company - Normal Alliance (Company) This is an alliance that is made to manage international trade and add stability to the global market. It can only be attacked by Empires with Imperial Trade Companies or other Independent Trade Companies. Nations gain no bonuses from being in an Independent Trade Company. However, Independent Trade Companies can make long-term trade contracts with other alliances, where resources are traded on a regular basis for money. Resources that aren't tied up in contracts can also be sold to other alliances or nations. Empire - Superior Alliance An Empire is more than just an alliance. It is a force to be reckoned with in international politics that can change the course of wars at will. It can do everything a modern alliance can do and make suballiances. Like trade companies, they can charge tariffs on members selling resources on the open market. Nations in an Empire can declare war on any nation that is at war with a member of the Empire without taking up a defensive war slot for the enemy nation or one of their own offensive war slots. However, empires must do international affairs as a group and an Empire can only have one sub-alliance. Mercenary Company - Normal Alliance (Company) This is an alliance that cannot declare wars on their own, but can help out another alliance's war effort. A Mercenary Company can be hired by one alliance at a time. Nations in a Mercenary Company have troops that are stronger than average and the Company and the nations in the Company cannot be attacked. However, the Company and nations in the Company cannot declare wars on other nations and alliances, not even other Mercenary Companies, and get a debuff to resource and money production. Bank - Normal Alliance (Company) This is an alliance whose purpose is to protect money of other alliances and invest in the global economy of Orbis. A bank is small alliance that is built only to deal with the larger economy. Members of a bank deal with other nations and alliances that have contracts with the bank. There are different types of contracts, and each kind of contract can be made for nations and alliances. The contracts are Loans, Checking Accounts, Certificates of Deposit, and Commercial Investment. The first three contracts are self-explanatory. A Commercial Investment contract boosts a nation's commerce income and resource production while the nation who signed the contract loses a small amount of their GDP. The Alliance Contracts work like the Nation contracts, but apply across the entire alliance instead of one nation. However, a bank can also incorporate as a Stock Exchange. The way a Stock Exchange works is by having other Companies list themselves on the Exchange, and investors can invest in stock of listed companies like a normal stock exchange, but at the start, only by buying and selling shares. Options would be interesting, but it would make things too complicated. Banks can also incorporate as Investment Banks, which can invest in stocks on Stock Exchanges as an institutional investor. Pirate Republic - Normal Alliance or Sub-Alliance This is an alliance built around raiding. Any member can attack a nation in an alliance that isn't in a pirate republic without taking a war slot. However, only one nation in a Pirate Republic can attack any other nation at any time, and there is a 5-day cooldown between raids. Also, the only kind of war pirates can declare is a raid war. However, if a nation is on a raid cooldown, pirates can still attack, but will take up a war slot. However, Pirate Raids are more powerful than normal raids. The only alliances a Pirate Republic can declare war on are other Pirate Republic. Pirate Republics can also be suballiances of an Empire (e.g. as a training alliance), making them Privateer Companies, but they cannot have their own suballiances. If a Pirate Republic is a Privateer Company, it cannot raid its overlord but gains more bonuses to raiding enemies of their overlord and is protected by their Overlord. Part 2: National Government Improvements There are many cosmetic ideas in national governments that have untapped potential for gameplay. Approval Rating Approval rating is purely cosmetic as of now. However, approval rating could have an impact on tax revenue, unit strength, resource production, project cost, and some other important things about a nation. If your nation's approval rating goes down to zero, there should be a new kind of disaster: Revolutions. Revolutions can force a nation to adopt a new government and get a new leader if successful. During the revolution, your troops are busy fighting revolutionaries and you get almost no resources or money. Also, your infrastructure and improvements become damaged. If the revolution fails, your government could become more authoritarian or more democratic. Demands from the Revolutionaries are randomized but tailored to the nation (e.g. if pollution is high, environmentalism could be demanded). Increasing authoritarianism decreases approval rating but also decreases the chances of revolutions from firing while increasing democracy improves approval ratings. And speaking of authoritarianism and democracy, that brings me to my next point. Government Types and Policies Different government types could give bonuses and drawbacks for each nation. Some examples could be: Absolute Monarchy: Increased deployable manpower (you can get more units for each building) but decreased taxes Communist Dictatorship: Increased spy effectiveness but decreased tax revenue and resource production Stratocracy: Massive increase in unit strength but everything becomes more expensive Economic and Social Policies In the real world, different economic policies grant different results for nations that have those policies. Right-wing (pro-business) policies tend to attract big business but also make monopolies more likely, which usually mean less efficiency. However, many left-wing systems were more focused on industry, so they tried to make it as efficient as possible while saying they care about the average worker. My idea is that the further left you go, the more efficient your industry becomes, but the further right you go, the more money you earn from taxes, and those bonuses on one axis become drawbacks on the other (partially for historical reasons, partially for an attempt to balance the game). Social policies can also be used to buff a nation, as different cultures produce different resources based on what they focus on. Some examples of bonuses and drawbacks for different social policies are: Libertarian: More commerce and resource production but less tax revenue Authoritarian: Decreased project cost, not sure of any good drawbacks Fascist: Increased unit strength but increased costs for everything However, for game balance, they're locked for at least a day and if they change too drastically, approval rating takes a massive decline. Religion Many religions have also emphasized certain things for their followers to practice, leading to different results. The way religious beliefs would be decided would be the same as economic and social policies do today. However, instead of each question adding overall points in one direction, each question is for one belief. Some examples would be: Are followers allowed to borrow money? If so, money from commerce increases. If not, commerce money decreases but the cost of everything else in the nation decreases. Is literacy important? If so, project cost decreases. If not, project cost increases but approval rating goes up. Part 3: International Diplomacy International diplomacy has more room to grow. I have quite a few ideas on how to improve it. A United Nations-like Organization A United Nations can add more room for a diplomacy game that doesn't involve war. However, instead of each nation getting representation, each alliance gets representation. The Security Council would consist of the Top 5 alliances and 10 other random alliances, and the Security Council can veto resolutions. However, for game balance, two other Security Council members in different spheres would also have to veto the resolution for a veto to apply. There are multiple types of resolutions that can be passed by alliances that aren't at war with the alliance in question or the alliance in question. Condemnation: If passed, it would give the alliance the resolution applies to a debuff on everything for 30 days. Commendation: If passed, it would give the alliance the resolution applies to a buff on everything for 30 days. Intervention in War: If passed, any alliance can attack any alliance in the sphere the resolution applies to with buffs to combat for 30 days. However, it doesn't apply to alliances that are already at war with an alliance in the sphere. Rebuilding Aid: This is the only resolution that can only be requested by an alliance in the sphere the resolution applies to. The sphere has to be on the losing side of a global war that already ended. During the mandatory truce or for 60 days, whichever is longer, every nation gains buffs for growing (reduced infrastructure, building, project, and unit cost, increases in tax and resource production of all kinds, cheaper and larger loans, etc.). Anti-Piracy Operation: If passed, the Pirate Republic or Privateer Company the resolution applies to gains debuffs to raiding nations involved in the Operation. The Operation must start within 7 days of the resolution passing, and everyone in the operation must start the Operation at the same time. If successful, the Pirate Republic can be forced to change government to a Trade Company, Mercenary Company, or Empire. All of their loot will also be taken from them if successful. However, if the Operation fails, the Pirates can demand tribute from everyone that participated in the Operation for at least 60 days. The Operation lasts for 30 days and the victor is the side that had the highest average score per member. Loot stolen increases score and beige time decreases score. Here is a somewhat more detailed look for my ideas for governments: https://docs.google.com/document/d/1NSEYNBuEGdBtietg0xmzbWb3Y8NGjUI2dES3ZHNL-YE/edit?usp=sharing If anyone has any ideas on this, please comment below
  13. If there was a best traitor award, that might be where you would go. 🤣
  14. With mechanization and automation, how would those modifiers work with the modifiers other projects give?
  15. How did they get away with making multis? 🤔
  16. As many of us know, some time ago, there was a bug that caused the Moon Landing project to not count towards a project slot. However, it was patched, making it a dumb idea to get it. It is the only project that gives no buffs to the nations who have it except for prestige/cosmetic benefits. So, I think it might be a good idea to add more projects in the space realm to make it useful. First off, there are some ideas for changes to make to the Moon Landing project itself: All projects are more effective (probably 5-25%) Example: The Clinical Research Center increases the disease reduction rate of hospitals to 3.55-3.75% (depending on the percentage modifier) The modifier should not apply to projects that give the same modifier All projects are 5% cheaper Now for some new projects: Lunar Base Requires: Moon Landing Advanced Engineering Corps Buffs: Increase to base resource production Decreased city and infrastructure slots Mars Landing Requires: Moon Landing Buffs: Similar to Moon Landing Interplanetary Colonization Agency Requires: Lunar Base Mars Landing Advanced Engineering Corps Buffs: Land and infrastructure is cheaper Cities are cheaper Increased resource production Space Elevator Requires: Space Program Advanced Engineering Corps Buffs: Space economic activities would be improved Other Space Ideas Wars in Space Wars in space would work similarly to wars on Orbis. However, invasions should take longer because distances are much farther. However, I'm not sure how that would work out. Each city/colony would be able to have space force military installations. Spaceports would allow for rockets to be launched that can transport troops. Economic spaceports would also exist to make trade in space easier, both within and between empires. More planets This ties in to the extra project ideas. Each planet could have its own resources and other modifiers. There could also be coordinated international projects specific to each planet, such as terraforming. The Moon, Mars, and asteroids could be further frontiers. Venus is another potential option. The Moon is the main natural satellite of Orbis, and it's like Earth's moon. The resources it has would include Helium-3, which is a new resource that would be necessary for fusion reactors, a new method of generating power. The main way of generating power on the Moon is by solar power, which can be made on the surface of the Moon. However, coal, iron, and wind power plants would not be able to be built to power cities. All of the military buildings would be for space warfare. Mars is a planet in the Solar System that is looked at as a second frontier for humanity. I'm not sure what resources would exist on Mars, but it would fit the planet. The main unique thing about Mars is the international project it has, which is terraforming the planet. In order for a nation to participate in the project, it would require the Interplanetary Colonization Agency project. In return for participating in the project, participating nations and their allies gain bonuses for colonizing Mars. After terraforming, Mars would be able to be developed like a normal planet. Wars would also be able to be waged like wars on Earth. Nations would also be able to be started on Mars. Venus is considered by some as the best planet to start off colonizing, as it is the most similar to Earth. However, cities will have to be developed in balloons in the sky because the air on the ground has too much pressure. There isn't much to do on Venus. So, there isn't as much to use to develop the cities that would exist. The Asteroid Belt between Mars and Jupiter has millions of asteroids, many proven to be rich in valuable minerals such as iron and gold. They cannot be colonized like normal planets. However, mining bases can be established to extract the valuable minerals. Normal cities cannot be developed, but mining outposts can with few humans but lots of infrastructure.
  17. Is the "duck" just a way of self-censoring?
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