Erev Posted December 24, 2019 Share Posted December 24, 2019 Idea: The cost of purchasing and maintaining a military should increase both in dollar and resource amount due to poor infrastructure. That said, we do not want the person launching the first strike to get an additional immediate advantage so this effect should only come into play when infrastructure is very low. Possible Method: At the time of entering the military page (as well as the time of purchase to avoid shenanigans such as leaving it open all day) have the server check to see if the nation's total infrastructure could support only the military and power plant buildings. This gives nations their economic and production building infrastructure space as a 'buffer' before the increased costs kick in. This could be done on an exponential scale from costing just pennies more on a purchase for the first dip in infrastructure to being absolutely punishing (5x? 10x?) if someone is trying to run a war off of zero infrastructure and just the improvements they still have standing cause a ground invasion or a naval attack hasn't plinked them yet. In Character Reasoning: It is harder to keep things functional when you are constantly driving over potholes and taking the long way around cause the old bridge has been condemned Out of Character Reasoning: It puts a more final end to a conflict and makes it so that huge nations with 20+ cities cannot just human wave at their max rebuy forever without help. Please feel free to comment with ideas to improve this. I do feel that such a system will make for a game with a more natural end to conflicts. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.