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Mark76

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  • Gender
    Male
  • Location:
    Leicester
  • Leader Name
    Mark Williams
  • Nation Name
    Kornovia
  • Nation ID
    9510
  • Alliance Name
    The Fighting Pacifists

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  • Discord Name: Mark76

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  1. Reduce the down declare range. Give defending nations a home field advantage (if they don't already have it).
  2. For God's sake no one bring up Tech. Oh !@#$...
  3. Shouldn't bananas also increase radiation? Also. Copper. At last! I can distribute all that power I produce to where it's needed!
  4. Alternatively... The combined NS of three attacking nations cannot exceed the NS of the defending nation by more than 20%?
  5. Maybe the answer is to narrow the down declare range or to base it on city numbers, and therefore potential recruitment range. Ideally something like a maximum of 2 above or 2 below. Regardless of infra and other factors.
  6. Link the size of a nation's military to its population. For every Infantryman you lose one tax paying civilian, for every tank you lose three to four tax payers, for every plane one to two (for now) and for every ship, let's say... 500 (averaging).
  7. I have a few suggestions. Make of them what you will. 1. No time limit on Wars. You fight until either (a) one side wins or (b) both sides agree to peace 2. Blockade Runners. There's no such thing as a perfectly watertight blockade. Nations that are under blockade should still be able to get some resources in from outside, but at a price. That price being the doubling, or even tripling, of the cost of the resource being brought in (so, 2,000 tons of steel at O$3,120 per unit now cost from O$6,240 to O$9,360 per unit). Also, make it so only a percentage actually gets through. That percentage being determined by some in-game mechanic that I can't figure out 3. New projects. School of Mining. Because you can improve productivity of manufacturing improvements but not resource extracting ones, save for uranium mines? Free Port. Basically hoovers up those remaining commercial percentage boosts. Should be cheaper to build, money and resource wise, than the ITC due to having less impact. Military Academy. Improves your officer corps leading to increased chance of victory in war. 4. Immense triumph in a ground assault leads to one enemy city being occupied and its resources and improvements now being at the disposal of the occupying forces. All occupied cities are returned at the conclusion of a war only if peace is agreed. Otherwise the side whose cities are under occupation must execute an immense triumph victory of their own to restore sovereignty. Occupation continues for ten days after the conclusion of the war, after which sovereignty is restored by default (to stop people using wars as a cheap way to gain more cities). To counter balance this the IT in ground battles no longer leads to the winner nerfing the loser's air power. Also, air attacks will now randomly hit enemy occupied as well as enemy native cities. 5. Some kind of Tech mechanism but not as flawed as the other game's. Perhaps based around schools (city improvement) boosting basic educational levels and Universities/Research Centres (projects) to do the actual science. This is turn would lead to improvements in weapon systems (tanks, planes and ships only?) but at increased cost per unit per level (up to how many? Definitely not infinite).
  8. I mean, given how super effective blockades are, I can only conclude we have no land borders with each other. Also... Everyone has enough coast for as many naval bases as they can build. That screams "island" to me.
  9. Maybe if everyone could see where everyone was there'd be slightly less overlapping chaos
  10. I can see my own nation but nobody else's. Is that a feature or a bug?
  11. Will nations be allowed to literally sit on top of each other?
  12. Border/land wars ahoy! Talking of which. Now that our nations will actually have borders, will land become a war prize? Disputed territories and all that jazz. Alternatively, you could also make land a trade-able resource
  13. I literally have only two left to buy unless I move my nation to a uranium producing region. Need more project plox.
  14. Alternatively: Split Manufacturing into three categories Resources (extraction) Processing (refinement into useful materials) Manufacturing (transformation of processed materials into military or civilian goods) New manufacturing improvements would include Auto Plant. Produces vehicles for civilian and military use (retooling necessary depending on what is being produced at the time), Cost to build. Some ludicrously small amount of aluminium and dollahs. Each auto plant can produce up to 500 civilian or 100 military vehicles per day. Limit 3 per city. Adds 30 points to Pollution index and 2 points to Commerce score. Running costs $x per turn/$X per day.
  15. Another solution. Make mineral resources (coal/oil, bauxite/iron, lead/uranium) dwindle over time at the rate at which a nation extracts them, thus forcing older nations to expand geographically in the search for new veins/fields, making them spend money on land, or buy them off of younger nations on the open market. Apply retroactively for some top quality kvetching Realistically (yes, I know that's a dirty word around here) raw resources should cost more to extract as easily exploitable veins are used up and it becomes necessary to dig/drill deeper. That could also be part of the equation.
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