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Super resource, New military branch & associated projects suggestion


HymMing
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How aims are fulfilled

-adds new dynamic features to gameplay 

-The defensive and offensive ability of CyberOps adds a new dimension of gameplay for players, as well as the economic benefits of microchips and their production

-Easy to understand and implement(hopefully)

-Largely based off existing features

-balanced gameplay for all players

-High project costs and requirements means that large/rich alliances would not be able to instantly buy the projects for everyone

-ROI  for microchip production without projects is faster at 7 days from C14 onwards compared to 59 and 97 days for RI and SNI projects @C20, allowing newer players to also quickly benefit from this. 

Proposal V4(Nothing here is concrete, subject to change)

New resources

Microchips,

Microchips are a Super resource. Super expensive but super powerful. They are produced in Microchip foundries, 3 per city. Construction cost: 250k Running costs 10k per foundry per day. 30% production boost for Max foundries. Adds 60 pollution points per foundry 

1 of each resource = 3 microchips (per factory daily)

New Military things

New military branch, CyberOps Command. Uses Microchips and cash like how other branches use munitionsCan ‘hack’ into other Nations and cause damage. Kind of like spy operations when attacking, based on the number of specialists trained for effectiveness.  Limited number of operations a day, E.g, 1 Offensive, 2 defensive a day

For example

Offensive actions(Success chance depends on No. of offensive specialists used to attack, No of defending specialists etc) 

Class: Malware

Disable power in individual cities for 12 turns

25 microchips and 4 mil per city

Class: Trojan

E.g Enemy aircraft cannot use microchips for X turns

E.g 1 microchip and 1 mil every 15 aircraft

Class:DDoS
Prevent player from listing or accepting trades for X turns 

10 microchips and 5 mil per turn

 

Defensive Actions

Encryption duty: Decreases success % of incoming attacks for X turns

2 microchips 1 mil per turn 

Hotfix: Resolves effect of cyber attacks

(Success chance depends on No. of offensive specialists used to attack, No of defending specialists etc) 

50 microchips, 15 mil

Disinformation: Hides nation statistics from viewing players outside of alliance

2 microchips 1 mil per turn

Tracing Ops: Finds identity of attacking nation

(Success chance depends on No. of offensive specialists used to attack, No of defending specialists etc) 

10 microchips 2mil

 

Microchips in conventional warfare

Add the option to use microchips for each military branch.  This option let Tanks, Aircraft and Ships deal x2.5 damage when attacking or defending.For example, think how much more effective Heat seeking missiles, ATGMs, Anti ship missiles are compared to their unguided counterparts. The consumption of expensive microchips is meant to reflect this.

 

Spies

4 microchips per spy

Nukes

5 microchips per nuke

Missiles

3 Microchips per missile

Soldiers

1 microchip every 3k soldiers

Tanks

1 microchip every 250 tanks

Planes

1 microchip every 5 aircraft

Ships

1 microchips per ship

CyberOps

E.g  (3 microchips per city, power disabled)x number of specialists 

 

New Projects

Research Institute (Approx 238mil total cost 57 day ROI at 20 cities)

-Requires Advanced Engineering Corps, Urban Planning, 14 cities

From 3 microchips daily to 5 daily Per Microchip foundry, now each microchip foundry gives 0.5% boost to commerce

Reduces per foundry pollution by half

Decrease cost of new projects by 2%

Cost

6k Steel

6K Aluminium

2k Uranium

8k Microchips

50mil cash

1mil food

 

Smart Nation initiative (Approx cost 880mil, ROI 97 days with 20 cities)

-Requires Telecommunications Satellite, Research Institute, Advanced Urban Planning

Ability to train 2 specialists a day, up from 1  raises cap from 30 to 40 specialists

From 5 microchips daily to 6 daily Per Microchip Factory, now each microchip foundry gives 2% boost to commerce

Enables 2 extra microchip foundry per city so max 5 per city

Automatically boosts commerce in all cities by 5% Raises max commerce to 140%

Cost

10k oil

10k Uranium

35k Microchips

10k Aluminium 

10k Iron

2 mil food

240mil cash 

 

The google docs for it

 

https://docs.google.com/document/d/11FXnEutAXbYipxlNr-lampA6Uz9HVwyTBXs1havREcM/edit?usp=sharing

The google sheets calculator for Microchip production , project ROI, since raws is just 1 of each resource, the market index is the price of raws

https://docs.google.com/spreadsheets/d/1AwY6wdpjjfSp_1eyIHa8sGq4HJhi0A8Wo3fvBwe_wuI/edit?usp=sharing

Edited by HymMing
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