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Andrezj Kolarov

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Everything posted by Andrezj Kolarov

  1. Sounds a bit overpowered, compare the cost of a Nuke spy op to the cost of a Nuke.
  2. Which then leaves us with the original question, what purpose do the govt types serve?
  3. Sanders is being way too softball with her, he could easily come out with some brutal ads that would "expose" all this history and push hard on the angle that she and the Republicans are the same thing.
  4. I probably should of mentioned, I don't have a problem with government bonuses, just the whole "switcheroo game" of cycling through the types (which is lifted almost exactly from Cybernations). Would be OK if the cooldown was longer and you needed to pay money/resources to switch. But your suggestion of cumulative bonus is fine too. Also, even then, the government types are pretty uninspired tbh, no Capitalism, Communism, Fascism, etc?
  5. The projects were just a suggestion, it could be anything
  6. How so? Planes use fuel whether or not they're on an AC.
  7. Aircraft Carriers For every city you can build 1 Aircraft Carrier Drydock, from which you can build 1 Aircraft Carrier at the cost of 500 steel and 1 million dollars. Aircraft Carriers increase the amount of Aircraft you can build by 90, they also have formidable anti-air and anti-ship weapons on board. If a carrier is destroyed the nation instantly loses 90 Aircraft (if they have that many). Wargames/Live-fire Training You can instruct your military forces to begin training exercises using live ammunition, to prepare for war. Your Soldiers, Tanks, Aircraft and Naval Ships will then begin to consume Munitions and Gasoline (except for Soldiers) every turn. Your Soldiers will also consume more food when training. You can choose whether your Army, Airforce or Navy (or all three at once) engage in the exercises. After 20 days (our time) of training your military forces will be 20% more effective in battles, but they must continue training to maintain the benefit. You cannot begin Wargames when your nation is at war, and if your nation goes to war while exercises are ongoing (and before the 20 days of training) you will not get any benefits.
  8. Probably the first lottery ever where a ticket is ten million dollars.
  9. What exactly is the point of government types in the game? You change to Democracy to save up money, change to Republic to build Cities, change to Autocracy to build infra, change to Noocracy when building projects, and to Stratocracy when fighting wars. The way governments work is totally inimical to roleplaying, what if a player doesn't want to be an Autocracy or Republic? What if they RP as a Stratocracy and don't want to change? They have to economically penalize themselves to RP. Governments should be completely cosmetic, just like your Economic/Social Policies. EDIT: But just so I'm just complaining, here's a suggestion - create 4 new National Projects which keep these bonuses in the game: Center for Research and Development: Reduces the cost of National Projects by 5%. Urban Planning Department: Reduces the cost of a new city by 5%. Tourism Board: Provides a 1% bonus to your gross income. Defense Contracts: Reduces the Upkeep Cost of your military by 5% The Autocracy/infra bonus is already taken by the CCE.
  10. Well, for example the state healthcare system (paid for by high taxes on corporations) which Sanders supports is almost exactly the same as the state healthcare systems in Europe (in particular France), which the center-right conservatives have supported for decades. Sander's policies are not much different from the Union for a Popular Movement (now The Republicans) in France. I'm just pointing out that US politics are sickening right-wing, so right-wing that they make European conservatives look like lefties.
  11. Passive benefits are boring because there's no gameplay involved, it's pure RNG. But yes upping the Vital Defense to 50-60% would be OK imo. Even better would be something like Mobile SAM sites (which worked like Tanks and cost about the same) which boosted your chances of intercepting a Missile or Nuke. Each mobile SAM increased your interception chances by 0.1%, so you would need 500 to gain a 50% chance to block Missiles/Nukes. The enemy could still destroy the SAMs with Aircraft or with Ground attacks so they could safely launch Missiles/Nukes. In the above case their would at least be some strategy involved instead of just mindlessly tossing nukes at each other until the war expired.
  12. Nukes have no effective counters. Aircraft can be countered with Aircraft, Ships with Ships/Aircraft, etc. But Nukes? All you've got is some lousy 20% chance from a ridiculously expensive Project. I'm new to this game, but I'm not new to (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways), and unless Sheepy introduces more effective counters to Nukes then top-tier warfare will end up just like (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways), ie each side sits behind their big military and tosses a nuke at each other when the cooldown lapses.
  13. Ahhh no, it's definitely 10 days. 120 x 2 / 24 = 10 5 days is changing government.
  14. Shameless (That terrible game that is totally irrelevant and I shouldn't be bringing it up anyways) copying
  15. A good way to balance this idea would be to have a National Project, call it something like "Ministry of Foreign Affairs" or "Diplomatic Agency", which allows you to make an agreement with 1 other nation which allows you to send military units to that nation in a time of war (the other nation would need to have the Project built too). Because you could only send it to one nation, you'd have to pick them wisely.
  16. That's cool too. CIA name is annoying too, but I'll only complain about one thing at a time.
  17. Above suggestion is cool, but I would change the name to "Criminal Investigation Bureau" just because FBI is an American specific term, also "Federal" presupposes that the nation is a federation, which obviously isn't the case for many nations in the game.
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