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This isn't HOI4
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I think that your nukes and missiles should be hidden like spies and someone has to spy on you to see them
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Radar Sattilite
Cost: $90,000,000, 10,000 aluminum 10,000 steel, 10,000 gasoline, 10,000 uranium
Requires space program, the Iron dome and vital defense projects
It would increase your chance of intercepting missiles from 50%-70% and nukes from 25%-35%
Guiding Sattilite: cost the same as radar sattilte
Requires: space program, missile launchpad, nuclear research center.
Increase damage from Nukes and missiles
GIS Sattilite: $70,000,000 10,000 aluminum 10,000 gasoline 5,000 uranium
Requires: Space program, International trade center, telecom Sattilite
Increase overall production by 5%
ISS
Cost $150,000 50,000 aluminum 50,000 gasoline 50,000 steel 10,000 iron 10,000 uranium 100,000 food
Requires space program
It's like the moon landing project
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On 7/29/2021 at 3:29 PM, A_UserHere said:
I think that Alex should make wars hurt your economy along with your public approval but when you win a war you get your approval up. I also think that approval could actually mean something like for example it could start a revolution and there might even be a way to actually lose but if you have low approval you could have a worse economy because no one would want to work. Also wars should last longer because right now wars for me feel more like skirmishes.
Wars already increase your approval by 8% if you win
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Police State
Facist Dictatorship
Facist Theocacy
Facist Republic
Federation
Republican Monarchy
Theocratic Monarchy
Necroarchy
Syndicalist Republic
Syndicalist Dictatorship
Syndicalist Democracy
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Change fortification: Rather than it causing your enemy to take 25% more casualties it would make more sense if it would decrease your casualties by 25%
Place Mines: Increase casualties to the newly by 25% cannot be done if enemy has ground control costs 3MAPs
Anita aircraft: aircraft value is decreased by 25% cannot be done if enemy has ground control Costs 3MAPs
Trench System: Decreases your casualties by 50% cannot be done of eney has air superiority costs 8MAPs
Sea mines: Naval ships are 25% less effective in battles cannot be done if you are blockaded costs 5MAPs
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On 10/18/2021 at 9:26 PM, TomSalazar said:
This is also a thing which is driving me out I mean seriously there are to many option lmao-
But the war policy I have choose the policy pirate for inactive raid and what do you guys think of it give me your honest opinion that what is the best WAR POLICY FOR RAIDS AND WARS
For raid wars: pirate
For normal war: any
For Attition wars: Tactician or Attrition
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Nationalism: Which would decrease the cost of military units by 5%
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If you are attacking infrastructure in an air raid, like with missiles you should be able to chose what city to attack, and what type of improvements you want to destroy if you manage to destroy any.
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On 10/3/2021 at 8:36 PM, TomSalazar said:
Btw guys I have been thinking about about it lately and I have some questions to ask you know in this game how the economic policies work is like if you are a left winged person the taxes will be more but if you are a right winged person there will be no taxes (like Dubai) so my question is that which policies should be great for my country either to earn more money or complete inner peace (and also if you don't mind show me how to achieve the both extreme stages if you are free to explain me)
You will earn the same amount of money either way
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On 7/28/2021 at 8:43 AM, JestonMarkus II said:
Designers. I know this would be very hard but if you had the ability to do this would you? The idea is that you could actually see your battles played out. It doesn't have to be Hi-def but it would be cool to see the battles.
The problem with that is this is not a battle centered game.
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On 1/17/2021 at 11:15 AM, Cobain Jones of Rexingcord said:
Project cost: $76000000, 1000 munitions, 500 aluminum, 500 steel
Project function: Would allow for a second set of borders, in another country or continent, placing it in another continent would still take up one location change though. When placed on another continent you would lose 1000 soldiers. Once colonized, your nation about section would read "ExampleNation is located on the continent of ExampleContinent with a colony in AnotherExampleContinent." This project cannot be destroyed unless your approval rating is 0 for 100 turns. You will be refunded 100 munitions, $35000000, 200 steel and 200 aluminum. When you purchase new land you can grow your main country or your colony. Your colony will appear like a city under a "colony" tab, but instead if starting with 10 infra, it will start with 50, however all prices of operations/infra/land mass/improvements are increased by 2.5%. I just think that this would be a more efficent way of gathering resources, send any feedback in the comments!
It should cost food too
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The fact book for your nation now is kind of bland here are some ideas to expand it
Geography
Add average temperature year round
Rainfall per year
Demographics
Outlet type
Right or left side driving
Economy
Currency value to US dollar
Inflation rate
Average net worth
Poverty rate
Health
Male life expectancy
Female life expectancy
Leading cause of death
Military
Conscription requirements
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The taxes and economic policies in the game dont add up. A far right government isn't going to have a 12% income tax an a slightly left wing government wont charge a 30% Tax rate here are some new tax rates depending one your policies
Extreme Right .75%-1.5%
Far right 2%-3%
Right 5-7%
Moderate 8-11%
Left 12-15%
Far Left 17-18%
Extreme Left 20-22%
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5 hours ago, PaphonIssarapisit said:
This update will give the approval rating more important first of all how about the change of it mechanic instead of it increase or decrease due to victory in war why not include how high the disease and crime percentage are if the crime and disease rate are high the approval rating will be low the opposite for when the crime and disease rating are low and also when the average income are high it will increase the approval rating too. Now you might ask why do we need to keep the approval rating high? That because when the approval rating are low people will start rioting when people are rioting they will destroy some infrastructure and make the other infrastructure perform worse than normal and you will also have to wasted money per turn to control the riot the effect became worse the lower the approval rating but when the approval rating are high infrastructure will work better than normal and you will get a small buff on taxes. I feel like if this update was added it will make approval rating more important and it will make player care more about their citizens not to mention it will make tax a better way to gain passive income.Thank you for reading my suggestion.
I think you should have a option to resolve the riot peacefully or just mow them down
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If you can up vote ads you should be able to down vote ads
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On 5/21/2021 at 11:39 AM, Suyash Adhikari said:
I feel like this enables cities to go to much higher infra levels and produce anything and everything without worrying about disease due to the massive amount of civil improvements available.
I'll change it so you can't have as many per city
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On 5/20/2021 at 9:51 PM, Hideri said:
I feel like this idea would make more sense if it affected approval, and if approval had an effect on nations. But eh maybe I'm wrong.
Having low pollution will prevent you from losing approval
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On 4/13/2021 at 7:16 PM, Devins said:
I've read about what disease does and how it is, in general, bad to have. My cities have around 22 mines total. With that, the disease is 11% and 7%. Is this bad? Should I develop and invest into a hospital? I am a little lost about how catastrophic this might be.
On 4/17/2021 at 9:04 AM, kolka said:no you have to let them live and grow into a fully developed human so you can harvest their spines
On 4/13/2021 at 7:16 PM, Devins said:I've read about what disease does and how it is, in general, bad to have. My cities have around 22 mines total. With that, the disease is 11% and 7%. Is this bad? Should I develop and inv
On 4/13/2021 at 7:16 PM, Devins said:I've read about what disease does and how it is, in general, bad to have. My cities have around 22 mines total. With that, the disease is 11% and 7%. Is this bad? Should I develop and invest into a hospital? I am a little lost about how catastrophic this might be.
est into a hospital? I am a little lost about how catastrophic this might be.
It's fine as long as your making money
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If the nations inactive it would only take 2 days anyway
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Parks and recreation improvements would reduce pollution in you cities, I think there should be more ways to reduce pollution besides two
Park
Cost: $15,000 and 50 food
Matianace cost $20 per turn
Effect: reduces 15 points of pollution
Can have up to 3 per city
Hiking Trail
Cost $30,000 and 70 food
Matianace: 45 per turn
Effect: Reduces 25 pollution
Can have 1 per city
Scouting Program
Cost $50,000 and 100 food
Matianece: 50 per turn
Effect: Rudeces 50 pollution
Can have 1 per city
Wildlife Reserve
Cost 75,000 150 food and 10 aluminum
Maintenance 80 per turn
Effect reduces 85 pollution
Can have one per city
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I have some recommendations for new government Types
Police State
Semi-Presidental Republic
Presidential Republic
Parliamentary Monarchy
Theocratic Monarchy
Duoarchy
Necroarchy
Technocracy
Tribal State
Commonwealth
One-Party State
Political Macihine
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On 1/29/2021 at 10:55 AM, DJ Kate Bush said:
Hey all, I'm spitballing some ideas out here so please feel free to offer suggestions or jump down my throat!
Projects being used to enhance raw production
"Underground Mines" offers a 5% bonus to mine output.
"GMO research operation" offers a 5% bonus to farm output
"Hydraulic Fracturing" offers a 5% bonus to oil well output
New improvements for food production.
Cattle Ranch - provide Food equivalent to your Land Area⁄350 (2.00) tons of Food per turn. Operational costs are $300 per day ($25/turn). You can have up to 10 cattle ranches per city.
Each Cattle Ranch adds 20 point to your Pollution Index.
Fisheries - Fisheries provide Food equivalent to your Land Area⁄200 (2.00) tons of Food per turn. Operational costs are $300 per day ($25/turn). You can have up to 5 fisheries per city.
Each Fishery adds 20 point to your Pollution Index. Production bonus for 5 fisheries is -25% per fishery due to overfishingNew Improvements for commerce.
Diamond Mines - Diamond Mines increase commerce by 5% and increase crime by 2%. Supermarkets cost $500,000 to build.
Operational costs are $1200 per day ($100/turn). You can have up to 5 diamond mines per city.
Each diamond mine adds 12 points to your pollution index
Trade Port - Trade Ports increase commerce by 15%. Trade ports cost $500,000 and 10 ships to build.
Operational costs are $12,150 per day ($1013/turn). You can have up to 2 trade ports per city.
Each trade port adds 20 points to your pollution index.I think that diamonds should be there own resource and you can build a jewelry factory to refine them
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How can I increase my approval
Ability to Surrender
in Game Suggestions
Posted
It would add the ability for a nation to surrender and end a war
when a nation surrenders they will lose twice what they normally would lose if they lost the war and their munitions and gasoline would drop to zero and they wouldn't be allowed to got to war for 24 turns or about two days