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Fronin

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Posts posted by Fronin

  1. https://en.wikipedia.org/wiki/Jevons_paradox

     

    Here's a suggestion. Make wars less expensive.

     

    This will cause more wars and more resource consumption, if you want to fight deflation.

     

    Fight deflation even more by reducing money looted in war, this will cause nations to be able to build more military units while at war. (like make soldiers and tank purchases cost no money)

     

    It is not intuitive, but it might be worth trying improving the economy by making things easier rather than more difficult.

    • Upvote 1
  2.  

     

    © Red Road Entertainment LLC 2015-2016

     

     

    I suggest dynamically getting current year instead of having a static output of 2016.

     

    otherwise you fail fizzbuzz

  3. Positive Factors: Population Density ((256 - Your Population Density) >> 4), Base Amount (+25), Every National Project (+5)

     

    note: >> is right shift, so binary division.

     

    Negative Factors: if out of food (+25), unable to pay expenses (+20), Net Income is Negative (+10), pollution ((total pollution / total cities) >> 3) , losing a war (+5), offensive slots occupied (+5 per slot)

     

    Total = Positive Factors + Negative Factors

     

    Approval Rating = Positive Factors / Total

  4. There should be a limit on moving resources, called transport capacity. It should be 2,000 units per city per player per day.

     

    It is otherwise unrealistic that millions of tonnes of resources can be moved to and fro between nations of two cities or less.

  5. It might be best to have different ground attack types:

    Attack Military (attacks military, destroys less infrastructure, loots little)

    Attack Civilian (attacks military, destroys more infrastructure, loots some, less chance of success and higher casualties for attacker)

    Pillage Nation (attacks military, destroys less infrastructure, loots plenty, less chance of success and greatest casualties for attacker)

     

    and not allow for a flat 10% looting victory.

  6. Excellent, Alex is using excel to proofread the next update's math.

     

    Being able to loot raw materials makes it more difficult to save money.

     

    At least make rebuilding infrastructure cheaper, otherwise build tall strategies won't work and the world economy would be stressed from it.

     

    Just look at the return of investment from infrastructure. Building 100 infra increases income by $15,000 per day. To make back the money from it within 60 days requires the infrastructure not to be destroyed, which would limit one to 1400 infrastructure roughly.

    Of course there's a bit more to it since one can build highly profitable factories, but the problem remains.

     

     

    Also: an asymptote will result if the enemy is building aircraft after it gets spied away.

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