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Post-War Mechanics ideas.


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Probably add like an upgrades system, where like there are different tiers of aircraft/ships/troops/tanks, where like more the upgrades, stronger the unit is, the number of enemies, that they can take down are more, but upkeep is also increased

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On 9/21/2021 at 10:26 AM, Mohammad.badawy4 said:

all war end in beige

This is legit

16 hours ago, Dwight k Schrute said:

Here's a crazy idea, how about when you destroy infrastructure, it actually stops things from working. 

HIS MIND IS TOO GREAT STOP HIM BEFORE HE KILLS US ALL

 

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4 hours ago, Mark76 said:

Reduce the down declare range.  Give defending nations a home field advantage (if they don't already have it).

 

 

Seeing a lot of this, I feel like instead we should increase damage (units destroyed not reduction in losses ) by 5% per .25× your enemy is stronger than you 

(Going up to 30% at 1.75x /max updeclare range) only the highest tier would round  up or down and can change each turn. So if the smaller nation(s) is(are) winning the war the bonus goes down, if losing, the handicap grows in as real time as the game gets

 

Edited by Grave
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  • 3 months later...
On 9/22/2021 at 9:13 PM, BelgiumFury said:

Added to that I would also like to a see a moderately long wind up time (let's say 10 - 15 days or something), during this time they incrementally come closer to "peak efficiency". This once again to reinforce the idea that you actually have to make a choice, and can't just mil up a day before the war and have monster defenses. 

Could do something like only allowed to build one per city per week... sorta like city cooldown timer but it would be defense/mil improvement cooldown timer. would also effect alliances ability to just go from 0350 to 5553 in a couple days if it included military buildings.

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