agreed,
why not let every player start with say $10T with a blank country. they can do whatever they want.
have a space that show their cashflow right on their main screen. the financial statements currently on simcountry does not give a player his cashflow standing, so difficult to know how much you have left.
there are already cost units allocated to the items that the player wanted to buy, so if i bought 1000 anti tank missiles at $2.65M then that $2650M is taken out from my $10T. keep it simple, like in simcity. when you run out of cash then you have to wait for more cash to be generated from your corporations, taxes, etc...
just provide guidelines, don't make requirements. such as i need this and that for an land army or air army. if i don't meet that requirements then i can't build a unit.
why such ridiculous notions that i can't move my fortifications around when i'm at war, or move my popu
S
SadHappySucker
All worlds
It's ridiculous that you can't build a huge object out of concrete and metal and move it around as and when you want? =S
I think the current mix of random prizes gives new folks an idea of what factors are important for the game and the country. Population, cash, specific weapon types. If you're curious, you'll ask smarter questions after you see these gifts and learn the game faster.
Just my two cents.
P
Phoenix King
All worlds
"why such ridiculous notions that i can't move my fortifications around when i'm at war, or move my population" Xyooj
That statement was ridiculous in itself, if you do not see why than i can not help you.
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Phoenix King
All worlds
we think it should be lower and instead, new players receive large gifts of free money when they log in. They also receive population boosts.
Andy i thinks its cool but they need to be larger, starting a good army takes between 5T and 10T, buying high quality ammo and weapons and than training the units with upgrades. new players start of with only 2T or less and with all the gifts its still not enough.
We will keep the gifts at 2 per day but may increase their size and total number.
Starting a country at 5 or 10 T will reopen the cheat game we had before.
@phoenix,
if you could please kindly provide your logic on not being able to move forts, populations, etc...when you're in a war? in the real world, these doesn't happen?
@andy,
so the cheat holes never been covered?
how do they do it anyway since the GM controls most of the variables of the games?
Moving a fort or a city does not happen in real life. not in war and not in peace time.
Moving them in war while an enemy is invading is unfair.
you could then move all your cities and forts and military bases to a far corner and prevent anyone from damaging your assets.
if this is you best setup, do it before the war starts.
okay, then the population, fort, etc.. can be sitting ducks for the enemy.
thanks
P
Phoenix King
All worlds
Move entire forts and cities really xyooj not even the USA can move an entire base or fort during a war this takes months or years to do.
Population and fortifications are usually targets, no matter where you put them. But you can deploy garrisons to them, and you can move your defensive forces (well hopefully you can).
IRL the population doesn't usually move until the attack is already underway or imminent - and then not always allowed to move - sometimes by one side, sometimes the other. At least in a town or city they have some kind of protection, as opposed to being in an open field, and strafed or bombed.
Not sure if war damage has an effect on migration index. If so, that would be the smart ones, no?