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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How to fix the Naval part of the war engine

Topics: Suggestions: How to fix the Naval part of the war engine


Sunday, March 10, 2013 - 05:36 pm Click here to edit this post
Landlocked countries can't have navies unless they base them in an ally's waters... Just saying... Give all the waterside nations territory in the ocean. Keep the program simple and make the water "land" and the naval units would be similar to the stationary land to land cruise missiles but give it a different name so that the game programs read it as a seperate terrain feature and units to go with it but it will behave the same way as land units would on land. The navies could be moved around the same way bases are. Essentially they'd be like the already existing land based cruise units but they'd only exist in water. Of course this would also allow ocean navigation because you could only move so far per month and you want to find a direct course but may want to hide from enemy navies in international waters (which would basically be a giant span of all the unclaimed water that all navies could freely go through)


Sunday, March 10, 2013 - 05:40 pm Click here to edit this post
All the game mods would have to do is change a few function values and copy/paste existing scripts and edit them so they behave like an exception. Example: country land masses would be labelled "land1" allowing land units on them, while "land2" would be water, allowing only naval units. The land units wouldn't register the "land2" and if you tried driving into the ocean you'd have an error and it wouldn't go through. Just a thought :p


Sunday, March 10, 2013 - 05:53 pm Click here to edit this post
All countries can have navies regardless of their location or allies.


Sunday, March 10, 2013 - 06:30 pm Click here to edit this post
That's how it currently is but it contributes to the glitches and problems with the current war engine. Besides, it's more realistic and raises the importance of bordering an ocean. Geography should play a slightly bigger role in this game.

Jark Valiga

Sunday, March 10, 2013 - 06:49 pm Click here to edit this post
I should be able to construct a canal with my landlocked nation and other c3 s to the ocean from a lake next to my country


Sunday, March 10, 2013 - 06:55 pm Click here to edit this post
It would also give you an incentive to make an ally with ocean access or capture a c3 bordering water. It would force the community to be more interactive.


Sunday, March 10, 2013 - 06:59 pm Click here to edit this post
I agree that geography should be more important. Historically, coastal countries have various maritime advantages. There are some interesting ideas buried in this suggestion.


Sunday, March 10, 2013 - 07:11 pm Click here to edit this post
Plus imagine off shore oil rigs in international waters that could be bought and controlled by corporations and countries. These rigs would have high output and low cost making them worth fighting small conflicts over. And small islands could be useful for airfields, ports, and just overall political spice. This game needs more interaction and in-game politics. Ex: "I need a navy so I can be a global influence, perhaps we can make an agreement so I can base my navy in your waters?" or "relinquish those oil rigs in the northern ocean. They were wrongfully taken from their CEO owners by force" (oil rigs could be capturable which would add even more political and military conflict and complexity not to mention economically)

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