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Fronin

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Everything posted by Fronin

  1. -Landfill: If the city has negative pollution, it takes pollution from other cities until the city has zero pollution. This balances out pollution.
  2. Electronics would be an interesting resource though.
  3. The Protocols of the Elders of the Green
  4. One can build one city project per 500 land of a city. Possible Projects: -Arcology: Increases population by 1% for the city. -Electric Arc Smelters: A steel mill consumes 750 infrastructure worth of electricity instead of coal. -Gigabit Fiber to the Home: Increases commerce by 8%. (removing the need for supermarkets for 115% commerce) -Machine and Tractor Station: Boosts farm production by 25%, but each unit of food produced in the city consumes .01 units of gasoline per turn. -Molten Salt Thermal Storage: Reduces power operational costs by 20%. -Synthetic Fuel Refinery: Oil refineries in the city consume coal instead of oil. -Vocational School: Increases resource production by 5%.
  5. Now alliances will start wars to manipulate the futures markets. This sounds like a good idea.
  6. Abolish alliances, split everyone on an arbitrary basis into three colors and have elections based on population to appoint alliance officials.
  7. How about instead of assassinating spies, you "recruit a double-agent" which will reduce the players daily operations by one for three days as their spies must engage in a contrived molehunt.
  8. Assassinating spies are too easy. I mean, what do spies do to assassinate spies, look them up in a phone directory?
  9. Still, it will discourage situations in which a nation with ten cities, but with a few hundred infrastructure, can continually raid for months without running out of manpower. They'd have to eventually build their infrastructure and pursue peace for a week.
  10. Right now population doesn't cap barrack recruitment (AFAIK), I don't think Sheepy is going to make that part more realistic if he implements war exhaustion. War exhaustion really serves to reduce tax income.
  11. Watch tank cook-off videos on youtube. They aren't carrying that stuff after they're destroyed.
  12. X forces lost 3,933 soldiers and 84 tanks, while your defenders lost 21,982 soldiers and 677 tanks. I mean seriously. There needs to be war salvage, because that's what actually happens in war, equipment is repaired and reused.
  13. The large number of raider nations fully focused on war is unrealistic and unbalanced. People who build their economies cannot hope to defend against someone with 100% military improvements, when in order to improve their economy, they have to at least turn some sort of profit. This encourages a sort of parasitism in which the balance tilts towards raiders. I offer three suggestions: War Exhaustion: People aren't willing to bear an infinite number of children just to be drafted and die. Two things are certain in life: death and taxes, and people try to avoid both. Every 1% of the population in soldiers that are casualties in a war of aggression (started by the player, not defending), this increases war exhaustion by 1%. This decreases the population by 1%. The national average commerce reduces war exhaustion by 0.(commerce)% per turn. So a national average commerce of 28% results in a reduction from 2% war exhaustion to 1.72% (or a decrease by 3.36% per day). War exhaustion doesn't decrease while the nation is at war. POWs: This makes recovering from war easier and makes it more difficult to raid inactives. Half of all soldier casualties from war would be POWs, and after the war, the POWs would be returned to the number of soldiers a nation has. It won't be possible to have more soldiers then barracks to avoid gaming the system. Given that at the end of a war, the loser usually has nearly zero soldiers and tanks, this helps recovering. War Salvage: If the defending nation loses, they receive 25% of the steel of all destroyed tanks in the conflict, and 25% of the aluminum of all destroyed aircraft in the conflict. Otherwise, the side that suffers the most losses is usually the losing side, which is usually the defending side, and only raiders benefit.
  14. Nation name: Slaventia Nation link: https://politicsandwar.com/nation/id=25481
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