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Alliance Projects


Ashton Rowe
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It would be cool if alliances could earn project slots after so Many members gain a certain amount of infra ( for example something like 50K infra in total per slot). some projects couldn’t be obtained without having a certain amount of members too.

 

Some ideas could be 

*a vault that allows a certain amount of resources and cash to be stored untouched even in raids (a max of 200M and 10k of every resource) it would require 25 members and the cost could be something like exactly what it holds, 200m and 10k of every resource 

*a  mass espionage tool, spy on an entire alliance but that might be toxic so it could have like 1 use per week or however many Dagum turns that is. It would require 30 or 40 members 

*this one is ridiculous but a mass weapon tool that nukes an entire alliance With no war turns needed requires 50 members would be ridiculous cost and ridiculous reuse time lol

*Troop storage, a project that can house troops to send to members during war if needed. Would also have a max on storage. Would prob be cheaper than the others considering paying for a mass amount of troops Is expensive. Would prob require 20 or 30 members. This could also be added with a troop tax so a certain percentage of the troops a member purchases will go into the housing for later 

*(this one wouldn’t be a project) but a mass infrastructure tool for your alliance buying infra for certain city count members 
 

Basically More additions to alliances would be cool 

 

 

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Yes.

There's long been a need for these kinds of things, and accessorily it could provide a balancing factor against larger alliances if there were also a maximum alliance population that these projects could actually provide benefit to. That way, even if people make multiple 'sister' alliances, they have to pay for the full project all over again if they want to expand that much.

...Not sure about your actual ideas though. Unraidable bank yes, but the rest are uh nooooo.

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Without getting into the specifics of “what” the actual alliance projects should be, there really should be some benefit to joining an established alliance beyond group protection, grants, and tax differences vs simply starting another random micro.  Most team and alliance oriented games have “perks” that get unlocked after certain levels that are achieved collectively as a group.   Starter perks are easy, the more advanced ones take months to achieve.    If something like this were added, there should be a cap level worked into it so a whale alliance doesn’t have the ability to have an extreme advantage on the rest of the game.   But the overall this suggestion certainly has merit in my eyes, even if it’s only 1 specialization track you can take at a time...say spies, naval, or stronger ground...anything that reduces the lopsided air advantage that a large alliance or coalition has.    

*edited* what I’m envisioning as I wrote this...1, perhaps 2 specializations per alliance max.  If one specialization is destroyed, a delayed time limit of say, 30 days before you can chose a different one to prevent rapid fire specialization changes during a global like you can do with projects or military policies 

Edited by Kaz
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2 minutes ago, Epi said:

Cap Alliance Membership: Projects that increase it get steadily more expensive forcing folks to actually invest in their new members instead of just creating mass member farms.

Alliance Vault: What you mentioned is perfect. Include another that allows you to divide the bank into 'personal storage' in which a nation can deposit funds into the bank that the government cannot touch and that only they can withdraw.

Continent Bonus: A buff to all raw resources on the most popular continent in the alliance. Food and Manufactured wouldn't be buffed. This would be at most 20-30%
Again making you really consider which alliance you want to join and or which members you want to accept.

Official Declaration: Allows you to 'declare war / surrender or white peace' another alliance. This would create unbreakable mutually agreed NAPs for set durations. And maybe an extra MAP to the aggressor should they declare 5 minutes after their declaration. Which would also cause a notification to appear in every member of the defending alliance, giving them some chance at fighting back. If there was more than 50 or something ongoing wars then this extra MAP might not be granted or something. High Risk, High Reward.

Spy Network: There would be an alliance page where members can donate their daily operations. At 30-50 operations, the alliance can 'gather intelligence' on one other enemy alliance. Displaying their last 500 bank transactions. *Constantly updated warchest information on the number of opponents equal to the operations for 6 hours. Or other such effects.

Recruitment Module: A recruitment message set to appear after Alex. With alliance messages appearing in their inbox in order of Alliance Rank.

Underdog: When losing more than half your wars (or 4) you take 10% less casulaties. 

Alliance Embargo: Costs a fair amount of money and you can either outright embargo or set tariffs. After 2 or more months the embargo is lifted and the project has to be bought again.

-- Brainstorming. Some of those might be game breaking.

 

Epi, You seem to be thinking along the same lines as me here.  I genuinely like the larger concept of what this post is suggesting.  Just comes down to detail of how and what as well as how to limit lopsided abuse. 

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