Pythonian23 Posted December 15, 2021 Share Posted December 15, 2021 1. Surrender - Counts as a victory/defeat - No/less infra damage - More loot - More approval rating drop - No beige 2. Ceasefire - All war statuses are removed (Blockade, Ground Control, etc.) - MAPs do not increase - Approval rating increases - Lasts a fixed amount of time (maybe 12 turns?) - Cannot attack during the ceasefire - Wars still expire during ceasfires - Can only be done once a war 3. Colonization - Counts as a victory/defeat - Opponent takes 25% of city income - Lasts for a set amount of time unless ended by the opponent - Requires the opponent to have soldiers - Kills a number of soldiers proportional to the total population per turn, and colonization ends if no soldiers remain - Major approval rating drop All options are under the pretense that the opponent accepts the offer. Quote Link to comment Share on other sites More sharing options...
Scatheon Posted December 15, 2021 Share Posted December 15, 2021 I dig the surrender option. Quote Yes hello I am a politic and war Link to comment Share on other sites More sharing options...
DukeJustice Posted December 15, 2021 Share Posted December 15, 2021 I don’t know about the blockade thing; that is the consequences for holding a small naval fleet. If We support removing something like that it’ll really effect the game. Less would work on building an actual self-supported Nation account. more Account users will become dependent on the implementations rather play the game right. The ceasefire agreement where it agrees to a ceasefire measure is good - but to remove a complication resulted by an attack— IDK(I don’t know) Quote Link to comment Share on other sites More sharing options...
DukeJustice Posted December 15, 2021 Share Posted December 15, 2021 I suggest we apply a 3 on 1 strategy or 2 on 1 strategy and apply the strategy to team up or request backup. Giving the Second Nation limitations to the given geography - if the Military is of the same Continent Air,Ground, and spys would be the limit - whereas; if it is an abroad attack Air,Naval, and missles would be our limit. this suggestion would help apply the Alliances better and keep the single raiding Nation Accounts — in-check it would also help show who are the team players and possibly include a third&fourth component to the game - Draw/Assist Victory application Draw for any Peace-Offerings and Assist for an Assisted Victory - if a single Nation is able to hold it’s own They of course should be awarded an accomplishment (“Victory over Assist”) Treasures - could be separated by a selected amount before joining by 50/50 - 25/75 - 75/25 — or kept secret for the leading Nation to divy up as It may command Quote Link to comment Share on other sites More sharing options...
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