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Nation Perks.


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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.

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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..

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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.

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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.

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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.

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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.

 

 

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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.

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Just like I did in the original thread, I approves this idea. Makes the game less monotone and more active.

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