Phoenyx Posted April 26, 2021 Share Posted April 26, 2021 (edited) I'm hoping we could have some more realism in some game mechanics. Some ideas: 1- Pretty much everyone has nuclear power. Where is all the nuclear waste? 2- Pollution seems to have very negligible effects. Populations don't like it and are somewhat reduced because of it, but it doesn't seem to make much of a difference otherwise. I speak as someone who has tons of it, precisely because the effects seem to be so minimal while the monetary rewards for disregarding it seem fairly substantial. In the real world, those effects aren't minimal. Pollution also contributes to global warming. Speaking of which... 3- Thinking creating a global warming mechanic might be worthwhile. Edited April 26, 2021 by Phoenyx 2 Quote Link to comment Share on other sites More sharing options...
Ramona Posted April 26, 2021 Share Posted April 26, 2021 44 minutes ago, Phoenyx said: Where is all the nuclear waste? You don't think that my population only survives on 6.9k food per day, do you? 4 Quote Link to comment Share on other sites More sharing options...
Vice Posted April 26, 2021 Share Posted April 26, 2021 1) I dont think we should add a mechanic because you want to RP. 2) Pollution doesnt have that big of an effect IRL as it relates to population or else china would have 3 people. 3) I would also like an ice age mechanic then... 1 Quote Link to comment Share on other sites More sharing options...
Cosimo Posted April 26, 2021 Share Posted April 26, 2021 i agree with Phoenyx as irl few nation can afford to get nuclear power i thinks we need to limit the nuclear weapons but i like game as it is now so i have np Quote Link to comment Share on other sites More sharing options...
zigbigadorlou Posted April 26, 2021 Share Posted April 26, 2021 I don't completely disagree there could be changes using irl rationale, but 100% realism doesn't make sense at the expense of mechanics 7 hours ago, Phoenyx said: 1- Pretty much everyone has nuclear power. Where is all the nuclear waste? This is an interesting idea which could balance the usage of coal oil and wind plants. I think nuclear waste could increase local disease (and global radiation?) to make others more competitive, but that would something to balance the others. You would still see a lot of nuclear power since it is slot efficient, but it could be interesting to provide for other builds since nuclear power is 100% the best once you're any reasonable size. 7 hours ago, Phoenyx said: 2- Pollution seems to have very negligible effects. Populations don't like it and are somewhat reduced because of it, but it doesn't seem to make much of a difference otherwise. I speak as someone who has tons of it, precisely because the effects seem to be so minimal while the monetary rewards for disregarding it seem fairly substantial. In the real world, those effects aren't minimal. Pollution also contributes to global warming. Speaking of which... Anyone running a commerce build knows pollution has a significant effect on your bottom line. Pollution increases disease rating which leads to lower population (due to higher death rate), so anyone wanting to maximize their income has to deal with pollution and disease. Only in resource slave cities can you get away with not dealing with pollution. 7 hours ago, Phoenyx said: 3- Thinking creating a global warming mechanic might be worthwhile. There's a lot of possibilities here. Any ideas on how you'd implement it? 1 Quote Hey Krampus, the signature edit is under account settings. Actually, here's the link. https://forum.politicsandwar.com/index.php?/settings/signature/ Link to comment Share on other sites More sharing options...
Phoenyx Posted April 27, 2021 Author Share Posted April 27, 2021 20 hours ago, zigbigadorlou said: I don't completely disagree there could be changes using irl rationale, but 100% realism doesn't make sense at the expense of mechanics This is an interesting idea which could balance the usage of coal oil and wind plants. I think nuclear waste could increase local disease (and global radiation?) to make others more competitive, but that would something to balance the others. You would still see a lot of nuclear power since it is slot efficient, but it could be interesting to provide for other builds since nuclear power is 100% the best once you're any reasonable size. Anyone running a commerce build knows pollution has a significant effect on your bottom line. Pollution increases disease rating which leads to lower population (due to higher death rate), so anyone wanting to maximize their income has to deal with pollution and disease. Only in resource slave cities can you get away with not dealing with pollution. There's a lot of possibilities here. Any ideas on how you'd implement it? I agree, 100% realism would be super dull. But -some- extra realism could add a bit of dynamism to the game I think. You also make a very good point regarding other types of power plants. Put simply, in this game, nothing even comes close to Nuclear Power- a single slot, uses very little uranium, and 0 pollution. In real life, that's just not the case and I think having something to acknowledge that in game could also make make other options more attractive. I completely agree that if you're running a commerce build, pollution is important. However, if you're not, it's almost irrelevant. Anyway, in terms of implementation, when it comes to nuclear power, nuclear waste disposal is quite expensive. So tacking on a hefty 'operational cost' for waste could possibly do it. I've been thinking of something else too, but this goes much deeper. It has to do with infrastructure and land. The way things are now, 100 infrastructure means you get 2 improvement slots. If you think about it though, this is a very 2 dimensional type of thing. In the real world, you definitely need infrastructure, but what's generally far more important is land. In the real world, it doesn't just affect farming output. To give you an idea of where I'm going with this, I don't think a wind farm doesn't need much in the way of infrastructure, but it does need land area. I think that instead of the current system of having 2 improvement slots for 100 infrastructure, we instead ditch the current infrastructure model and treat it more like, say, a subway. Useful for reducing things like pollution and can increase commerce, but not intimately tied to improvements. I think that improvements should be more closely tied to land, as with my example of wind farms. Now the real hitch is what I'll call legacy- basically, to make it so that people who have invested so much in infrastructure are compensated in any infrastructure overhaul. Perhaps a conversion of infrastructure into equivalent land value perhaps. I'm also thinking that more attention could be paid attention to manpower, which in our current system isn't really a thing. I'm talking about things like highly skilled labour. In the real world, this is a big thing. Also, government types have real consequences in the real world. However, I fully admit that that question can get really complicated. Oh, one last thing I didn't even bring up and I really wish was something is to make maps mean something more than whether you can mine things like bauxite or coal. I used to play a game called "Call of War". In that game, who your neighbours were really mattered- they could help defend you or they could turn against you and how far your enemies or friends were in relation to your own nation really mattered. In this game, every nation is pretty much right next to each other, so while you can still have allies and enemies, distance doesn't really exist. Quote Link to comment Share on other sites More sharing options...
Wiki Mod Dr Rush Posted April 28, 2021 Wiki Mod Share Posted April 28, 2021 1. My nations uses breeder reactors. 2. Why? 3. Why? Realism is not an argument in a spreadsheet simulator. 3 1 Quote 23:38 Skable that's why we don't want Rose involved, so we can take the m all for ourselves 23:39 [] but Mensa is the cute girl at the school dance and she's only dancing with us right now to get our friend jealous 23:39 [] If Rose comes in and gives Mensa what she wants, she'll just toss us aside and forget we ever existed 23:39 zombie_lanae yeah I do hope we can keep having them all to ourselves 23:40 zombie_lanae I know it's selfish but I want all their love 6:55 PM <+Isolatar> Praise Dio Pubstomper|BNC [20:01:55] Rose wouldn't plan a hit on Mensa because it would be !@#$ing stupid Link to comment Share on other sites More sharing options...
Prefontaine Posted April 29, 2021 Share Posted April 29, 2021 While yes, realism is a poor argument for a reason to implement or not implement something, it doesn't mean there isn't something that can come from this. Perhaps periods of time where pollution levels are at a certain threshold land levels being to decrease. If you go 10 days at 100 pollution in a city, perhaps that city loses 1% of it's current land total. The idea being the land becomes unlivable, or too polluted to be useful to the nation. 1 Quote Link to comment Share on other sites More sharing options...
Wiki Mod Dr Rush Posted May 2, 2021 Wiki Mod Share Posted May 2, 2021 Why? 2 Quote 23:38 Skable that's why we don't want Rose involved, so we can take the m all for ourselves 23:39 [] but Mensa is the cute girl at the school dance and she's only dancing with us right now to get our friend jealous 23:39 [] If Rose comes in and gives Mensa what she wants, she'll just toss us aside and forget we ever existed 23:39 zombie_lanae yeah I do hope we can keep having them all to ourselves 23:40 zombie_lanae I know it's selfish but I want all their love 6:55 PM <+Isolatar> Praise Dio Pubstomper|BNC [20:01:55] Rose wouldn't plan a hit on Mensa because it would be !@#$ing stupid 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.