Jump to content

Matthew Mann

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by Matthew Mann

  1. Most Posts here have been about natural events, lets change that... Banking Collapse: Lose 20% revenue from commerce buildings (global) Election Interference: Public Opinion drops 15% (national) Nuclear Reactor Meltdown: Nuclear power stations stop working for 5 turns (national) Weapons Test Misfire: Automatically embargoes by alliance members (national) Drug War: Food production decreased by 5%, can produce 8% less troops per day (global) Product Recall: 5% less production of manufactured resources (national)
  2. A cubic function would work a lot better. I think having the function steep for the first few cities to prevent downdeclaring and then at around 15 cities have the trough so that although it goes down slightly, because less people are there, it will have less impact on the game. This means quick score change nearer the start and end, but a slower middle. *Let me pull up desmos and see what I can do
  3. OK I did not realise, but I still think very small bonuses should be implemented for the government types on top of the domestic policies, this is because even if the bonuses were 1% or 2%, they would change the strategy slightly. Also, because you can pick domestic policies regardless of government type, it feels arbitrary, whereas having something tied to the government type makes it fell like it has a huge impact. Also they were just suggestions, I know how OP the dictatorships would be...
  4. I think this could be a really cool idea if implemented correctly. Aircraft could be loaded onto the carriers beforehand, and then you could perform an airstrike on a target within the naval attack (although it should be less powerful of course). This would mean you could attack the enemy navy with an airstrike and then move in the combat fleets and gain an advantage. Also another potential idea could be to have the navy units carriers have like a slightly greater war range so that there is a greater reason to load planes onto the carriers.
  5. I was thinking a cool game mechanic would be to have very small bonuses based on government type. For example in communist countries might have 2% lower military upkeep costs because of mass conscription, but 1% less gross income or whatever. Essentially each government type or category of government types will have slight advantages or disadvantages, meaning people need to think which government type is right for their play style or how they should best overcome their disadvantages and maximise their advantages. Possible ideas: Democracies have lower gross income every X number of turns because of election uncertainty, but higher satisfaction. Dictatorships have lower citizen satisfaction because of oppression but can hire more troops per day Communist nations have higher tax (income), but infrastructure is more expensive Capitalist nations have cheaper infrastructure, but lower tax (income) Socialist nations have cheaper improvements and land but produce less form improvements
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.