25.01.2016 - 04:54
Currently, when a player captures a new city (of a country which that players has conquered), the income from that city begins at 50% and rises 25% per turn until 100%. How about giving games the option to have income of newly conquered cities start at 0% (so that it takes 4 turns to reach full income)? This will significantly alter the game balance, and will contribute to game variety. - Smaller nations will be significantly stronger, because bigger nations need more time to make up for their initial purchase cost. For example, countries like Portugal or Austria may become very viable 10k$ picks when using this new option. - Expansions may need to be seriously reconsidered. SM Ukraine's Moscow + St. Petersburg rush becomes significantly less threatening. Netherlands and Belgium will likely be considered much less important to expand into.
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25.01.2016 - 05:28
How are you to make money for the first 4 turns? You'd basically only be getting money from your home country. Honestly I don't see how this would work on maps where you start small and go big. However this might be a viable option for scenarios.
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25.01.2016 - 11:01
I'd like to see income that could be locked at X% as well as 0 crit that really is 0 and causes no damage to cities whatsoever...
---- "Another such victory and I come back to Epirus alone" - Pyrrhus of Epirus
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27.01.2016 - 03:31
Long answer short, you don't really make money for the first few turns. Which will make your starting funds much more important. Which means that buying a cheaper country will be advantageous, because that way you start with more money. That was my line of reasoning, at least.
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28.01.2016 - 06:42
As an option I cant see the idea doing any harm.
---- intelligence + imagination = extraordinary result
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28.01.2016 - 20:06
I think this idea has some merit. i always figured that if the income for cities was going to change then it would have to be dependent on the total collateral of the invading army. The higher the collateral then the lower the income would end up being afterward. would make collateral a much more immersed feature in the whole game play. You could make a new unit and strategy based solely around it. upgrades and gen benefits as well.
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