Let's design a new nation sim

I like the active options and impacts of NS, but I like the war, trading and city dynamics in this game, the infra, imporvements etc. But I feel stuff like the policy decisions in NS where good to give a more active feel to the game.

In NS however even though there where 'impacts' there was really nothing happening at any given time. P&W interface is shoddy, animations might be nice I guess. However there is a lot of nothing to do, some optional activity could be nice.

 
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What I feel is the best part of PW is the inclovemnt that players have with one another in and outside the game. Such as the interaction that happen for war, AAs, the forum, and the active part of dealing with a market, military, and building a nation.

 
I just logged out because the game is unplayable

We should all agree to put the entire game in vacation mode

 
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CN:

Pros:

  • I like the land system better because you can steal it/makes raiding fun
  • More alliances at its peak, but that was a result of the internet interest at the time. It has less to do with the game as a whole
  • Nukes were actually worth while to use and not a "oh shit I'm screwed" weapon of last resort
Cons:

  • Trading system was bad
  • Aid/tech system was bad with the caps
  • Admin was inactive


PnW:

Pros:

  • The open resource market is fantastic
  • The alliance bank is fantastic
  • API access was a neat tool
Cons:

  • War system is too heavily reliant on planes
  • Cities can be burdensome to update
  • Server lag at update obv
  • Color system is trash


Things I would add to a game like pnw if I had any coding capability:

  • make it primarily app based, I check my nation and slack from my phone most of the time anyway
  • make military unit rebuys stack per turn up to a certain amount so there really isn't an "update" so to speak
  • add an alliance project feature that has both positive and negative perks, but is expensive

    an example for PnW would be +5% air capacity for alliance members, but -5% income or some shit like that

[*]go with a city system like pnw, but be able to destroy cities - it would make wars much more destructive/allow people to catch up faster. Also thinking of a resource sink a la clash of clans where improvement slots would be tied to a "town center/city hall" that you upgrade for each city

[*]Military units:

  • Ground: 

    Soldiers (base unit)
  • Tanks (turn build split with anti air - bonus against other ground forces)
  • Anti-air (turn build split with tanks - bonus against air forces)

[*]Navy:

  • Destroyer (turn build split with other naval ships - bonus against ground)
  • Cruiser (turn build split with other naval ships - bonus against air)
  • Submarine (turn build split with other naval ships - bonus against navy)

[*]Air:

  • Fighter (base unit)
  • Bomber (bonus infrastructure damage)
  • Attack Helicopter (bonus attack against ground forces)

[*]Missiles/Nukes

  • Missiles attack units
  • Nukes attack cities
  • Build cap tied together so you'd have to make a decision on how many of each you have on hand/buy daily etc


[*]Resources: PnW has a good base system, but would tinker and balance things out

 
CN:

Pros:

  • I like the land system better because you can steal it/makes raiding fun
  • More alliances at its peak, but that was a result of the internet interest at the time. It has less to do with the game as a whole
  • Nukes were actually worth while to use and not a "oh shit I'm screwed" weapon of last resort
Cons:

  • Trading system was bad
  • Aid/tech system was bad with the caps
  • Admin was inactive


PnW:

Pros:

  • The open resource market is fantastic
  • The alliance bank is fantastic
  • API access was a neat tool
Cons:

  • War system is too heavily reliant on planes
  • Cities can be burdensome to update
  • Server lag at update obv
  • Color system is trash


Things I would add to a game like pnw if I had any coding capability:

  • make it primarily app based, I check my nation and slack from my phone most of the time anyway
  • make military unit rebuys stack per turn up to a certain amount so there really isn't an "update" so to speak
  • add an alliance project feature that has both positive and negative perks, but is expensive

    an example for PnW would be +5% air capacity for alliance members, but -5% income or some shit like that

[*]go with a city system like pnw, but be able to destroy cities - it would make wars much more destructive/allow people to catch up faster. Also thinking of a resource sink a la clash of clans where improvement slots would be tied to a "town center/city hall" that you upgrade for each city

[*]Military units:

  • Ground: 

    Soldiers (base unit)
  • Tanks (turn build split with anti air - bonus against other ground forces)
  • Anti-air (turn build split with tanks - bonus against air forces)

[*]Navy:

  • Destroyer (turn build split with other naval ships - bonus against ground)
  • Cruiser (turn build split with other naval ships - bonus against air)
  • Submarine (turn build split with other naval ships - bonus against navy)

[*]Air:

  • Fighter (base unit)
  • Bomber (bonus infrastructure damage)
  • Attack Helicopter (bonus attack against ground forces)

[*]Missiles/Nukes

  • Missiles attack units
  • Nukes attack cities
  • Build cap tied together so you'd have to make a decision on how many of each you have on hand/buy daily etc


[*]Resources: PnW has a good base system, but would tinker and balance things out
Don't add t many types of each military unit - or else you end up with the cluttered war system CN had.

 
I'm so mad at the server still being broken after more than a week, I'm very close from quitting the game but I still have a loan to pay and I don't want to leave during a war

I'm so mad that I could start playing keno again BUT I CAN'T

 
I'm so mad at the server still being broken after more than a week, I'm very close from quitting the game but I still have a loan to pay and I don't want to leave during a war

I'm so mad that I could start playing keno again BUT I CAN'T
You're not allowed to quit >.>

 
CN:

Pros:

  • I like the land system better because you can steal it/makes raiding fun
  • More alliances at its peak, but that was a result of the internet interest at the time. It has less to do with the game as a whole
  • Nukes were actually worth while to use and not a "oh shit I'm screwed" weapon of last resort
Cons:

  • Trading system was bad
  • Aid/tech system was bad with the caps
  • Admin was inactive


PnW:

Pros:

  • The open resource market is fantastic
  • The alliance bank is fantastic
  • API access was a neat tool
Cons:

  • War system is too heavily reliant on planes
  • Cities can be burdensome to update
  • Server lag at update obv
  • Color system is trash


Things I would add to a game like pnw if I had any coding capability:

  • make it primarily app based, I check my nation and slack from my phone most of the time anyway
  • make military unit rebuys stack per turn up to a certain amount so there really isn't an "update" so to speak
  • add an alliance project feature that has both positive and negative perks, but is expensive

    an example for PnW would be +5% air capacity for alliance members, but -5% income or some shit like that

[*]go with a city system like pnw, but be able to destroy cities - it would make wars much more destructive/allow people to catch up faster. Also thinking of a resource sink a la clash of clans where improvement slots would be tied to a "town center/city hall" that you upgrade for each city

[*]Military units:

  • Ground: 

    Soldiers (base unit)
  • Tanks (turn build split with anti air - bonus against other ground forces)
  • Anti-air (turn build split with tanks - bonus against air forces)

[*]Navy:

  • Destroyer (turn build split with other naval ships - bonus against ground)
  • Cruiser (turn build split with other naval ships - bonus against air)
  • Submarine (turn build split with other naval ships - bonus against navy)

[*]Air:

  • Fighter (base unit)
  • Bomber (bonus infrastructure damage)
  • Attack Helicopter (bonus attack against ground forces)

[*]Missiles/Nukes

  • Missiles attack units
  • Nukes attack cities
  • Build cap tied together so you'd have to make a decision on how many of each you have on hand/buy daily etc


[*]Resources: PnW has a good base system, but would tinker and balance things out
Maybe more 'long term developments' might be handy? Like dunno, I'm all for the instant projects but maybe something that takes some time to research or something might be good, if we do that for  top and mid level stuff, then it could maybe add some 'expectation' to the game, not simply come on 'click, click' done and done for the day

 
So I have a lot of thoughts and feedback on this.

  • Games like this should reset regularly. 

    Another game I play called Utopia resets every 3 months or so, this allows for new things to happen and for people to make new choices.

[*]Games like this should have more options

  • Utopia uses things like Races to help determine what areas a player is best at
  • There should be more buildings
  • There should be gains from combat (land/Infra gains, not just $)

[*]Wars should be as much about gaining as it is about destruction

  • This encourages wars
  • Makes people more willing to war
  • Makes wars less personal and more fun

[*]More combat options

  • Espionage is about useless in it's current form

    More operations per day and better operations are needed

[*]Either you can break someone or you can't in P&W

  • In Utopia, when you attack, your army is away for x hours and it will often times weaken your defenses at home. To give a P&W reference instead of using AP, it'd just take 4 ticks for planes to return back home. While they are gone, they are gone. They are not able to defend you.

[*]More different combat types

  • Attacking and Espionage is cool and all but that is only 2 areas. Force people to focus on more than 2 areas.

[*]All unit come out of the population, reducing overall income and effectiveness of your buildings/improvements

  • This should be a no brainer. Remove the unit limits, train as much as you want but you have to be able to house, feed and pay all of your units/population.


[*]More ways to advance your nation

  • Tech, science, magic or whatever.


 
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More ways to advance your nation

  • Tech, science, magic or whatever.


Maybe more 'long term developments' might be handy? Like dunno, I'm all for the instant projects but maybe something that takes some time to research or something might be good, if we do that for  top and mid level stuff, then it could maybe add some 'expectation' to the game, not simply come on 'click, click' done and done for the day


Tech/research is an interesting one - CN tried it and failed (the economy revolved around it and it was OP).

Throwing out a tech system idea:

  • You get 100 points to allocate to tech/research
  • You get 1 point per day that you log in (to encourage retention)
  • You can allocate to three types of tech/research:

    military - increases your unit's effectiveness by x%
  • economy - increases your nation's income by x%
  • industry - increases your nation's resource production by x%

[*]the % obviously balanced

[*]you could also require projects/wonders/advanced buildings to have part of their cost in tech/research points so that people don't just sit at 100 and swap only in preparation for war etc

 
Like:
- CN's tech system was bad in a lot of ways but good in terms of giving alliances incentives to recruit new players and give new players something to do
- P&W giving the advantage to the tactical offensive helps to balance out politics benefiting the defensive.

- P&W's system of multi-day mobilizing.  Creates more strategy.

- In CN when completely beat down there is more you can do to fight back and win a few battles, especially with nukes.
- P&W has a great trading system

- Both games need better mechanics for bigger nations fighting smaller nations.  In both big nations who are beaten down can be overpowered in the lower ranks.

- Both games need better mechanics to prevent really long wars and wars of attrition where the loser doesn't have to spend much in the way of resources to fight and the winner drags it on to account for that.

- CN's system for nukes where they have a tactical purpose is way better.

- P&W having cities with different set ups is better than CN's more monlithic set up.  Need more reason to specialize cities though.

 
Tech/research is an interesting one - CN tried it and failed (the economy revolved around it and it was OP).

Throwing out a tech system idea:

  • You get 100 points to allocate to tech/research
  • You get 1 point per day that you log in (to encourage retention)
  • You can allocate to three types of tech/research:

    military - increases your unit's effectiveness by x%
  • economy - increases your nation's income by x%
  • industry - increases your nation's resource production by x%

[*]the % obviously balanced

[*]you could also require projects/wonders/advanced buildings to have part of their cost in tech/research points so that people don't just sit at 100 and swap only in preparation for war etc
The increase in the military could really throw balance off though. Economy and stuff sure, but for the military that could really make fighting a war that much harder, definitely for lower levels.

 
Not gonna lie - I considered tagging you, but didn't want this to be a shit post. The current server situation is nearly unplayable and can't handle a couple hundred players on at once - not enjoyable at all heh
It's piss poor, Alex has earned a lot  from the game since I last spoke to him. He's got enough to buy a house, pay for college among other things. He could afford to buy a server rack imo. 

 
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