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HymMing

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  • Leader Name
    Premier Plieks
  • Nation Name
    The Socialist Union of the Yatursk Rep
  • Nation ID
    191663

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  • Discord Name: HymMing#6720

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  1. How aims are fulfilled -adds new dynamic features to gameplay -The defensive and offensive ability of CyberOps adds a new dimension of gameplay for players, as well as the economic benefits of microchips and their production -Easy to understand and implement(hopefully) -Largely based off existing features -balanced gameplay for all players -High project costs and requirements means that large/rich alliances would not be able to instantly buy the projects for everyone -ROI for microchip production without projects is faster at 7 days from C14 onwards compared to 59 and 97 days for RI and SNI projects @C20, allowing newer players to also quickly benefit from this. Proposal V4(Nothing here is concrete, subject to change) New resources Microchips, Microchips are a Super resource. Super expensive but super powerful. They are produced in Microchip foundries, 3 per city. Construction cost: 250k Running costs 10k per foundry per day. 30% production boost for Max foundries. Adds 60 pollution points per foundry 1 of each resource = 3 microchips (per factory daily) New Military things New military branch, CyberOps Command. Uses Microchips and cash like how other branches use munitionsCan ‘hack’ into other Nations and cause damage. Kind of like spy operations when attacking, based on the number of specialists trained for effectiveness. Limited number of operations a day, E.g, 1 Offensive, 2 defensive a day For example Offensive actions(Success chance depends on No. of offensive specialists used to attack, No of defending specialists etc) Class: Malware Disable power in individual cities for 12 turns 25 microchips and 4 mil per city Class: Trojan E.g Enemy aircraft cannot use microchips for X turns E.g 1 microchip and 1 mil every 15 aircraft Class:DDoS Prevent player from listing or accepting trades for X turns 10 microchips and 5 mil per turn Defensive Actions Encryption duty: Decreases success % of incoming attacks for X turns 2 microchips 1 mil per turn Hotfix: Resolves effect of cyber attacks (Success chance depends on No. of offensive specialists used to attack, No of defending specialists etc) 50 microchips, 15 mil Disinformation: Hides nation statistics from viewing players outside of alliance 2 microchips 1 mil per turn Tracing Ops: Finds identity of attacking nation (Success chance depends on No. of offensive specialists used to attack, No of defending specialists etc) 10 microchips 2mil Microchips in conventional warfare Add the option to use microchips for each military branch. This option let Tanks, Aircraft and Ships deal x2.5 damage when attacking or defending.For example, think how much more effective Heat seeking missiles, ATGMs, Anti ship missiles are compared to their unguided counterparts. The consumption of expensive microchips is meant to reflect this. Spies 4 microchips per spy Nukes 5 microchips per nuke Missiles 3 Microchips per missile Soldiers 1 microchip every 3k soldiers Tanks 1 microchip every 250 tanks Planes 1 microchip every 5 aircraft Ships 1 microchips per ship CyberOps E.g (3 microchips per city, power disabled)x number of specialists New Projects Research Institute (Approx 238mil total cost 57 day ROI at 20 cities) -Requires Advanced Engineering Corps, Urban Planning, 14 cities From 3 microchips daily to 5 daily Per Microchip foundry, now each microchip foundry gives 0.5% boost to commerce Reduces per foundry pollution by half Decrease cost of new projects by 2% Cost 6k Steel 6K Aluminium 2k Uranium 8k Microchips 50mil cash 1mil food Smart Nation initiative (Approx cost 880mil, ROI 97 days with 20 cities) -Requires Telecommunications Satellite, Research Institute, Advanced Urban Planning Ability to train 2 specialists a day, up from 1 raises cap from 30 to 40 specialists From 5 microchips daily to 6 daily Per Microchip Factory, now each microchip foundry gives 2% boost to commerce Enables 2 extra microchip foundry per city so max 5 per city Automatically boosts commerce in all cities by 5% Raises max commerce to 140% Cost 10k oil 10k Uranium 35k Microchips 10k Aluminium 10k Iron 2 mil food 240mil cash The google docs for it https://docs.google.com/document/d/11FXnEutAXbYipxlNr-lampA6Uz9HVwyTBXs1havREcM/edit?usp=sharing The google sheets calculator for Microchip production , project ROI, since raws is just 1 of each resource, the market index is the price of raws https://docs.google.com/spreadsheets/d/1AwY6wdpjjfSp_1eyIHa8sGq4HJhi0A8Wo3fvBwe_wuI/edit?usp=sharing
  2. I was just afraid that since microchips are pretty expensive(resource intensive), and being a new resource and all that would create unbalance in the market(price drop). So I dont think your ROI would be that fast. mechanization and automation projects production boosts are not super high either, for example Emergency gasoline is a 100% boost in production. I think by reducing microchips from 5 daily per factory to 2 might also balance it abit It would just a blanket buff on your current production levels
  3. TL;DR bunch of new projects and other mechanics to encourage players to grow and move orbis into another magnitude of productivity hopefully brings down the absurd price of food, remember when it was like 70
  4. Proposal V3 New resources Microchips, Smart Munitions Microchips are a Super resource. Super expensive but super powerful. They are produced in Microchip factories, 3 per city. Running costs 25k per factory per day. 30% production boost for Max factories. Adds 60 pollution points per factory 1 lead,1 steel, 3 aluminium, 1 uranium, 60 food, 3 oil = 3 microchips (per factory daily) Add the option to use smart munitions or regular munitions. Smart munitions let Tanks, Aircraft and Ships deal +200% damage when attacking or defending.For example, think how much more effective Heat seeking missiles, AGTMS, Anti ship missiles are compared to their dumb conterparts. The high costs of these special munitions are meant to reflect this. Smart Munitions are produced in Smart Munitions Factories, 3 per city.Running costs 35k per factory per day Adds 15 pollution points per factory 10 Munitions, 2 Microchips = 2 smart Munitions (per factory daily) New Mechanic Mechanisation Initiative . New building in same category as power plants , a “booster” for production.Because microchips are expensive, possibly offset the potential of market inflation. Consumes 5 Microchips and 100 Gasoline daily for 30% blanket boost in raw rss mine production per city. New(Revamped?) Military Branch Cyber Operations Command. Uses Microchips and cash like how other branches use munitions.Can ‘hack’ into other Nations and cause damage. For example hacking power grids to disable power in another nation for X turns, hacking aircraft so that they cannot use smart munitions for a X number of turns etc. Kind of like spy operations when attacking, based on the number of operatives for effectiveness. New Projects Research Institute -Requires Advanced Engineering Corps, Urban Planning, 14 cities Unlocks Smart Munition Factories Unlocks Mechanisation Initiative From 3 microchips daily to 4 daily Per Microchip Factory Decrease cost of new projects by 2% Cost 6k Steel 6K Aluminium 2k Uranium 8k Microchips 50mil cash Global positioning system(GPS) to replace Telcom Sat -Requires Spy satellite, Research Institute, Urban Planning +4% damage for all forms of attack except spy ops +2% commerce in all cities Max Commerce to 125 Cost 10k oil 10k Uranium 20k Microchips 10k Aluminium 10k Iron 240mil cash Metropolis -Requires Advanced Urban Planning, Research Institute, Green Technologies, International Trade Center, 35 cities Increases Max population density to 270 +10% commerce in all cities Max Commerce to 135 -5% new City Costs( stacks with UP and AUP) -10% Infrastructure and land costs( stacks with AEC and ALA) Cost 20k Uranium 30k Steel 60k Aluminium 20k Oil 80k Microchips 4.3 mil food
  5. https://docs.google.com/document/d/1370lD3SdzBzfKGf5iBnWB0U5qcy6IiqjVHYJ0WHY0vM/edit?usp=sharing
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