|
Post by NetherFreek on Jun 10, 2016 6:38:29 GMT
Perhaps we can do it as a seperate war, so we have tws, stws and this thing, lets call it cw (country wars).
This war will not only focus on the wars themself, but also on diplomacy, economy and culture (if not too complicated). So youll have a whole management. You get points for all factions which will determine the winner.
Remember that rome isnt build in one day, the first war will definitely end in salt. Also the money thing isnt quit balanced. Anyways, lets suggest rules.
Major differences with tws: *no turns, but your actions cost money you get. *focuseses more on economy amd culture them the TWs.
The shortcuts that i suggest: *Cw (country wars, since you control every facet of a country now) *M (money) *BP (battlepower, never change a winning team)
ECONOMY
First we have to determine how to get our income. Lets say its provinced based.
Rules: *You get 100 income per province each phase *You have a storage of 1000M *You need to state your income after each round, just like BP.
Optional rules: *You get 200 income when possesing your capital *You get 200 base income *Raise your tax for this round, get 50M per province but loose 10 Prestige
Techs: *Spend 100M and expand your income for 1 province with 25. (So you get 125 for that province from then on) *Spend 200M and expand your storage with 200M (1200) *Economy Techs are repeatable, you can research them more then once.
Diplomacy: In this war you can suggest threatues that cant be broken. there are 2 types of threaties: 1. NAP, non aggression pact. You cant attack them while this is lasting. 2. MDP, mutual defense pact. When you are attacked, every nation that signed this with you must help you defending when this threatie is lasting *More types of pacts optional*
How to propose them: I, (your country), want a NAP/MPD with (other country and quote author) for X rounds
WAR
I suggest to keep this BP wise sonce thats working perfectly. I dont know if storage is good in here.
AFTER EACH PHASE YOU GOT TO STATE YOUR BP
Buyable units (depends on ERA ofc no snipers in 200)
Unit 1: Name: BP at start: Costs: PP required:
Etc..
Example:
Unit 3: Name: crossbowman BP at start: 5 Costs: 30M PP required:3
Techs (also this depends highly)
*Unit 1 tech 1: Costs: Adds: (mostly BP, but perhaps sometimes also costs or PP?) *etc... *your troops can move on more province per phase, 300 M WAR SYSTEM:
Rules: *you got to state your BP after each phase *you put all your troops together to make it easy, so no need to know what you have recruted after you recruted it. *your troops can move 3 provinces each phase *attacking goes BP wise. *you need to succesfullly attack a province trice to get it. *you can only attack 5 times each phase
Loss calculations: Loss table WiP
Culture:
Help?
|
|
|
Post by NetherFreek on Jun 10, 2016 6:42:58 GMT
As for now we need to do the following things:
*Coppeling points to each thing *culture things *loss calculations (losing half of your army after one attack doesnr seem right to me) *Exoloting attack system with things as: Can you attack an unlimmited amount of times each phase? If so, you can actually wait for 12s so we should definitely turn the battles
|
|
|
Post by NetherFreek on Jun 10, 2016 6:51:38 GMT
Perhaps a thing to strategise troops (its pasicelly storage):
PP (population points)
Every province starts with 50 PP. Every unit requires and M and PP.
This will strategize them more. Like i said in the other thread, units can be usefull through
Pp needed (storage), low or high Costs (turns required to build), low or high Tech costs, low or high
Also there cant be a thing called movement. Since troops are added into a BP and PP pot, every battle you lose BP and gain PP back.
|
|
|
Post by Napoleon Bonaparte on Jun 10, 2016 6:52:26 GMT
Like the money idea, but I suggest we keep the base income a bit low (we can start the game by saying that the countries are just formed and economy is weak) then we slowly start to upgrade our base income and then as it is near full capacity we can upgrade the Central Bank?
Reading the rest of it.
|
|
|
Post by Napoleon Bonaparte on Jun 10, 2016 6:55:30 GMT
Perhaps a thing to strategise troops (its pasicelly storage): PP (population points) Every province starts with 50 PP. Every unit requires and M and PP. This will strategize them more. Like i said in the other thread, units can be usefull through Pp needed (storage), low or high Costs (turns required to build), low or high Tech costs, low or high Also there cant be a thing called movement. Since troops are added into a BP and PP pot, every battle you lose BP and gain PP back. shouldn't you keep PP as lost as well? Because the population died in the war of that specific area and then it can replenish in a few turns, that way no OP huge armies and from that province you can not recruit men (so if you're men died in a really big war you have to go for peace and table talk to make this more realistic (instead of going to the last man)) What I'm trying to say is that PP can be a vital asset (even more than your money for obvious reasons, people are valuable, not your money) so for example I'm playing as Pakistan, noe I got into a big fight with my allies helping as well, but the down side is that now my experienced soldiers are at the front so I don't have anyone to defend my key province (Karachi for example) so Karachi's population has deceased for example from 50 to 10 so now Karachi cannot be used as a area for recruitment but instead I'll have to look for any city else than Karachi (while Karachi population gets back up) I hope you get my point .
|
|
|
Post by NetherFreek on Jun 10, 2016 6:59:20 GMT
Perhaps a thing to strategise troops (its pasicelly storage): PP (population points) Every province starts with 50 PP. Every unit requires and M and PP. This will strategize them more. Like i said in the other thread, units can be usefull through Pp needed (storage), low or high Costs (turns required to build), low or high Tech costs, low or high Also there cant be a thing called movement. Since troops are added into a BP and PP pot, every battle you lose BP and gain PP back. shouldn't you keep PP as lost as well? Because the population died in the war of that specific area and then it can replenish in a few turns, that way no OP huge armies and from that province you can not recruit men (so if you're men died in a really big war you have to go for peace and table talk to make this more realistic (instead of going to the last man)) The problem of that is that a province can die out, and you cant recrute troops anymore. What we can do is: *you have a max PP of 50 per province. So if 6 you have a max of 300 PP. *Every turn you get 5 PP for each province added into total. *Can be extended through techs like Birth propaganda
|
|
|
Post by Napoleon Bonaparte on Jun 10, 2016 7:00:30 GMT
shouldn't you keep PP as lost as well? Because the population died in the war of that specific area and then it can replenish in a few turns, that way no OP huge armies and from that province you can not recruit men (so if you're men died in a really big war you have to go for peace and table talk to make this more realistic (instead of going to the last man)) The problem of that is that a province can die out, and you cant recrute troops anymore. What we can do is: *you have a max PP of 50 per province. So if 6 you have a max of 300 PP. *Every turn you get 5 PP for each province added into total. *Can be extended through techs like Birth propaganda check previous post, updated it.
|
|
|
Post by NetherFreek on Jun 10, 2016 7:07:51 GMT
I agree with you that its weird if your population wont become less after deaths. But there are also births which will let provinces PP grow.
So i think the best thing to do is:
*You dont gain PP back after battle *once spended, you cant get PP back *there is a PP storage per province, can be upped due techs *you gain a little PP per province each round, can be upped due techs
|
|
|
Post by Napoleon Bonaparte on Jun 10, 2016 7:25:09 GMT
I agree with you that its weird if your population wont become less after deaths. But there are also births which will let provinces PP grow. So i think the best thing to do is: *You dont gain PP back after battle *once spended, you cant get PP back *there is a PP storage per province, can be upped due techs *you gain a little PP per province each round, can be upped due techs agree to them, but population shouldn't get all the limelight as we're going for money as well, we actually want to see money get the attention (I think that way..)
|
|
|
Post by NetherFreek on Jun 10, 2016 7:53:49 GMT
I agree with you that its weird if your population wont become less after deaths. But there are also births which will let provinces PP grow. So i think the best thing to do is: *You dont gain PP back after battle *once spended, you cant get PP back *there is a PP storage per province, can be upped due techs *you gain a little PP per province each round, can be upped due techs agree to them, but population shouldn't get all the limelight as we're going for money as well, we actually want to see money get the attention (I think that way..) Okey, lets summarize it: We have 2 recourses, M and PP. You get M every phase per province, can be editted due techs You can store only a max amount of M, can be editted due techs You het PP every phase per province, can be editted due techs You can store only a max amount of PP per province, can be editted due techs. Not sure how to decrease PP related stuff. So we can only increase M related stuff: Loans, You can loan 100M, for 4 phases you got to pay 30 back. So 120M in total
|
|
|
Post by Desophaeus on Jun 10, 2016 8:37:15 GMT
This is basically GW but using money instead of production points. Hmm.... I think I speak for us all: we're too complicated as gamers, we gotta love strategic games so much we recreate a complex game on a forum when we could just set up an online computer-rendered TW for us to play. That's funny but true. It's a good sign of intelligence that we do live for complex games to satisfy our cravings.
|
|
|
Post by Napoleon Bonaparte on Jun 10, 2016 9:46:33 GMT
This is basically GW but using money instead of production points. Hmm.... I think I speak for us all: we're too complicated as gamers, we gotta love strategic games so much we recreate a complex game on a forum when we could just set up an online computer-rendered TW for us to play. That's funny but true. It's a good sign of intelligence that we do live for complex games to satisfy our cravings. GW didn't get that much attention as it was pile and pile and pile (did I mention even more pile?) This only looks like the standard war, here you use money in a decent way to keep your country in the game and PP so no one has 1000 infantries .
|
|
|
Post by Bismarck on Jun 11, 2016 15:37:49 GMT
I think we should be carefule with the acronyms. In GW, PP is production points :/
|
|
|
Post by Desophaeus on Jun 11, 2016 19:48:45 GMT
I think we should be carefule with the acronyms. In GW, PP is production points :/ How about.... Call this PP as pop instead to make it clear enough?
|
|
|
Post by Desophaeus on Jun 11, 2016 19:57:39 GMT
I agree with you that its weird if your population wont become less after deaths. But there are also births which will let provinces PP grow. So i think the best thing to do is: *You dont gain PP back after battle *once spended, you cant get PP back *there is a PP storage per province, can be upped due techs *you gain a little PP per province each round, can be upped due techs Realistically speaking, after a major war, it took DECADES for the population to recover. So really... the population used during a war was basically the pre-war population. I think it should be that the 99% of the population should be already pre-existing in the provinces before the TW starts, and the gain from per turn should not be a major factor whatsoever. Depletion of a nation's population was one of the major reasons why the German Empire surrendered in the WW1. So I don't see why it shouldn't be also a serious concern for TWs too. You run out, it's your fault. We could set up the population as to be something very high like 1 to 10 millions per province at the start of the TW. Second thought, it's unnecessary to track the miniscule population gains per turn in comparison to the large populations everyone has at the start. We could just drop the per turn pop gain idea to streamline the turn posting process for everyone. We need to be pratical about playing a TW.
|
|