09.03.2013 - 20:02
actually, administration of banks sounds like a nice idea, if some one goes into debit, a little messaga in red should say: Turn (#) has started, now [PLAYER] is in debit, all banks closed. Edit: this will help me to know what person needs money in a team game.
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12.03.2013 - 20:13
I like this Ideal that mention in this post, Support it. Also since some people mention it, I recommended a morale for this game.
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12.03.2013 - 23:08
I don't want all that other stuff. I just want a government system that works like a secondary strategy that you pick before the game starts.
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17.03.2013 - 04:39
Support all except communism here a suggestion for communism: Communism +1 attack for all units when attacking -2 outside a city Communism in warfare is really about using aggression to win cough*Vietnam war*cough. Meanwhile the minus defense outside a city is because they can be easily ambushed.
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19.03.2013 - 10:46
I like this ideal alot i support this. =) Also in the map creator this would be a option to create governments for the map the scenario the time period....=)
---- www.facebook.com/GreenHavenOrg http://thegreenhavenproject.org/
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19.03.2013 - 11:03
This is a very interesting idea, but I think we should work on the details so it is not OP.
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19.03.2013 - 11:17
It won't be OP, since everyone can choose government. The balancement is important though, but this will also work its way out once the governments are available.
---- Exceptional claims demand exceptional evidence.
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19.03.2013 - 11:25
But would governments be unlocked via SP or added to the Special Weapons pack? Or to a different, government pack? If everyone has access to every government, then the only worry is to make every government be equally useful.
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19.03.2013 - 11:45
Please don't mess with starting reinforcements or the times at which they come. especially the times at which they come, that would change the playing field completely.
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19.03.2013 - 13:07
Agreed, having reinforcements come in 3 turns instead of 4 would completely break the game.
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19.03.2013 - 17:12
Monarchy IF will be unbeatable actually i think
---- "A MAN WITHOUT HISTORY IS A MAN WITHOUT SOUL!!!''
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19.03.2013 - 17:40
dont insult the king whats with: give you direct 100% income or if you take a country, youll get direct 50% of his reinforcement except reinforcementweek
---- "War is nothing but a continuation of politics with the admixture of other means." ― Carl von Clausewitz
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20.03.2013 - 14:41
You should make a communism government an get +5 on attack and -3 on defence if you are in your starting country and +3 and -2 for defence if you are outside your starting country. range should increase by 5-10 but you can't ally with any other user in that game (only other communism country like north Korea, China etc). And each units shall be -10 and unlimited units to your cap but not for free. and your weekly salary should go up by 5%.
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20.03.2013 - 19:40
this is not un
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26.03.2013 - 01:50
Everything has something to do with UN. Tip: DELETE IT!
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29.03.2013 - 15:02
I think governments are a good idea,support! here are a few better suggestions that are more mild: Reason: Communist: +1 to available reinforcements/-10% cut in income for all cities. Since in real life their economy sucked, but their military soared. Republic:+10% income/ -1 in attack and defence for all units. While republics are very popular with the masses(the right to vote)They do not Like to fight and tend to loose in a war of attrition(think Vietnam) . Dictatorship:+1 to attack and defence to all units/ -1 reinforcements to all cities. While dictator have powerful armies with many falgs, they don,t capture the hearts and minds of the people. Anarchy: n/a In this setup communist>dictatorship>Republic>Communist (think rock paper scissors)
---- ALL is fair in love and war. SO GET USED TO IT! You opinion is not recognized as being valid.
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Nikola Tesla 帳戶已刪除 |
31.03.2013 - 04:18 Nikola Tesla 帳戶已刪除
Dictatorship seems weak. The +1 atk and def won't make up for the lost reinforcement.
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31.03.2013 - 23:16
I love the idea. I didn't read all the suggestions though. It would be really interesting to see how you can combine strategies with governments. Naturally some of them can complement or harm each other depending on the combination. I would love to see this implimented in some way.
---- I hate to advocate drugs alcohol and violence to the kids, but it's always worked for me.
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01.04.2013 - 00:51
OBJECTION ¿Anarchy: no government selected? Guys, you really didn't get the idea of Anarchism (not the theoretical one but the praxis). Of course there are gouverning bodies; but unlike the other models, Anarchy is based on smaller territorial units of autonomously chosen representatives, for shorter periods of time (to avoid the creation of a beaurocratic elite) and with tighter mechanisms of transparency and accountability. It's something like "basis-democracy" or "sustantive democracy" (in oposition to representative democracy). Just have a look at the experience during the republican period in Spain (before and during the spanish civil war) or the recent experience the EZLN and the FZLN are doing in Chiapas (Mexico). Main bonus of Anarchy should be based on the autonomy every region (city in AW terms) has... rather than centralized, as most of the others (possibly all of them!). Cheers, CD
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01.04.2013 - 01:12
Anarchy: - Cities can use reinforcement without capital (cos nobody uses none seriously) -no country bonus for any country Capitalism: Gives 10% extra income to cities and countries - units cost +3 per turn (since capitalism does not mean lower quality, but it does mean higher cost due to contracting companies) Communism: Increased militia given on occupation of city (unlimited reinf sounds op), +5 Crit for Militia (to represent propagandas huehue) -Increased population causalities when defending (best not to mess with reinf) Fascism: Capital starts with 10 reinf (even small countries, keeping in mind it increases reinf of others on start) and units cost 10% less after first turn -15% Lower population growth rate in all cities and higher population causalities while attacking(u kno y) Monarchy: Gives you an extra unit: King. King cannot move(what king leads their army into battle these days?) and adds +1 def to all units in capital, +5% income from newly occupied countries(heavy taxation ok) and stacks with general. -Cannot recruit from newly occupied player countries for one turn. If king dies half of your money is taken away(to make it harder to reclaim the capital you should have never lost). Can be recruited for free in capital once it is reclaimed (since king can only really die if cap is taken) and will lose 50% of money each time he dies. Dictatorship Replaces General with Dictator(receives general upgrades, though). Dictator gives +1 attack +1 defense to stack and can be recruited in home country if dead at high cost -Dictator is high upkeep which should scale with income (swiss bank account), 5% lower population growth in all cities Nah Theocracy Seeing as we have some IRL and LB is not manly enough, +10 Crit(to represent faith and their disregard for death) -90% population growth, +10 cost to infantry and tanks
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01.04.2013 - 01:27
Good ideas overall. But a few points: Anarchy: since cities are independent, they could have 100% income on turn acquired (instead of going from 25 -> 50 -> 75 -> 100) and being able to use reinforcements without a capital would SERIOUSLY fuck everything (you wouldn't be able to deny reinforcement properly). Capitalism: drawback is in the same line as the advantage? Best to mess with reinforcements as a drawback Communism: same thing, pop casualties directly alter reinf. Also, would it be increased reinf or just more militia? Could also have -1 cost to militia upkeep. Fascism: 15% is too low, could be more slower (since it doesn't really alter reinf late in the game) Monarchy: to compensate, newly acquired cities could already have 100% income, instead of going from 25->50->75->100 Dictatorship: 5% lower pop growth is too low, could be higher. cost could be 25% income Democracy: you get bombed first turn x---D
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01.04.2013 - 01:36
Maybe 50, I don't think being 100% upon taking it is the best idea.
One is based on % and one is based on cost, really just to simulate inflation, I think it would be fine. Attacking reinf would be a bad idea as what would you need your monies for if not reinforcements? It also makes little sense as mercenaries exist.
Yes it would alter the reinf but slowly, just more militia and I agree with the upkeep. Imagine what would happen to Communism if you were killing all the workers!
Okay, I think that would be fair.
I actually forgot to mention that, yeah that is what is intended with what I said.
25% seems like a bit much, keeping in mind it replaces gen. Maybe 15%, that's a pretty big chunk still.
First comes the bombing, then the democracy. You get to rebuild ; )
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01.04.2013 - 07:59
Thnx for putting into discussion the "autonomy" of cities in an Anarchy system vis-à-vis the centrality of the others. Cheers, CD
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Nikola Tesla 帳戶已刪除 |
01.04.2013 - 11:03 Nikola Tesla 帳戶已刪除
I don't want this made for UN games though.
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01.04.2013 - 12:15
I dont see why bash on un games when u like it u alwas pr me magic fix this in the un game
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Nikola Tesla 帳戶已刪除 |
01.04.2013 - 13:49 Nikola Tesla 帳戶已刪除 I don't understand you. Use grammar, your grammar is worse then a brony's.
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01.04.2013 - 16:45
I dont understand why ur being a grammer nazi and changing the subject ik. why he likes un :-)
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Nikola Tesla 帳戶已刪除 |
02.04.2013 - 01:14 Nikola Tesla 帳戶已刪除 I don't understand why you're being a grammar nazi and changing the subject*.
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你確定嗎?