Let's design a new nation sim

It's honestly really annoying - PW is fine, the only change I'd make is spending a little more money to get a working server.

Load time to apply to TKR: 27s.

 
I wouldn't mind having Disasters that come through every once in a while. Let's say that for a North American nation, there is a 1% chance each in-game day (turn) of a tornado occurring between April 15 and August 15. This would destroy 20-35% of infra/improvements in a given city.

Perhaps a nation located north of a certain latitude (40, maybe) has a chance for a blizzard in between Dec 1 and March 31. This destroys 10-15% of infra/improvements in 3 cities.

Edit #2: Deep Freeze, in the same monthspan as above. Destroys 10-15% of infra/improvements in 3 cities, but you can't rebuild certain improvements for a while due to long-lasting effects.

 
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So I would say I am a couple weeks out from having a functioning prototype with just basic features. 

Again, functioning prototype, basic features. Basically just some econ, build and military/attack features.  Once done with the processing bits I will create a quick and dirty UI to wrap around it and host it and let everyone check it out and give feedback.

Current name is Eden Gardens. 

I will have the early phase run far faster, tick more often and probably reset quickly to test out some of the theories.

 
Don't add t many types of each military unit - or else you end up with the cluttered war system CN had.
I really feel the need to jump in here and say that CN's war system was shit for the exact opposite reason. Any time players did something clever with the game mechanics, Admin removed it as an "exploit" so that in the end there was only one right way to play: have bigger numbers than the other guy and press the button. An actually cluttered war system where each little thing does something meaningful and there's no one optimal strategy could be great, at least for those who get more involved with war mechanics. 

PS, I have yet to see any one of these games do something cool with trade, besides resource buying. Like a derivatives market. The holy grail would be a set of mechanics so loose that players could organically come up with stuff like securities and futures.

 
Had some ideas about how to improve this game, or what could be done in a new game with internal mechanics/politics, etc, all proposals based on CN except the last one, which is what I thought of looking at various games like CN and P&W. I can always work on developing these ideas more. This is what I said on Slack on the issue.

"I am thinking all of the internal development ones.
Or some of them rather.
I think actual effects from domestic policy is a good idea, but it needs to be balanced so that there isn't any clearly good one, but situational.
Or all are good.
And then port in literacy, and make it worth something.
And a tech mechanic, but not like CN's.
More like how it could have been reformed. Tech can't be raided, but can be copied by lower technology nations.
And be a broad bonus like CN.
And probably happiness too, and tie it in with the approval system.
Though I am just thinking idle thoughts.
My real idea that I know would get nowhere, is having national infra and land outside of cities that would represent what lies outside cities and would scale differently and have different improvements...or maybe it would represent that, plus national level infra."

 
Is anyone here still interested in exploring this idea/offering suggestions? There's someone in PnW exploring making a new sim and they're looking for feedback and ideas.

 
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