Jump to content

Cities coming with military improvements automatically.


Prefontaine
 Share

Recommended Posts

Currently cities come with the ability to purchase 5 Barracks/Factories/Airfields and 3 Dry docks to be used towards the daily production of military units. My suggestion is that cities come automatically with some of them without those counting towards your improvement count. The idea would be one of two layouts:

  1. 2 Barracks, 1 Factory, 1 Airfield
  2. 2 Barracks, 2 Factories, 2 Airfields, 1 Dry dock.

Option one effectively gives 4 free improvement slots while option two gives 7. If you have 2000 infra, that gives you 40 improvement slots, these automatic military improvements do not count towards that 40. You could then build the remaining improvements to max out military in that city. 

This change would allow for nations to field units more easily in low infra builds. Should future changes happen that expand on improvement options this would also lessen stress on improvement slots.

  • Upvote 3
  • Downvote 24

scSqPGJ.gif

Link to comment
Share on other sites

1 minute ago, Prefontaine said:

Currently cities come with the ability to purchase 5 Barracks/Factories/Airfields and 3 Dry docks to be used towards the daily production of military units. My suggestion is that cities come automatically with some of them without those counting towards your improvement count. The idea would be one of two layouts:

  1. 2 Barracks, 1 Factory, 1 Airfield
  2. 2 Barracks, 2 Factories, 2 Airfields, 1 Dry dock.

Option one effectively gives 4 free improvement slots while option two gives 7. If you have 2000 infra, that gives you 40 improvement slots, these automatic military improvements do not count towards that 40. You could then build the remaining improvements to max out military in that city. 

This change would allow for nations to field units more easily in low infra builds. Should future changes happen that expand on improvement options this would also lessen stress on improvement slots.

I'd actually support this if the missing infra penalty to building max units is greater. Tbqh, if pirates can manufacture raws and field military, there should be some incentive to have more infra/still some risk when raiding and taking infra hits.

Other than that, I'm ok with this. More slots = more manufacturing = faster growth in general.

Link to comment
Share on other sites

1 minute ago, 丂ħ̧i̧₣ɫ̵γ͘ ̶™ said:

I'd actually support this if the missing infra penalty to building max units is greater. Tbqh, if pirates can manufacture raws and field military, there should be some incentive to have more infra/still some risk when raiding and taking infra hits.

Other than that, I'm ok with this. More slots = more manufacturing = faster growth in general.

There's always the "improvements stop working over time without the infra to support them" method. 

  • Upvote 2
  • Downvote 4

scSqPGJ.gif

Link to comment
Share on other sites

wouldn't this just be another nerf to raiders? letting people get more standing military units would make peacetime raiding much more difficult, as they would have more mil you would need to clean up.

  • Thanks 1
  • Upvote 1
Link to comment
Share on other sites

1 minute ago, Prefontaine said:

There's always the "improvements stop working over time without the infra to support them" method. 

 I still wanna be able to cheese the system during global war
>40 million daily
>some folks can barely rebuild
>replenishing warchest daily w/ gas and munis.

3 minutes ago, epsteindidntkillhimself said:

wouldn't this just be another nerf to raiders? letting people get more standing military units would make peacetime raiding much more difficult, as they would have more mil you would need to clean up.

No, because keeping a lot of military sucks and kills gains brah.

Most raiders profit off of 1 ship and/or some ground to chip away money/quick beige.

Hitting high military is a grudge match/ordered hit/for a treasure.

Link to comment
Share on other sites

8 minutes ago, 丂ħ̧i̧₣ɫ̵γ͘ ̶™ said:

 I still wanna be able to cheese the system during global war
>40 million daily
>some folks can barely rebuild
>replenishing warchest daily w/ gas and munis.

No, because keeping a lot of military sucks and kills gains brah.

Most raiders profit off of 1 ship and/or some ground to chip away money/quick beige.

Hitting high military is a grudge match/ordered hit/for a treasure.

my concern is that if everyone buys the military that they would get, there wouldn't be any "easy" hits on dudes with no ground, since people wouldn't need to balance military and econ; they would be able to get both.

Link to comment
Share on other sites

Just now, epsteindidntkillhimself said:

my concern is that if everyone buys the military that they would get, there wouldn't be any "easy" hits on dudes with no ground, since people wouldn't need to balance military and econ; they would be able to get both.

There's still upkeep costs and this would be great as a raider, because you can't get tactician'd to death.

There's a way to make a nation survive 1v6 constant fighting w/o going bankrupt. Raws and food, no power, low upkeep, and cheap to rebuild.

Just use profit to buy land. Prices will crash from this, and force a push to other resources, so definitely would need a resource sink set of upper tier projects. It'd also slow down big boi nations for a bit as they rebuild, seek new projects, and then go back to building cities.

 

I think it'd work splendidly

Link to comment
Share on other sites

Nah, This just makes it so everyone will have a standing military without sacrificing much during peace time, for instance in my regular peacetime 2500 build i wouldn't have that drydock or 2 barracks, plus i get to save 4 slots on hangers/airfields.

32 minutes ago, Prefontaine said:

There's always the "improvements stop working over time without the infra to support them" method. 

This is a pretty meh change, if you really want to punish having improvements over the max infra and help lessen improvement cost on maxing mil why not just reduce the total number of buildings for the military buildings lol.

i.e 5 barracks > 3 Barracks etc. This would cause losing military buildings to be more impactful during war as it would cause your max and recruiting amount for any type of troop to be decrease more over time. It also wouldn't give free standing soldiers to anyone without investing a slot in barracks in the first place. (Would still give a free slot to anyone who already was building military)

This is my suggestions IF this is actually needed.

 

My Question is why is this change really even needed, honestly at 1300-1750 infra you can get a pretty good max military build. it is  only really a big problem at pretty low infra, like below 1000 infra no? at like 1200 infra you can get all the essentials for war easily and honestly this is not the majority of the players, making it so people with cities have a shit ton of free military standing is basically just giving free money through improvements and safety to pixel huggers with cities while nerfing pirates further.

I'm against making more money generation for no reason as well, everyone likes it since they get free money but in the end it'll just end up with an inflation problem if you are giving away 4 or 7 improvements per city. EDIT: Yeah even like a general really low ball estimation of numbers having 4 or 7 free improvement slots would cause a shit ton of free resource generation.

Anyways could I please know why this is a problem that needs a change in the first place, i genuinely don't know.

Edited by KingGhost
Link to comment
Share on other sites

9 minutes ago, epsteindidntkillhimself said:

Since people wouldn't need to balance military and econ

This is the main concern that I find with this suggestion. While I do think that it'd certainly be nice to have more open improvement slots, I think that it'd take away from some of the complexity of builds (which is one of the game's only complex mechanics) since you no longer have to worry about the trade off between having more military improvements and having more economic improvements.

Currently, alliances run a wide variety of MMR, as there really is no agreed upon MMR globally (except having 5 hangars, but this doesn't change that), and while some are more worried about being an easy target due to a lack of military, others are more worried about the potential profits lost by having more military improvements.

This suggestion essentially negates most of the conversation around MMR by allowing an easy solution that provides a decent bit of sitting military while removing the profit lost, but I don't think many people were looking to negate that debate in the first place. 

Link to comment
Share on other sites

48 minutes ago, KingGhost said:

Anyways could I please know why this is a problem that needs a change in the first place, i genuinely don't know.

It's not a problem. This is an idea designed at helping military based or raiding nations, being able to use more improvement slots. So often it gets shouted that every update is killing raiding so just putting an idea out there that a couple raiders I talked to liked to see how it was received. 

  • Downvote 2

scSqPGJ.gif

Link to comment
Share on other sites

This would be less bad if those improvements are added on top of the military improvements you can already get atm i.e raising barracks to 7 max etc. But as I understand it this would just reduce the amount of barracks a raiding nation can use their improvement slots on from 5 to 3 making them lose part of the edge they have over those who currently run low MMR like 0050 during peace time. Either way this will be negative for raiders due to the reasons Yang already outlined.

 

Biggest-Bloc-1.png

Link to comment
Share on other sites

  • 2 weeks later...
On 11/18/2020 at 4:43 AM, Prefontaine said:

It's not a problem. This is an idea designed at helping military based or raiding nations, being able to use more improvement slots. So often it gets shouted that every update is killing raiding so just putting an idea out there that a couple raiders I talked to liked to see how it was received. 

  • Add in the ability to actually select what cities you want to mass copy a template to (instead of forcing people to use a single template across all)
  • Allow more military improvements per city, give each unit a cap based on population (like soldiers currently has)
  • Give military improvements a bonus the more you have in a single city (like the production improvements)

This would allow military based or raiding nations with lower infra to specialise as many cities as they can support, as military cities. Any remaining cities can then be purely production based, to bring in any necessary resources.

sig_cybernations.PNG.8d49a01423f488a0f1b846927f5acc7e.PNG

Link to comment
Share on other sites

On 11/17/2020 at 12:23 PM, Prefontaine said:

There's always the "improvements stop working over time without the infra to support them" method. 

I really like this idea, it should be a stand-alone suggestion. In my opinion it would be good if after ~3 weeks 1 improvement stops working if you don't have enough infrastructure, until one is at the matching infrastructure / improvement count level. 

Link to comment
Share on other sites

for this to  work  the city cost should be greater and you should also have the ability to remove these improvements if you don't want them and you should also have the ability to purchase a city without these improvements

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.