Very brief outlines of some military suggestions I drafted up during the recent war.
War Declarations
Time zones in P&W are an issue when it comes to war; for instance someone in America declares war on someone in Britain, the person in Britain would be at a disadvantage since the American can attack immediately while they'll find out their nation has been attacked and typically unable to counter.
A possible solution to this is for the war to happen is when someone declares war on a nation they shouldn't be able to attack them until that nation logs in and receives a notification of a declaration of war.
Military + Defense Budget
Military Budget
The higher the budget, the better fighting the troops are.
Low– Inefficient troops, low quality weaponry and equipment, no advantage during war
Medium – Average trained troops, average quality weaponry and equipment, 4% advantage during war.
High – Highly trained troops, high quality weaponry and equipment, 8% advantage during war.
Defense Budget
The higher the budget, the higher the defensive advantage.
Low – Limited defensive training, no advantage to nation defensive battles.
Medium – Average defensive training, 10% advantage during defensive battles.
High – High defensive training, 20% advantage during defensive battles.
New Unit Types
Helicopters
Helicopters are used for ground battles both offensively and defensively. Their main strengths are against soldier units, destroying infrastructure and improvements. Just like fighter jets, you can only build a certain amount of aircraft per day depending on how many air force bases you have. The key is to use them during offensive attacks against a large amount of soldiers. They require 1 ton of gasoline and 1 ton of munitions per 3 helicopters used in battle.
Manufacture cost: $3,500, 4 tons of aluminium
Strengths: Attacking soldiers, damaging infrastructure and destroying improvements.
Weaknesses: Tanks, other helicopters during defensive combat.
Upkeep: $400 peace, $800 war
Amount buildable: 6 per air force base.
Submarines
Submarines are underwater vessels used to combat against ships and launch missiles. They are excellent at destroying enemy ships in battle and for targeting infrastructure and specific improvements with on-board missiles. However submarines are vulnerable to air craft and require protection by your air force. To operate a submarine 3 tons of gasoline and 3 tons of munitions are required per submarine used in combat. Decommissioning refunds 75% of resources but no money
Manufacture cost: $100,000, 30 tons of steel.
Strengths: Excellent against ships, can carry 2 missiles at a time and gain a 5% bonus against a nations iron dome.
Weaknesses: Vulnerable against helicopter and ship attacks, expensive to maintain
Upkeep: $4000 peace, $10,000 war
Amount buildable: 1 per dry dock
Military List Organisation
If these units are implemented into the game, it would be useful if the units were categorised under new menus in the military section.
Ground Forces – link to soldiers and tanks
Air force – link to fighter jets and helicopters
Maritime force – link to ships and submarines
Projectiles – link to missiles and nuclear weapons
Spies – link to spies
Spending budget- link to military budget and defense budget
Role-play Implements
Defcon System
On your nation information page is the defcon stage of your nation. This can be changed in your nation edit settings. Defcon does not affect your military in anyway but it will automatically be set to defcon 2 during war, and automatically to defcon 1 when nuclear weapons are used. A nation can chose between defcon 2-5. Defcon can be ignored all together.
Defcon 1 - nuclear war
Defcon 2- engaged in conflict / units at highest level of readiness / next step to nuclear war
Defcon 3- increased in force readiness above normal levels, ready to engage in combat
Defcon 4- increased state of readiness
Defcon 5- normal readiness / peace
Alliance Declarations of War
Just like for nations, alliances can declare war on each other. Only tier 1 members (leaders) can declare war on other alliances. Declaring war on an alliance will be visible under the conflicts section under a new sub-section named ‘Alliance Conflicts’. Declaring war on an alliance doesn't mean your nation gets forces into conflict. Alliance declaration of war automatically end after 10 days, in which both alliances cannot declare war on another alliance for 5 days.
National Project Edit
The Central Intelligence Agency has the new bonus of increasing your chance of commencing a successful espionage against another nation by 10%.
It is a fair amount of suggestions and some basic concepts but they could work.