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NATURES WRATH
All worlds
26 Oct 2015 23:28Link
Is there anyway you could create one Natural asset in each country (carrots, electricity, mobile devices, medical equipment) which would supply 100 X that country's need for that natural asset?
Then the ruler could sell the remaining asset on the market for a profit?
This might also provide competition for countries that hold a rare asset?
Which in-turn might fuel the want for War for that asset and in-turn fuel the need for protection from well established feds?
I know it's divisive, but for a game you do need at-least two sides playing.
GM. I applaud you in this creation of a virtual reality that could dwell in reality if there was nothing to lose.
I am witnessing a Sim harmony due to there being no need to fight another.
Maybe I am just blind from what goes on behind the open space of the forum...and sometimes the newspapers...I have not been on much due to fighting in other mediums.....But
Then the ruler could sell the remaining asset on the market for a profit?
This might also provide competition for countries that hold a rare asset?
Which in-turn might fuel the want for War for that asset and in-turn fuel the need for protection from well established feds?
I know it's divisive, but for a game you do need at-least two sides playing.
GM. I applaud you in this creation of a virtual reality that could dwell in reality if there was nothing to lose.
I am witnessing a Sim harmony due to there being no need to fight another.
Maybe I am just blind from what goes on behind the open space of the forum...and sometimes the newspapers...I have not been on much due to fighting in other mediums.....But
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Aries
All worlds
27 Oct 2015 03:04Link
Something like this would be interesting but I would add a few things to this to meet your goal.
1. Not every country holds the asset and no current player country does.
2. Countries with the asset cannot be purchased with gold coins.
3. The c3 country with the asset must be attacked at a minimum of war level 4.
4. Countries with the asset do not benefit from war level protection or temporary war protection.
Also, rather than adding supply to the market of an existing product, I would examine other possibilities for a benefit for holding the country.
1. Not every country holds the asset and no current player country does.
2. Countries with the asset cannot be purchased with gold coins.
3. The c3 country with the asset must be attacked at a minimum of war level 4.
4. Countries with the asset do not benefit from war level protection or temporary war protection.
Also, rather than adding supply to the market of an existing product, I would examine other possibilities for a benefit for holding the country.
J
Jonni
All worlds
27 Oct 2015 13:20Link
This has been discussed before.
I agree it would be a great addition, especially if it would stir up some more PvP warfare.
This feature is high on the priority list for the long term roadmap. At the moment most of our resources are going towards reaching feature parity and a common layout/design for all available platforms. Once this has been achieved it'll be much easier for us to add/change features rapidly.
I agree it would be a great addition, especially if it would stir up some more PvP warfare.
This feature is high on the priority list for the long term roadmap. At the moment most of our resources are going towards reaching feature parity and a common layout/design for all available platforms. Once this has been achieved it'll be much easier for us to add/change features rapidly.
J
jdlech
All worlds
18 Nov 2015 20:16Link
If I may make a suggestion, make natural resources dependent on the country.
It makes no sense that resources like coal, potassium, uranium, and lithium are equally available to every country regardless of terrain - all mountains or flat as a pancake.
Companies in countries with lots of mountainous terrain should produce more mine-able resources and less grow-able resources. Likewise, companies located near the ocean should produce more fish than in mountainous, landlocked nations.
The game can remain balanced because when one goes up, another goes down.
This would promote more world wide trading as well as PvP war for resources.
Good luck with your multiple platform programming. There's companies that end up spending forever on that and never getting on to anything else.
It makes no sense that resources like coal, potassium, uranium, and lithium are equally available to every country regardless of terrain - all mountains or flat as a pancake.
Companies in countries with lots of mountainous terrain should produce more mine-able resources and less grow-able resources. Likewise, companies located near the ocean should produce more fish than in mountainous, landlocked nations.
The game can remain balanced because when one goes up, another goes down.
This would promote more world wide trading as well as PvP war for resources.
Good luck with your multiple platform programming. There's companies that end up spending forever on that and never getting on to anything else.
D
Dubhthaigh
All worlds
17 Jan 2016 03:41Link
It might be fairer to existing empires, and also easier to code, if each continent were to provide resident countries with a unique combination of 2-3 natural resources. Owning one country on a continent facilitates access to those 2-3 resources, and obviously owning one country on all continents would entail access to all resources - encouraging expansion and colonisation (and tactical wars).
Only countries lacking war protection facilitate access to a continent's resources.
There may be e.g. 7 natural resource types in total, and empires gain certain bonuses from combinations of them. This might include, for example, bonuses to high tech corp production if your empire has access to Rare Earth Minerals, Silicon, and Aluminium Ore. You might find that two of those are available on one continent, but an outpost country is required on another continent to add the last.
Having unique resource points per country or terrain
Only countries lacking war protection facilitate access to a continent's resources.
There may be e.g. 7 natural resource types in total, and empires gain certain bonuses from combinations of them. This might include, for example, bonuses to high tech corp production if your empire has access to Rare Earth Minerals, Silicon, and Aluminium Ore. You might find that two of those are available on one continent, but an outpost country is required on another continent to add the last.
Having unique resource points per country or terrain
J
John West
All worlds
17 Jan 2016 04:42Link
Highly abundant resources such as aluminum and silicon and 'rare' earth minerals, are possibly bad examples of rare resources specific to particular regions. Perhaps resources such as bananas, coffee, (fish in coastal areas), are better examples. I would place bananas and coffee in middle continents to resemble the equator. I'm sure there could be more region specific resources, or maybe we could make up a few, because these are different worlds in the future after all. Perhaps something although unusual today but plausible in the future like penguin skins, or rather some sort of fictional politically correct arctic beast, can be utilized by luxury goods companies and only extractable in north and south areas of north/south regions. Howabout theres a huge presence of snowturtles and their tough shells are utilized for body armor or weapon grade components. Perhaps theres some sea creatures that are abundant enough for extraction only off
D
Dubhthaigh
All worlds
17 Jan 2016 05:28Link
I have no real preference as to what the resources would be called :-)
If we are hoping for the resources to have a tangible effect on the game - and thus encourage players to interact over them - then they will have to fit into the existing game mechanics, however. While hemp and 'spaghetti sharks' may thrive in some RL regions over others, I can't imagine any sensible or appealing way that might impact meaningfully within the wider strategy of this game.
I guess the resources can be called anything. So long as it's something that underwrites the existing industries, and may affect them with some measure of rational and convincing sense.
"Brevity is a great charm of eloquence." - Cicero. He probably would mention punctuation too, if he were here :P
If we are hoping for the resources to have a tangible effect on the game - and thus encourage players to interact over them - then they will have to fit into the existing game mechanics, however. While hemp and 'spaghetti sharks' may thrive in some RL regions over others, I can't imagine any sensible or appealing way that might impact meaningfully within the wider strategy of this game.
I guess the resources can be called anything. So long as it's something that underwrites the existing industries, and may affect them with some measure of rational and convincing sense.
"Brevity is a great charm of eloquence." - Cicero. He probably would mention punctuation too, if he were here :P
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Aries
All worlds
17 Jan 2016 06:26Link
I think Dub and I have a similar view that we care more about an additional that will add to game-play rather over realism. My view is that, rather than simply adding a new boon to everyone based on map location, these new resources should be earned and require some type of effort to retain. As I have repeated before, PvP requires more motivation and luckily it appears Jonni agrees that resources can be a tool for that.
J
John West
All worlds
17 Jan 2016 12:43Link
Maybe it wasn't obvious that I was joking, no I don't want sharks made out of spaghetti . .
J
jammiebrown1978 brown
All worlds
18 Jan 2016 02:58Link
Lmfao
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Aries
All worlds
21 Jan 2016 20:21Link
Another idea. Allow players to choose a bonus for an existing country they own. They must pay for it in gold coins. The bonus only applies if the player is war level 4+ and has removed war level protection. The bonus for that country, once paid for, applies permanently for that country for any owner as long as the current owner is war level 4+ and has removed war level protection.
K
kalap.007
All worlds
09 Feb 2016 14:27Link
For getting natural resources within a country, I suggest we can have some geological missions for exploring for geological resources. A Geological team can be set for each country and each year that unit can search and find out natural resources within the country. Since we are talking of countries here this can be an endless mission which can be done once every game year.On completion of the Geological mission the player can win certain mineral resource reserve which can be shown in a separate tab or index showing the natural reserves of the country.
For example, the player find a reserve having 1 billion barrels of oil. Then the natural reserve of the country will show it has only 1 billion barrels of oil in it , unless more reserves are found. Based on the minerals found the player would be able to create corporations for it's exploitation and need to keep a close watch on the reserve or get more reserves otherwise the corporation will s
For example, the player find a reserve having 1 billion barrels of oil. Then the natural reserve of the country will show it has only 1 billion barrels of oil in it , unless more reserves are found. Based on the minerals found the player would be able to create corporations for it's exploitation and need to keep a close watch on the reserve or get more reserves otherwise the corporation will s
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Aries
All worlds
09 Feb 2016 20:25Link
It is a nice idea but has some issue implementing into a long-running game with an established economy. Having a model where the resources are needed or your corporations don't produce, or close, would create havoc in world where thousands of corporations already exist that would need those resources and many more corporations require their production to produce their own products. Also, long-playing players have already established their empires and corporations and would be displeased with a new system that sets limitations on their empire and corporations.
A new system would need to balance the needs of the current economy while, at the same time, create incentive for competition for those resources. The system should be accessible in current countries but with a cost of removing game protections for warfare. It should also be a system of bonuses rather than one that places limits on what players do currently.
A new system would need to balance the needs of the current economy while, at the same time, create incentive for competition for those resources. The system should be accessible in current countries but with a cost of removing game protections for warfare. It should also be a system of bonuses rather than one that places limits on what players do currently.
K
kalap.007
All worlds
22 Nov 2019 14:10Link
Hi Admins,
I think , my idea of natural mineral resources allocations per country with new resources findings and having a resource base which I suggested in Feb, 2016 is currently in place in the natural resources tab per country.
Thanks a lot for implementing this idea.
I would like to ask for an award in GC for providing this idea in improving the economics of Simcountry and making the game play more challenging.
Would wait for an update.
I think , my idea of natural mineral resources allocations per country with new resources findings and having a resource base which I suggested in Feb, 2016 is currently in place in the natural resources tab per country.
Thanks a lot for implementing this idea.
I would like to ask for an award in GC for providing this idea in improving the economics of Simcountry and making the game play more challenging.
Would wait for an update.
A
Andy
All worlds
22 Nov 2019 14:47Link
Dear Kalap,
I think thay 50% of all game features are based, at least partially on players ideas.
This feature, was decided upon a very long time ago. Some of us wanted it from the start, but we did not have the resources to make it.
There are many players who asked for it and the same goes for many other features, added recently and also long time ago.
It was a good idea from the start but only recently we have invented a way to develop it more quickly than anticipated before.
The feature had a second part, also on the list from the start.
It will enable players to search the worlds for resources and when they find them, they will own the right to mind them.
This was published on the forum before and never implemented.
Thank you for thinking about improvements and caring about the development of the game.
I think thay 50% of all game features are based, at least partially on players ideas.
This feature, was decided upon a very long time ago. Some of us wanted it from the start, but we did not have the resources to make it.
There are many players who asked for it and the same goes for many other features, added recently and also long time ago.
It was a good idea from the start but only recently we have invented a way to develop it more quickly than anticipated before.
The feature had a second part, also on the list from the start.
It will enable players to search the worlds for resources and when they find them, they will own the right to mind them.
This was published on the forum before and never implemented.
Thank you for thinking about improvements and caring about the development of the game.
K
kalap.007
All worlds
22 Nov 2019 19:58Link
Thanks a lot Andy.
Do we have any timeline when new resources can get discovered per country.
Do we have any timeline when new resources can get discovered per country.
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Andy
All worlds
29 Nov 2019 15:23Link
I just placed a message on this in a new discussion.
It will take place next week.
It will take place next week.