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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DTA suggestions - Government Types - Spy SATS etc. (Little Upsilon)

Topics: Suggestions: DTA suggestions - Government Types - Spy SATS etc. (Little Upsilon)

ZANZIA (Little Upsilon)

Tuesday, May 18, 2010 - 12:32 am Click here to edit this post
SIM GAME SUGGESTIONS:
As DTA discusses the budget necessary to build an empire to keep the war alive (DTA has a game fund), there are several pros & con arguements. 1st off - we love to fight & love the challenge.- MOB does coordinate well & would make a fine opponant. We do want to give 'good game' however. here are some of the cons - & suggestions to improve the game & make it more appealing. We do realize that the current community has invested great time & $$$ to reach their current positions - these are only suggestions.
1. WHAT GAME IS THIS?
2. BARRIERS TO BEGINNERS
3. TIME FACTORS
4. WAR SUGGESTIONS- Improvements
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1. What game is this? - A decision should be made re: SIM as a war game or an economic game. For those who just want to fight - the economic groundwork is not fun & takes a years commitment before any war can take place. easier to find another game.
2. BARRIERS to BEGINNERS - When can I WAR? I wanna fight - the game requires about a year of fumbling before ones economics are sound enough to actually conduct a war. BORING work while we play other wargames.
3. What year is this? - After playing a year - I still have trouble deciphering the date. For non- MIT mathematicians - make this simple!!! On multiple worlds double that!
4. CRAP FACTORIES - beginners at lvl 1 are forced to build fruit companies & road maintenance that destroy their infant economy. Get rid of them! Automate fruit already.
5. Country DEBT - If a beginner goes negative on a new slave SURPRISE - the debt is suddenly $3 to $7 TRILLION when he logs on. Where is the warning? Without donations 6 months of hard work are gone. Who would stay & play? I now empathize with Greece!
6. CORPORATE DEBT - took 6 months to find the corp debt page & how to pay back corp loans after reading endless forum garbage. A ONE page guide already!
7. REACTIVATE me please - once a beginner has the WILDEYES defense ready & begins to add offensive weapons - the game deactivates everything as soon as an offensive military unit is formed - (Usually after war is declared). WARN ME PLEASE! Same with not enough military bases. garrisons are suddenly no longer deployed - tedius to have to redeploy from scratch after every nuclear strike. Suggestion change below on IV. d.
8. MAIN COUNTRY - When Cimmmeria deactivated after i dropped war protection, I tried to unprotect ZANZIA to fight & make Cimmeria the main country. game said ZANZIA was to powerful & I watched the war woo hoo are we having fun yet?

WHERE IS THE RULE BOOK? -
> Thank goodness for WILDEYES guide. but where does it say: Your country needs pop or will deactivate etc.?
> took me 6 mos to figure out how to send a message from my country was sending via the main SIM page top right corner which no one reads).

TIME FACTORS:
A. Again - reactivation should not take a week to 10 days.
B. The War will start in XXX hours (when 18 WB countries declare on you each day, calculating where to send your fleet in advance is more than cumbersome - let the game provide the damned time already! (WILDEYES - I got rid of my 10 carriers at your instruction & now need them to deploy to 10 locations)
C. War protection blackouts - Suddenly you cannot attack an empire 10 times your size because they have 8 hours of protection. Once in war you cannot activate the same feature & with his 28 countries & fed mates refreshing the war 24/7 - you will forever be in war so you are finished.
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IV. WAR SUGGESTIONS:
A. POWER RULE: You can war on anyone at 75% of your power or above & up to 150% of your power. example - your war index is 4000 & you may attack countries at 3000 to 6000 power.

B. RETALIATION RULE: If you declare on a country, they have 24 hours to retaliate on you after the war is over (they can attack for 24 hours after war ends without declaring with any power level), If they use the retaliation & attack you, the retaliation rule then applies to your country as well.

C. AID - needs more thought - but you should be able to sell outside your fed at ANY price you want (Oil for $1.00 a barrel for example). Maybe this feature already exists & just needs to be written down?

D. LAND RULE - the amount of land you have is dependent upon population size. If you are attacked & pop destroyed, the attacker gains 10% of your destroyed population & his/her land size increases depending on his government type - (see G. below) Your land size decreases. If you are conquored,he gets everything. No more deactivation/ reactivation!!! If you cannot man your army, those extra units remain in position, (still in garrisons deployed), but are not used until pop arrives to man them. A simple power chart/ dashboard can show all this at a glance.

E. SPY SATS - If we are gonna go into space, lets deploy these - works for 2 hours & shuts down for 24 hours. Can have up to 5 spy sats. Also SPY SAT PROTECTION - shields you from Spy SATS by scrambling the signal again 2 hour life with 24 hour down time - max 5 available.

F. ANTI NUCLEAR DEF - These missles are expensive but can take out nuclear def batteries.
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GOVERNMENT RULES :::: Different Governments have different powers.

1. DEMOCRACY- makes money & weapons easily but attacks are level 1.0 & defense is level 1.0. Good for beginners, & for econ bail out.

2. FASCISM - Attacks & defends at 1.10% power level & weapons are replenished quickly at low cost, but oil & funds are exhausted quickly. If you run out of oil, for example, your army will shut down. Your fuel index should be visinle on a SPY SAT.

3. MONARCHY - Attacks & defends at 90% power, but retains 15% of population winnings if successful instead of 10%

4. PLUTOCRACY - Attacks at 70% power but oil & funds & pop growth gets a super boost - ideal after using Fascism to recover - for the emperor that feels 'safe' from retaliation & has a huge army.

5. Government Changes - Require 2 game months & Army size drops 5% upon change (costly).

6. WAR PROTECTION - Once your slaves reach a certain power - NO WAR PROTECTION. Blackouts are for babies~
nuff said - lets fight

Crossdale (Golden Rainbow)

Tuesday, May 18, 2010 - 08:18 am Click here to edit this post
Amazing:)...These are very good ideas.

BrokenAmbitions (Fearless Blue)

Wednesday, May 19, 2010 - 01:43 am Click here to edit this post
Very good idea's zanzia...
how long did it take you to summarize the cybernations wiki?

I played cybernations for years, was ranked in the top ten for ages, but then I realized i wasn't 14 anymore.

as for:

F. ANTI NUCLEAR DEF - These missles are expensive but can take out nuclear def batteries.

that being not something from cybernations, if we have anti nuclear defense missles why cant we have anti anti nuclear defense missles?

I do agree we should have the government aspect though however, it would have been much more clever to put your own spin on it. ;)

<3
Jess

White Darkness (Little Upsilon)

Wednesday, May 19, 2010 - 02:14 am Click here to edit this post
4. CRAP FACTORIES - beginners at lvl 1 are forced to build fruit companies & road maintenance that destroy their infant economy. Get rid of them! Automate fruit already.

I'll agree that the corp level requirements need to go.

Better still, just remove the level requirements and the scripting that injects supplies in the advent of a high shortage of a product.

If there's not enough fruit then...well...it'll get sorted out eventually.

CraftyCockney

Wednesday, May 19, 2010 - 12:13 pm Click here to edit this post
If you're short on bananas, you've only got to ask Laguna ;)

Laguna

Wednesday, May 19, 2010 - 08:40 pm Click here to edit this post
A kingdom for one of my bananas.

SolidSamurai (Fearless Blue)

Monday, October 11, 2010 - 11:45 am Click here to edit this post
GOVERNMENT RULES :::: Different Governments have different powers.

1. DEMOCRACY- makes money & weapons easily but attacks are level 1.0 & defense is level 1.0. Good for beginners, & for econ bail out.

2. FASCISM - Attacks & defends at 1.10% power level & weapons are replenished quickly at low cost, but oil & funds are exhausted quickly. If you run out of oil, for example, your army will shut down. Your fuel index should be visinle on a SPY SAT.

3. MONARCHY - Attacks & defends at 90% power, but retains 15% of population winnings if successful instead of 10%

4. PLUTOCRACY - Attacks at 70% power but oil & funds & pop growth gets a super boost - ideal after using Fascism to recover - for the emperor that feels 'safe' from retaliation & has a huge army.

5. Government Changes - Require 2 game months & Army size drops 5% upon change (costly).

6. WAR PROTECTION - Once your slaves reach a certain power - NO WAR PROTECTION. Blackouts are for babies~
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Let's change this up a bit to accommodate the existing system.

1. DEMOCRACY - Something like bonus profit contributions towards things like health and education and money in the coffers of the country itself. Social security generally needs to be higher to make people happy. Greater migration though too, so a population can grow quite quickly. IN AMERICA.

2. FASCISM - You can take supplies out of a corporation for free and then strip them of their base materials (expropriation). This is a job that can be done by government 'relief workers' and they can be placed as part of land units (provided you move the units to the factories of corporations); very useful for pillaging slaves. Instead of increased fighting level, fascist countries simply have greater military spending limits. Finally, you can reassign workers more quickly. Zieg hiel!

3. MONARCHY - You can tax higher - you can actually adjust income tax on the population as well as the tax on all corporations or be however specific you like. You also have greater population distribution limits among slave countries (so you can transfer over population more quickly). Ohoohoo my my (my text impersonation of baroque period nobleman :P).

4. PLUTOCRACY - Plutocratic nations can move and nationalize corporations at much less cost. They also jack up real estate growth - so that probably has some benefit on migration. Education and health care also grow more quickly and social security is allowed to remain a bit lower for 'good quality', but corporations must put down higher salaries to hire at the same speed and retain full production.

5. Instead of army size dropping (doesn't really make sense; there isn't going to be a rebellion with every change), just impose a fee based on percentage of current countries assets (to reflect lawyers attacking the courts with new documents, etc.). So a country that grows quickly but has very little hanging cash could collapse into debt in a split second.

6. Make black outs cost money and be bypassed - the presence of land forces can override black outs. Even if the air units can see what they are trying to bomb, a land force could radio directions like a control tower or flash the target with flood lights or whatever.
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For Anti Nuke Defence Missiles - how about 'hunter killer drone/satellites'.

They require 'technology' (check out my 'space suggestion' thread) and are a part of the space program, deployed by shuttles. They bombard from up above with cheap ammo, like heavy iron rods and they use GPS to crush immobile targets such as nuclear defense missile batteries. They can only carry a limited amount of ammunition - either that, or they attack very slowly and are quite inaccurate with multiple spy satellites to assist them.

I'm open to suggestions.


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