| Monday, October 26, 2015 - 11:28 pm |
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 I am sure there has been a calm in Sim Country for years.
I have seen mans try and create Wars...Even recently Brother Aries spent so much time working out how to bring War to Sim Country.
You have shown us that if we are just left alone to do what we need to do to get through the day then we are happy little bunnies
But do happy little bunnies make a good War game?
Edit..I might edit this a million times as I have indulged in beer. My weekend was a wash out so I feel no guilt yet ;)
| Tuesday, October 27, 2015 - 03:04 am |
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.
| Tuesday, October 27, 2015 - 01:20 pm |
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.
| Wednesday, November 18, 2015 - 08:16 pm |
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.
| Sunday, January 17, 2016 - 03:41 am |
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 type might make implementation quite man-hour intensive, and could also alienate long-term players who draw a comparatively short straw in terms of their current country placement... Instead maybe there could be some kind of 'access' or 'power projection' attribute which modifies the intensity of any bonuses received. This could be determined by domination of supply routes (sea or air), and even country strength on each continent.
| Sunday, January 17, 2016 - 04:42 am |
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 the shore of some coastal areas like spaghetti sharks utilized by other food products companies. Maybe there's a terribly unclean wild dog that is multiplying out of control known as a silverwolf only seen patrolling in large packs around some mountainous regions that secretes silver in it's coat to clean itself, or used in the place of silver in electronic components. But unlike silver, this silver coat stuff is pure and requires considerable less processing than silver ore. A successful company can get 2x the output than a standard silver mine. Near an active volcano on a small island it is said there is a legendary large reptile beast where the average hunting company only pulls in about 4 or 6 radioactive hearts a year that is commonly used in stead of some comparable amount of weapon grade uranium. However these reptile beast hunter companies mysteriously suffer occasional bursts of lack of hiring. Have we had enough to drink tongiht?? no not yet? OK, howabout a plant that grows only in 2 regions but provides 1.5 times the amount of comparable crop (i.e. wheat) on other islands? We could give it some hot name like Fire Wheat. Grows 1.5x as fast as standard wheat ??? Howabout hemp?? Can we just grow hemp everywhere and use it for a wide array of things (i.e. in stead of cotton, plastics, oil, paper, etc)??? Naahh somehow I think snowturtles was more realistic a option than hemp. I could pull some more out from where I found those ideas, but you never really know what'll come out down there so you'll probably appreciate that I don't because I had chinese food last night ?? ?. . ..
| Sunday, January 17, 2016 - 05:28 am |
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
| Sunday, January 17, 2016 - 06:26 am |
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.
| Sunday, January 17, 2016 - 12:43 pm |
Maybe it wasn't obvious that I was joking, no I don't want sharks made out of spaghetti . .
| Monday, January 18, 2016 - 02:58 am |
| Thursday, January 21, 2016 - 08:21 pm |
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.
| Tuesday, February 9, 2016 - 02:27 pm |
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 shut down once the natural reserves are gone.
Countries already having mineral corporations can have those minerals it is mining as it's first natural resources with a proven reserve base. It needs to look for more of the same mineral before the stock exhausts after certain years.
At the start every country can start with a set of known resource bases including both mineral and agriculture. So countries tapping either of the resources can build specific corporations based on this.
For agriculture , there is no need to have resource exhaustion. Only all types of agricultural products would not be available to all countries. So it will lead to trading between countries. Some country would have more rice production while some other would have a better wheat production.
Similarly, all countries will not have all the minerals in their find coming again and again. Some country maybe rich in oil and natural gas and less richer in other resources.Others may be rich in gold and iron.Some others may have more reserves of uranium and lithium. Based on the resource reserves and profitability it would help the country whether it would build a mining corp or not. So though a country can get 10 or 12 mineral resources in it's geological find. It may not necessarily build a corp to mine all of those resources. It would only mine for those resources which would have a reserve that would last for many years, otherwise the investment would be a total loss.
| Tuesday, February 9, 2016 - 08:25 pm |
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.