Popular Post Prefontaine Posted September 27, 2014 Popular Post Share Posted September 27, 2014 The suggestion was original posted a while back, and now would apparently be the time to restart that thread. I'll try to make it a little more focused this time. I think the breakdown should be as follows: You gain a perk for every city you build. You gain a perk for every 1000 infrastructure you have. You gain a perk every 6 (or 3 if you want) months nation age. What are perks? Perks are like a skill tree. They're free to purchase, and only require you have a point or two to spend. Perks will help your economy (cash/resources/discounts) or help your military (defense/offense/caps). Econ: All Commerce in your capital city produces double, these bonuses will allow to go above your commerce percent cap in your capital All Resource mining in your capital is doubled. All All manufacturing in your capital is doubled, resources required to refine will also be doubled. Your capital can purchase 4 extra improvements. These improvements do not effect power requirements. Polution is reduced in all cities by a factor of 30 (Can be purchased multiple times) Double the bonus of your government selection. (Autocracy benefit becomes 10% and so on.) Government change timer becomes 10 days. Reduce timer on purchasing cities by 2 days (will help younger new players catch up) Improve efficiency of a resource by 20% (Can be purchased multiple times) Improve the efficiency of a manufactured resource by 10% (Can be purchased multiple times) Commerce is increased by 1% for each city you control. Commerce is increased by 1% for every 1000 infrastructure you have Land is 10% cheaper. City improvement upkeep is 10% less. Resource requirement for power plants is 25% less. Your tax rate is increased by 2.5% (can be purchased 3 times) Military: All military buildings in your capital city can produce 2x the daily limit of units and can hold 2x the limit. The upkeep is doubled for these units. Soldiers are 20% stronger when attacking (Purchasable 5 times) Soldiers are 20% stronger when defending (Purchasable 5 times) Tanks are 10% stronger when attacking (Same as above) Tanks are 10% stronger when defending (Same as above) Planes are 10% stronger when attacking (...) Planes are 10% stronger when defending (...) Navy are 10% stronger when attacking (...) Navy are 10% stronger when defending (...) Spies cost 10% less upkeep, purchase cost, and operational cost. Can purchase an extra spy every day (purchasable 3 times) Damage from missiles is reduced by 5% (purchasable twice) Damage from nukes is reduced by 5% (purchasable twice) I think there should be more, but I've got somewhere to go at the moment, so I'll work on this some more later. I know some of these seem stronger than others, this is brainstorming. Feel free to say what needs to be changed, but these changes need to be noticable for perks to be useful. The capital city perks are strong for new players, and can help with the catch-up process. I'll work on the military ones some more later. What do you guys think? 7 Quote Link to comment Share on other sites More sharing options...
Filthy Fifths Posted September 27, 2014 Share Posted September 27, 2014 Pre v2 approves! Quote "In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." - Bartholomew "Black Bart" Roberts Green Enforcement Agency will rise again! Link to comment Share on other sites More sharing options...
Administrators Alex Posted September 27, 2014 Administrators Share Posted September 27, 2014 I think these perks are way overpowered. Doubling the resource production or commerce rate in a city? Seems way too advantageous. I like the idea of perks, but in my mind they ought to play a much, much smaller role in the overall mechanics of the game. 1 Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
Prefontaine Posted September 27, 2014 Author Share Posted September 27, 2014 I think these perks are way overpowered. Doubling the resource production or commerce rate in a city? Seems way too advantageous. I like the idea of perks, but in my mind they ought to play a much, much smaller role in the overall mechanics of the game. It's only in the capital. Your first city. Helps new players catch up.. Quote Link to comment Share on other sites More sharing options...
Ollysho Posted September 27, 2014 Share Posted September 27, 2014 Oh I definitely like the idea of perks. Of course what each perk gives you might have to be changed around a bit but I like the base idea. Quote [22:36:30] <&CMDR_Adama> I want to be spanked. Link to comment Share on other sites More sharing options...
Atzuya Posted September 27, 2014 Share Posted September 27, 2014 The numbers can be tweaked later, but this idea is beautiful Quote Link to comment Share on other sites More sharing options...
Shellhound Posted September 27, 2014 Share Posted September 27, 2014 10/10 Quote Link to comment Share on other sites More sharing options...
Fox Fire Posted September 27, 2014 Share Posted September 27, 2014 I like this. I'd personally add this: Make an actual skill tree, and perk requirements for certain perks. IN other words: Make it so you have to have a certain perk/s to get better perks. But also make certain perks become unavailable depending on what perks you've chosen. Thus, as you progress with perks, more will become available, and others will become unavailable depending on which ones you've picked. This would force nations to be diverse and eliminates the chance of it becoming cookie-cut. Quote _________________________________________________________________ <Jroc> I heard \ is an anagram of cocaine<\> I can't be rearranged into a line, I already am a line. --Foxburo Wiki-- Link to comment Share on other sites More sharing options...
Brooklyn666 Posted September 28, 2014 Share Posted September 28, 2014 Good idea but way overpowered. These things should be on the order of 5-10% tops, not double 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted September 28, 2014 Author Share Posted September 28, 2014 Good idea but way overpowered. These things should be on the order of 5-10% tops, not double One city gets the option for double. Put a limit on only having one of that type per player, even if you want. What's overpowered? Outside of the capital ideas (which are there to help new players) the only benefits that are above 5-10% are soldier buffs and mined resource buffs. Soldiers are the weakest unit, buffing them small amounts would cause that perk to never be used as a tank counts for lots of soldiers. Minable resources are less expensive than refined ones, so I made the mined ones able to be increased more. So, which ones are OP? The main thing is this. The benefits from this NEED to be noticeable, tangible, otherwise what's the point? Adding a system that allows for a 1-2% increases on bonuses for soldiers, or something like that is ultimately pointless. The illusion of customization. With the randomness factor in war, having a 1-2% chance better will never be felt. 3 Quote Link to comment Share on other sites More sharing options...
Dzung Posted September 28, 2014 Share Posted September 28, 2014 One city gets the option for double. Put a limit on only having one of that type per player, even if you want. What's overpowered? Outside of the capital ideas (which are there to help new players) the only benefits that are above 5-10% are soldier buffs and mined resource buffs. Soldiers are the weakest unit, buffing them small amounts would cause that perk to never be used as a tank counts for lots of soldiers. Minable resources are less expensive than refined ones, so I made the mined ones able to be increased more. So, which ones are OP? The main thing is this. The benefits from this NEED to be noticeable, tangible, otherwise what's the point? Adding a system that allows for a 1-2% increases on bonuses for soldiers, or something like that is ultimately pointless. The illusion of customization. With the randomness factor in war, having a 1-2% chance better will never be felt. Exactly, these benefits NEED to be felt to actually feel like perks. Otherwise what's the point of wasting time making and putting them in the game when nothing really changes and that time could be spent improving the game in other ways than on meaningless trash perks. 1 Quote Link to comment Share on other sites More sharing options...
snackpack Posted September 29, 2014 Share Posted September 29, 2014 great ideas Quote Link to comment Share on other sites More sharing options...
RagnarBuliwyf Posted September 30, 2014 Share Posted September 30, 2014 I honestly wouldn't be against some sort of perk for nations. Something to help spice up the system somewhat. As long as it's not going to turn out like another game. Where the older nations can never be caught up-to. Quote Link to comment Share on other sites More sharing options...
Stanislaw Sikorski Posted September 30, 2014 Share Posted September 30, 2014 I'm for this idea. It'll create more complex gameplay and strategy as it will allow players to focus in one particular skill tree and most likely have most of their development spending there. I honestly wouldn't be against some sort of perk for nations. Something to help spice up the system somewhat. As long as it's not going to turn out like another game. Where the older nations can never be caught up-to. The perks for the capital city will affect newer nations a lot as everything is still relatively cheap for them and the boost will be significant but won't be as great with older nations. Quote Bóg, Honor, Ojczyzna! Link to comment Share on other sites More sharing options...
Don Juan Posted October 3, 2014 Share Posted October 3, 2014 I liked it before and I still like this idea. Quote Link to comment Share on other sites More sharing options...
Bilal the Great Posted October 11, 2014 Share Posted October 11, 2014 Just like I did in the original thread, I approves this idea. Makes the game less monotone and more active. Quote King Bilal the Great Mediocre The Average monarch of Billonesia Wikia page (if you're into roleplay things). We Tvtropes now. (down the rabbit hole!) Link to comment Share on other sites More sharing options...
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