Tcase42 Posted October 15, 2018 Share Posted October 15, 2018 (edited) Pretty much as the name suggests it would be alliance projects, these would be expensive and on a per nation basis it would be almost unnoticeable, ill provide a few examples.There should be maintenance costs that comes out of the alliance bank on-top of the costs to each nationI didn't list costs as that would just be throwing random numbers, it would need to be calculated in order to balance the game correctly.There would also need to be a way for alliances to be able to sabotage other alliances projects based on a selected variable per alliance (lasts x amount of turns) Alliance forward operating base-Barracks: Provides 1 barracks worth of units in each nation, with the costs, food, population etc etc falling on each nation. Maximum of 5 Alliance forward operating base-Factory: Provides 1 factory worth of tanks in each nation, with the costs, steel, population etc etc falling on each nation. Maximum of 5 Alliance forward operating base-Hanger: Provides 1 hanger worth of aircraft in each nation, with the costs, aluminum, population etc etc falling on each nation. Maximum of 5 Alliance forward operating base-Dry Dock: Provides 1 drydock worth of ships in each nation, with the costs, steel, population etc etc falling on each nation. Maximum of 5 Alliance satellite missile avoidance system: Provides 5% chance of nation scrambling incoming missiles disarming them (no damage) Maximum of 1(3?) Alliance Surface to Air nuclear disarming system: provides 5% chance of shooting down incoming nukes, reducing infra damage by upto 90% but no less than 60%, radiation still falls over the world. Maximum of 1 Alliance trade center: Provides 5% commerce in each nation(city?) in alliance (maximum of 1-5?) Alliance international farm: provides food to each nation as if they had a farm in each nation(city?) (maximum of 1-5?) Alliance international wind farm, provides 250 infra of power to each nation (city) Maximum of 4? Alliance international nuclear power grid, Provides nuclear power worth of 1000 infra to each nation (city?) maximum of 1 (takes uranium from alliance bank) Alliance science institute, provides a 5% bonus to all resource income to every nation in alliance. (maximum 1) Edited October 15, 2018 by Tcase42 Formating 1 2 2 Quote Link to comment Share on other sites More sharing options...
The Emperor Posted October 15, 2018 Share Posted October 15, 2018 This is an interesting idea, I think it adds more to alliances themselves ingame! 1 Quote Link to comment Share on other sites More sharing options...
Auctor Posted October 15, 2018 Share Posted October 15, 2018 Makes starting new alliances much more expensive. Overpowers ones that already generate a lot of revenue. 1 Quote Link to comment Share on other sites More sharing options...
Tcase42 Posted October 15, 2018 Author Share Posted October 15, 2018 2 hours ago, Auctor said: Makes starting new alliances much more expensive. Overpowers ones that already generate a lot of revenue. Same deal with new nations though, right? And they also aren't necessities, it allows for larger alliances to slightly benefit their players at a huge-extreme cost Maybe alliances should have their own Mr. Lairotut when first created, a type of objectives system that can't be abused, ie player count objectives Quote Link to comment Share on other sites More sharing options...
Sir Scarfalot Posted October 16, 2018 Share Posted October 16, 2018 I definitely think there's some potential to this kind of idea, but "alliance projects" would severely empower larger alliances over smaller ones, which is something that we need to avoid for game balance. Larger alliances are already intrinsically more powerful, and that's already a balance problem, adding onto that would be absolutely disastrous. Instead of projects, I'm thinking maybe set alliance policies. That way, each alliance sets one economic policy and one military policy, which provides a global effect to each nation in that alliance but also a penalty, just like current policies. No alliance becomes the almighty whale alliance with double military and free power for all members, instead we just get alliances set to raid, to defend, spy, or attrition wholesale. That'd give some interesting facets to the political game as well, like "oh sh*t TGH went attrition, EVERYBODY MIL UP". Fun! 1 Quote Link to comment Share on other sites More sharing options...
zevfer Posted October 27, 2018 Share Posted October 27, 2018 On 10/15/2018 at 8:29 PM, Sir Scarfalot said: I definitely think there's some potential to this kind of idea, but "alliance projects" would severely empower larger alliances over smaller ones, which is something that we need to avoid for game balance. Larger alliances are already intrinsically more powerful, and that's already a balance problem, adding onto that would be absolutely disastrous. Instead of projects, I'm thinking maybe set alliance policies. That way, each alliance sets one economic policy and one military policy, which provides a global effect to each nation in that alliance but also a penalty, just like current policies. No alliance becomes the almighty whale alliance with double military and free power for all members, instead we just get alliances set to raid, to defend, spy, or attrition wholesale. That'd give some interesting facets to the political game as well, like "oh sh*t TGH went attrition, EVERYBODY MIL UP". Fun! This. This is good. 1 Quote Link to comment Share on other sites More sharing options...
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