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Posts posted by Shatari
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Could you add in a 'surrender' option, that causes you to lose the war if they accept? That would allow players to forfeit their money and resources without losing their army and infrastructure. Sometimes wars are fought for the purpose of destruction though, but doing that should have a small penalty of trade sanctions, essentially blockading the attacking player from being able to use the global market until the war has ended.
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So, like real life? Naval blockades only block naval trade. Have ground control cut ground trade.I think that would basically render blockades useless, as someone on the same continent could get it on the global market and then resell it to you.
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You can only build 5 barracks per city, and soldiers are the only units you can build on the fly.If you want to trash your economy for a better military, do some improvement swapping. Get rid of all your commerce improvements and replace them with barracks and you'd be able to produce a lot more units, etc.
That's rather pointless when your opponent outnumbers you 2 to 1 in every field, as they quickly and utterly destroy you the second they get enough war points to do so. Once you hit zero there is no coming back.Also, if you're clever you can see what part of the military your opponent is lacking, i.e. if they don't have planes you can get them and establish air superiority, or vice versa with ground control. Using ships to blockade them can be super effective, as can using aircraft to target their ships in an opposite situation. There's alright a lot of opportunities to get an advantage in war.
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Do that for buying and selling, please. There's been plenty of times that I would have gladly sold or bought something, but the desired amounts were too high.I just meant, like, you could post an offer for 100 steel at $4K each, and then I could come along and buy 20 of that steel and then it would show you're selling 80 steel at $4K each, etc.
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There shouldn't be a cap at all, high or low. At most, the lower cap should be set to what it costs to produce the goods. Let the market be free!
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If tech becomes a multiplier for score then people with modern tech and a large army won't be able to attack someone with WWI tech unless the defender has an amazingly massive army. It becomes a battle of quality versus quantity, with newbies being able to make up in bulk what they lack in class should they need to partake in an alliance war.
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I do think there should be a way to fend off a sudden attack that wipes out your defenses. Currently if you get attacked by three people at once you're very likely to lose, even if you have a decent passive defense, simply because you can't replace your losses. The ability to wreck your economy in exchange for a higher drafting limit would be very handy. How about raising the drafting limit by 1,000 for every 100 infrastructure you sell?
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I like these ideas, and I think it would help the game a lot to have some progress from post-WWI tech up to modern tech. To balance things out, tech could be a multiplier, with crude tech being a 0.1 multiplier while having modern tech would multiply your score by 2 or more. As you advance through the tech tree you can unlock new units, but you also have to modernize your old units to get any benefit from the tech gains.
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I'm being blockaded yet I'm still able to trade. I can only assume that I'm using land routes.
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I do think that you shouldn't be able to establish air control if your enemy has ground control. Logically, if you can't take off safely then you'll have a hard time getting your planes where they're needed.
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Peace in our time! Hooray for the betterment of all mankind!
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Maybe require steel and aluminum to railways to the new city. The more cities you have, the more track it takes to reach the new ones, and the more metals it requires. (Most trains nowadays are aluminum, in case you're wondering.)
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There's not much profit in selling food when ores and coal are worth so much more per unit (and the finished goods are worth even more). If you're going to take up a slot for exports, you're currently better served with something else. There's also the simple fact that if you're expanding your cities then you'll want a stockpile, since you can very quickly outstrip supply and it's hard to build an entirely new city just to get some farms. (Putting them in your powered cities is a complete waste of electricity. If you can afford to do that then you're to the point you can just buy food.)
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Assuming every farming city aims for the 510 land formula (the cheapest you can buy right off the bat), that puts the current production just below the current production, so I think that works out vaguely well.
Another idea would be to have two types of improvement slots. Land slots would grant you slots for resources and power improvements, while infrastructure slots would continue to be used for the remaining four improvement types. I see two ways this could work.
Option 1: Land should probably grant only 1 land improvement slot per 100 land purchased.
Option 2: Land grants 1 land improvement slot per 50 land, but every 100 infrastructure requires a land improvement slot.
(This is all purely off the top of my head, so it may need some better balancing.)
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The ability to upgrade the nuclear plants would be nice too, perhaps expanding the doubling the amount of infrastructure it can support at the cost of a much higher upkeep cost (due to the more complex reactor).
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I strongly dislike interference on the free market. Any sort of market caps are inherently bad, and any attempts to restrict players from aiding one another will place you in the unenviable position of having to deal with most of your user base when they circumvent the illogical rules.
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I agree with Nyx on both counts. It would be cool to have solar plants as well, similar to wind plants but more expensive and powerful.
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Unless an improvement is made that uses it (such as an upgraded oil power plant that uses gas in exchange for less pollution), the value on gas depends on the whether there are wars being waged and whether people want to go to the expense of making their own. I wouldn't count on exporting it right now, personally. The market for oil is pretty cheap, and a refinery is a good idea for a developing nation to get if they're wanting to field tanks or planes.
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Sorry, I didn't realize there was an actual demand for iron now. I'll see if I can start selling it a bit more regularly.
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Oh gosh, that's both awesome and sad. Can you test out ships and see if it works that way with them too?In the same vein, I figured out why he wasn't losing his plane when attacking me. You can order an airstrike with 0 planes. That just makes it that much worse.
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Maybe a combined arms attack could be its own type of attack, using elements from your entire army to far greater results, at the cost of needing more Military Action Points (and casualties could be taken by any unit involved if the enemy has an army).
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Simple solution: The amount of resources in each field used by a defender should not be higher than the resources used by the attacker.
Pros: It fixes the exploit.
Cons: If your opponent is attacking with only soldiers then your tanks wouldn't use any fuel. If they don't use munition then you don't lose munition either.
Alternate solution 1: Defenders use only a fraction of their supplies.
Pros: While it doesn't fix the exploit, it does reduce the impact of it.
Cons: It's not a complete fix, and the single plane or soldier attacks are still broken.
Alternative solution 2: If an attacker launches an attack that fails terribly, have them suffer collateral damage to their holdings or forces (justified as a "counter attack" in the wake of the failed offensive).
Pros: It pretty much solves the problem.
Cons: It makes the first few attempts to crack an enemies army very costly, which could change the dynamics of war.
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But not all players want a color bonus, since taking it decreases the bonus for everyone of the same color.
The Bloc Party is a pretty casual troupe though, we aren't too picky who gets in and we aren't too picky on what they do. At least until the reset hits.
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I've noticed a lot of player just don't seem to care about their nation color. I'm not complaining as it's more color stock for me, but it does make that a hard metric to measure anything by. I'm not too worried about shedding our inactives though, as they tend to be very low score nations. We'll still be comfortably in the upper reaches even if we lose a couple hundred points here and there.
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Something is rotten in the state of Orbis
in Orbis Central
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