Simcountry is a multiplayer Internet game in which you are the president, commander in chief, and industrial leader. You have to make the tough decisions about cutting or raising taxes, how to allocate the federal budget, what kind of infrastructure you want, etc..
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Vets chime in

Topics: General: Vets chime in

Mr Corleone

Friday, April 7, 2023 - 02:58 pm Click here to edit this post
Overall I feel like the war game is to unbalanced and unbearable for players to play. It is many factors , before you build a military you need a stable economy. The average cost of government is way to high,along with healthcare cost need to be lowered. When you buy weapons they use a bunch of ammo which cut deeply into cost the amount used need to be lowered or eliminated completely. With all the cost I just mentioned makes it impossible for a player to even build an arsenal to even play the war game, it is basically a enconomy simulator and it is hard to even build a good economy. This game is basically eating cash.

On top of that the war game is unbelievably unbalanced. Defense is to overpowered. A lot of offense has little to no effect. Heavy tanks should be more effective. Attack drones and aircraft should also be more effective.

Something need to be done to balance the game not just the military but the economy and overall gameplay to make it easier for more people to be able to participate and have fun.

belcher11

Saturday, April 8, 2023 - 04:29 am Click here to edit this post
I agree 100%

Andy

Thursday, April 13, 2023 - 09:07 pm Click here to edit this post
This was always said about it.
the cost of war is way down.
we have reduced the cost of ammunition buy a very large factor and we keep doing so to even lower levels.

corporations have become extremely profitable. raw materials corporations make a fortune.

countries became very profitable. Countries can make hundreds of billions in a game month. much higher than ever before.

wars are fought and won despite the overpower of defensive weapons.

we have kept the cost for the defender much lower than the cost for the attacker.
why should a defender have to pay trillions while they are just trying to keep their country.
defense is of course cheaper.

But wars were always fought and won. many wars, all these years and in the past, at a much much higher cost.

A new country cannot expect to be able to wage a large war.
you do not want a new country to start and immediately be able to destroy or severely damage a long playing country, then abandone their damaged country and start a new one and do the same again.

They should build the economy, increase quality, increase theier population and fight wars when they have high assets and a large army.
such players are also more interested in maintaining their assets and will not risk everything they have.

Mr Corleone

Saturday, April 15, 2023 - 06:22 am Click here to edit this post
Making the countries more profitable is a good start, I hope the trend continues. I see a lot of countries come and go because of financial issues. Making profits higher is a good step in the direction to solve most of what I mentioned.

Mr Corleone

Saturday, April 15, 2023 - 06:58 am Click here to edit this post
The changes you made to profits helps a lot with cost. Hope the trend continues

Johanas Bilderberg

Sunday, April 16, 2023 - 02:53 am Click here to edit this post
That is what makes the game challenging.

This isn't a first person shooter, it's a long term civ simulator.

I have played on and off since 2005 or 6 I think and have seen many many changes. When I first started war maps, units, space stations, shuttles didn't exist.

I remember working through map painting during invasions with Barney and looking for bugs,

I am responsible for the deaths of billions of sim citizens on multiple planets and the destruction of countless n00bs.

Wild and I once nuked every single player country in a region on FB as a sacrifice to our Dark Lord Jozi to stop earthquakes.


I have enough weaponry stored to crush anyone yet lack the desire to do so. I have enough ammo stored to survive any attack mathematically possible.

I built a CEO from a single corporation to one with 1,729 corporations.

If you can do it on this game, I have probably done it.

Maybe this isn't the game for you.

Mr Corleone

Sunday, April 16, 2023 - 09:28 am Click here to edit this post
I love this game too. I’m an established empire and have trillions in cash ammo and weapons aswell and fought many wars. I’m not the only player to mention this, we’re just giving input to what we think would make the game better

rob72966

Monday, April 17, 2023 - 04:27 am Click here to edit this post
Just a thought,
1) Instead of mandating that a new player must pay for war protection after 3 months. Allow them the option to stay protected through the first year, and the ability to come out anytime after 3 months. However once you're out you're out. (Fearless Blue)

2) Larger bonuses up front for new players.

3) Rewrite documentation emphasizing the importance of establishing a strong economy. And how to do it.

4) Encourage them to ask questions on the form.

5) You need to stop the massive over ordering that occurs when products are in demand.
Example. One of my countries needed a production plant and ended up ordering 58 two at a time per month. That's 27 months in a row. This happens with multiple products and destroys on hand cash and bankrupt countries as well as corporations.
I do not see a way to balance war. The established players with money will always have the advantage. Push the importance of new players joining established federations. Incentivize existing players to mentor new players.
With some type of reward for doing so. (Not sure how).

Players need to be more active on the form there are no bad ideas all opinions are needed.

Rob
The Brain
Fearless Blue

Banedon Runestar

Wednesday, April 19, 2023 - 11:04 pm Click here to edit this post
When it comes to attempts or suggestions to balance or update the War Game you need to specify exactly what you're talking about.

Player vs Player?
Player vs CPU?
Fearless Blue vs Other Worlds?

While I believe most forum members are thinking about wars being vet vs vet, the most likely result is going to be vet vs. newbie and Andy has to give that newbie a fighting chance.

Player vs CPU I could see having different rules when it comes to military effectiveness, simply because there's not a human on both ends. The economic costs/benefits would need to be looked at to reduce/remove the ability to excessively profit from this playstyle however.

Also Fearless Blue works differently from the other worlds, so you'd need to be clear which set of rules you're asking to change.

Personally, I play on Kebir Blue and have no real desire to move to another world. I have no need or desire to fight another player for territory. I would have liked to have conquered my pocket empire more easily and cheaply, but at the same time I learned enough so that I think (hope) an aggressive player would have to work for it if they wanted a piece of it. If the player vs CPU rules were easier, I'd likely have a false(r) sense of security.


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