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Mark76

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Everything posted by Mark76

  1. Reduce the down declare range. Give defending nations a home field advantage (if they don't already have it).
  2. For God's sake no one bring up Tech. Oh !@#$...
  3. Shouldn't bananas also increase radiation? Also. Copper. At last! I can distribute all that power I produce to where it's needed!
  4. Alternatively... The combined NS of three attacking nations cannot exceed the NS of the defending nation by more than 20%?
  5. Maybe the answer is to narrow the down declare range or to base it on city numbers, and therefore potential recruitment range. Ideally something like a maximum of 2 above or 2 below. Regardless of infra and other factors.
  6. Link the size of a nation's military to its population. For every Infantryman you lose one tax paying civilian, for every tank you lose three to four tax payers, for every plane one to two (for now) and for every ship, let's say... 500 (averaging).
  7. I have a few suggestions. Make of them what you will. 1. No time limit on Wars. You fight until either (a) one side wins or (b) both sides agree to peace 2. Blockade Runners. There's no such thing as a perfectly watertight blockade. Nations that are under blockade should still be able to get some resources in from outside, but at a price. That price being the doubling, or even tripling, of the cost of the resource being brought in (so, 2,000 tons of steel at O$3,120 per unit now cost from O$6,240 to O$9,360 per unit). Also, make it so only a percentage actually gets through. That percentage being determined by some in-game mechanic that I can't figure out 3. New projects. School of Mining. Because you can improve productivity of manufacturing improvements but not resource extracting ones, save for uranium mines? Free Port. Basically hoovers up those remaining commercial percentage boosts. Should be cheaper to build, money and resource wise, than the ITC due to having less impact. Military Academy. Improves your officer corps leading to increased chance of victory in war. 4. Immense triumph in a ground assault leads to one enemy city being occupied and its resources and improvements now being at the disposal of the occupying forces. All occupied cities are returned at the conclusion of a war only if peace is agreed. Otherwise the side whose cities are under occupation must execute an immense triumph victory of their own to restore sovereignty. Occupation continues for ten days after the conclusion of the war, after which sovereignty is restored by default (to stop people using wars as a cheap way to gain more cities). To counter balance this the IT in ground battles no longer leads to the winner nerfing the loser's air power. Also, air attacks will now randomly hit enemy occupied as well as enemy native cities. 5. Some kind of Tech mechanism but not as flawed as the other game's. Perhaps based around schools (city improvement) boosting basic educational levels and Universities/Research Centres (projects) to do the actual science. This is turn would lead to improvements in weapon systems (tanks, planes and ships only?) but at increased cost per unit per level (up to how many? Definitely not infinite).
  8. I mean, given how super effective blockades are, I can only conclude we have no land borders with each other. Also... Everyone has enough coast for as many naval bases as they can build. That screams "island" to me.
  9. Maybe if everyone could see where everyone was there'd be slightly less overlapping chaos
  10. I can see my own nation but nobody else's. Is that a feature or a bug?
  11. Will nations be allowed to literally sit on top of each other?
  12. Border/land wars ahoy! Talking of which. Now that our nations will actually have borders, will land become a war prize? Disputed territories and all that jazz. Alternatively, you could also make land a trade-able resource
  13. I literally have only two left to buy unless I move my nation to a uranium producing region. Need more project plox.
  14. Alternatively: Split Manufacturing into three categories Resources (extraction) Processing (refinement into useful materials) Manufacturing (transformation of processed materials into military or civilian goods) New manufacturing improvements would include Auto Plant. Produces vehicles for civilian and military use (retooling necessary depending on what is being produced at the time), Cost to build. Some ludicrously small amount of aluminium and dollahs. Each auto plant can produce up to 500 civilian or 100 military vehicles per day. Limit 3 per city. Adds 30 points to Pollution index and 2 points to Commerce score. Running costs $x per turn/$X per day.
  15. Another solution. Make mineral resources (coal/oil, bauxite/iron, lead/uranium) dwindle over time at the rate at which a nation extracts them, thus forcing older nations to expand geographically in the search for new veins/fields, making them spend money on land, or buy them off of younger nations on the open market. Apply retroactively for some top quality kvetching Realistically (yes, I know that's a dirty word around here) raw resources should cost more to extract as easily exploitable veins are used up and it becomes necessary to dig/drill deeper. That could also be part of the equation.
  16. Better solutions 1: More realistic resource demand when buiilding military equipment (it doesn't take much research to see that the average tank must contain more than one ton of steel. Likewise: planes, ships and missiles) or city improvements 2: Consumer goods. Move Factories from Military to Civil and make them capable of producing civilian vehicles as well as military ones. Replace Factories in Military with Depots. Don't sweat that there are now five improvements under Civil. Adjust pollution and commerce penalties/bonuses to reflect the new addition. Make civilian vehicles a marketable asset for extra trade opportunities. I mean, seriously, why does this world not have a consumer goods market? Other than for food.
  17. I think the production capacity of each manufacturing improvement has stayed the same. You just have two more of each of them now. It's resource extraction that's been reduced.
  18. Somebody needs to increase the ITC bonus cap from 115% to 125% so us upper tier nations can use all the available commerce improvements for maximum benefit.
  19. National Military Academy. Basically Sandhurst/West Point. The National Military Academy is the place where the Officers, Generals, Admirals and whoever rules the Air Force receive training and education in advanced military tactics. Improves your nation's chances in battle by N% . Requires maintenance of a minimum of 5% of total maximum capacity across all services to work. Resources. 5k Steel, 5K alumium, 7k munitions, 7k gasoline (ballpark) Cost: $35,000,000 (ballpark)
  20. Up-declare on who exactly? The Super-Whales?
  21. The real answer is more realistic resource usage when building weapons. You can't build a tank with only one ton of steel. That's practically a car with some dude shooting a bazooka out of the sun roof. Real tanks use at least ten times, and more, that much steel. Ditto for planes (aluminium) and ships (steel). Different classes of armoured vehicles, planes and ships with different demands for aluminium and steel might also help.
  22. I don't think having some kind of training mechanism is a terrible idea. Let's say that the cost of training is $5/100 soldiers per day. For a 20 city nation with a full suite of barracks that equals $500,000 per day of recruitment (assuming a cold start). Total over three days of recruitment would, therefore, be around $3m (36 days of training for the first batch of recruits, 24 for the second batch and ~12 for the final batch). Of course, it takes a lot longer than 12 to 36 days to mould a raw recruit into a professional soldier, and some nations might like to consider maintaining a corps of such to give them an edge in warfare. So let's say Alex adds a training mechanism in which it costs $5/100 soldiers/day (12 turns) and that for each turn in training each group of 100 receives 2 points. So, if you were to train a cadre of 80,000 soldiers for the game equivalent of 14 to 26 weeks (about the same as that undertaken by recruits to the British army... With 14 being basic and 26 being more advanced) you'd end up with 80,000 troops with a collective training score of 156,800 to 268,800 points. Let's further say that your well trained 80K come up against a hastily assembled army of 300,000 with a score of 144,000 (72,000 for the first batch, 48,000 for the second and 24000 for the final) and that the war mechanism is adjusted to take account of this then, obviously the player with the highest score should win (we'll assume he also has a better Officer corps). The same kind of training bonus mechanism could also apply to the Mechanical, Air and Naval branches (with higher costs to reflect greater complexity). It'd certainly make war in the game more interesting and strategic than the Zerg rush it currently is. Especially if no one knew how many training bonus points the other guy/girl's forces have Another related idea is that when soldiers are dismissed they can be put into a reserve force that can be recalled later (with a comcommitant diminuiton of their training bonus during the period they're on Civvy street). Such demobilised personnel would be added to the citizen count.
  23. I didn't even get a slot, full stop, thanks to the bizarre time things kicked off and the sheer weight of numbers on our side.
  24. Ohhhh! Is that what that is? I had no idea. Whoops
  25. Yeah, but on your nation page it says you killed them. Bit of a discrepancy there.
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