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Addressing the "invincibility" of improvements, part 2.


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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

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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.

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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)

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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.

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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 by MonkeyDLegend
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  • 4 weeks later...
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.

 

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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 by Vivec
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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.

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