Popular Post Prefontaine Posted September 6, 2019 Popular Post Share Posted September 6, 2019 Part 1 can be found here Problem: Improvements rarely get destroyed in cities. Nations whom operate at a low infra level while fielding large armies are able to fight for long periods of time without much monetary risk of nation damage while still operating at higher improvement levels. These improvements can be used to mine or refine resources that the city's infra levels should not be able to support. Solution: Damage Roll-over. The current damage formula for infrastructure damage caps at 1/2 of your total infra plus 50. What that means is if you have 1,000 infra in a city, and that city is attacked, the most infra you could lose in that city is 550. However it is very easy to kill more than 550 infra in a single attack, be it through a nuke, navy, or bombing. Lets say I was planning to attack that city with 400 ships, and my max damage was around 1200 infra. I spend a large amount of gas/ammo to launch the attack and I get a decent roll and do 1100 infra damage, but the cap system reduces it to 550, effectively losing me 550 possible infra damage. This is where the damage roll-over come into play. For this extra damage I destroy improvements. If we go by 50-1, that would mean I would destroy 11 improvements in that city. If we go 75-1 that would destroy 7 improvements. 100-1 I would destroy 5 improvements. Whichever ratio you'd want to go with works. In a long conflict eventually almost all cities in a nation fighting back at low infra would be forced to operate around the infra levels they are currently sustaining. Notes: These damage ratios can be tweaked for different units. Since nukes are devastating to buildings perhaps they have the most favorable output on damage overflow to improvements lost. It would give purpose to nuking a city with 700 infra. As air is an overpowered unit already (the only unit which can attack other units that cannot attack it back) the output on the damage overflow should be the worst by far. Damage overflow from ground attacks could gain you infra perhaps. 18 5 Quote Link to comment Share on other sites More sharing options...
Azaghul Posted September 9, 2019 Share Posted September 9, 2019 I like this. Quote Link to comment Share on other sites More sharing options...
Mandystalin Posted September 9, 2019 Share Posted September 9, 2019 Over-powered. Wars are one-sided enough in this game, why make it so that you can completely wreck your enemy and remove any slim chance for them to get back into the fight. Alternatively it will just push up warchest requirements so everyone has enough money to just rebuy stuff during wartime 2 Quote Link to comment Share on other sites More sharing options...
Limbuwan Posted September 10, 2019 Share Posted September 10, 2019 On 9/9/2019 at 4:12 PM, Mandystalin said: Over-powered. Wars are one-sided enough in this game, why make it so that you can completely wreck your enemy and remove any slim chance for them to get back into the fight. Alternatively it will just push up warchest requirements so everyone has enough money to just rebuy stuff during wartime One sided wars is due to overpowered planes. This update will push for shorter wars and since war frequency is because of political changes, this will have minimal effect on global war frequency. you might argue that this will push warchest requirement higher hence less war but it isn’t. Even in the current meta we’re having this problem so it really isn’t due to warchest requirement being high as alex pointed out in part 1 thread. This changes is better effective with planes nerf update. Quote Link to comment Share on other sites More sharing options...
True King Posted September 13, 2019 Share Posted September 13, 2019 I don’t see a point, would make more sense to just tweak how much population is needed to maximize the effectiveness of military improvements. Would do so people need to buy more infra to take advantage of max military improvements. Quote Link to comment Share on other sites More sharing options...
True King Posted September 14, 2019 Share Posted September 14, 2019 Also improvements being invincible is a completely made up problem, since they aren’t at all. You want to make them so easy to destroy, there is almost no disadvantage to selling off infra at the start of wars to pad stats. Also remove any strategy regarding choosing a military policy which makes them easier or harder to destroy. (As well as make nukes less useful) 2 1 Quote Link to comment Share on other sites More sharing options...
Micchan Posted September 14, 2019 Share Posted September 14, 2019 What about getting beiged means you also lose a couple of random improvements? Would be an incentive to win wars 3 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted September 15, 2019 Author Share Posted September 15, 2019 1 hour ago, Micchan said: What about getting beiged means you also lose a couple of random improvements? Would be an incentive to win wars I think that's something that deserves its own thread, something with more of a re-work beige focus. Quote Link to comment Share on other sites More sharing options...
MonkeyDLegend Posted September 17, 2019 Share Posted September 17, 2019 (edited) 1 Ground atk = 1imp lost 1 Airstrike = 1imp lost 1 Naval atk = 1imp lost 1 Missile launched = 1-2 imp lost 1 Nuke launched = 2-4 imp lost And a option to sabotage imp with spies. imp= improvement(s) Edit: some of these atks already do that, but we do need a higher % on them. Edited September 17, 2019 by MonkeyDLegend Quote Former Manager t$ and Director of R&D Former Director of Finance, Security in e$ Founder of The Prate Syndicate(test server) Link to comment Share on other sites More sharing options...
Daniel Storm Posted October 15, 2019 Share Posted October 15, 2019 How about having the 50% resource production bonus only apply if you have enough Infra for your improvements. It would be a significant cut to the productivity of improvs without even destroying them. Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted October 15, 2019 Author Share Posted October 15, 2019 31 minutes ago, Pop said: How about having the 50% resource production bonus only apply if you have enough Infra for your improvements. It would be a significant cut to the productivity of improvs without even destroying them. Part of part 1 deals with that. Quote Cities do not work as well when it’s operating above the improvement level it can support. If a city is at 40/20 (They only have the infra to support 20 improvements but have 40 from pre-destruction levels) improvements it operates at a 50% capacity, this capacity is capped at 50%. Thus if it was at 40/10 then it would still work at 50% but 40/30 would operate at 25%. What that means is you can only produce 50% commerce / refinement /raw production during this time. Quote Link to comment Share on other sites More sharing options...
Raphael Posted October 15, 2019 Share Posted October 15, 2019 (edited) On 9/14/2019 at 1:33 AM, Noctis Anarch Caelum said: Also improvements being invincible is a completely made up problem, since they aren’t at all. You want to make them so easy to destroy, there is almost no disadvantage to selling off infra at the start of wars to pad stats. Also remove any strategy regarding choosing a military policy which makes them easier or harder to destroy. (As well as make nukes less useful) Since it's damage overflow and not flat improvement destruction - selling off infra to "pad stats" would be an even dumber move than it already is. edit: meaning you'd be giving people a straight shot to killing your improvements in the first round. On 9/14/2019 at 7:00 PM, Micchan said: What about getting beiged means you also lose a couple of random improvements? Would be an incentive to win wars I like this a lot. I think there needs to be some major changes to the war system and this would be a good start. Edited October 15, 2019 by Vivec Quote Link to comment Share on other sites More sharing options...
Valid User Name Posted October 16, 2019 Share Posted October 16, 2019 I think it should be way more likely to destroy improvements as infra goes down. Like there are people with five or ten more improvements than they've got the infra for and they're able to field way more military than they should at their score. Quote Feeding the alliance, one conquest at a time. Link to comment Share on other sites More sharing options...
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