As you may know, BB has expressed concerns with balancing. However, he has come up with a solution, and has asked me to inundate you all while he works on tweaking and perfecting. First, I should note that everyone should erase their starting army, buildings, and stats. So, here we go.
First, let's talk about population happiness. All nations start with a base of 50% population happiness. Military battles and changes in economy can effect this base population happiness. Certain buildings also affect happiness. These buildings add a 5% buff to the total, which is tracked separately. Base population happiness cannot exceed 100%, but the buff can. Having 75% or greater population happiness grants you a bonus PP. Having 100% population happiness grants you a second bonus PP. However, having 25% or less population happiness gives you a negative PP, and having 0% population happiness gives you a second negative PP. If your population happiness remains at 0% for too long, your populace will revolt against you. Furthermore, at 100% population happiness, a spy will never defect. At 50%-99%, the spy has a 25% chance to defect. At 1%-49%, the spy has a 50% chance to defect. At 0%, the spy has 75% chance to defect. If a spy defects, the nation being spied upon gets a spy report of basic operations of the spying nation, and gains the spy as a unit.
Next, let's talk about army morale. Army morale is pretty self explanatory. Soldiers with army morale of 100% will fight to the death and neither offer nor give quarter, except when ordered to. Soldiers with army morale of 75% or greater but below 100% have a 25% chance to disobey orders they question (suicide missions, surrendering, taking prisoners, etc). Soldiers with army morale above 25% but below 75% have a 50% chance to disobey orders they question. Soldiers with army morale of 25% or below but above 0% have a 75% chance to disobey orders they question. Soldiers with army morale of 0% will become an NPC army that does what it thinks it should, and disregards any order it doesn't like. If army morale remains at 0% for too long, the army may turn on the government.
Now, let's talk about some new units and buildings to be added.
Now, as a note, the effects of any one building do not stack if a duplicate building is built on the same territory. For example, having two Barracks on the same territory is the same as having one Barracks on that territory, but having two Barracks on two different territories does stack. This applies to all buildings.
Now then, everyone is going to need to reassign their starting points now that military, economy, and culture are all viable stats, and then use them to determine starting armies and buildings. For every one point in a stat you place, you get 100 PP to spend on things from a specific list, as below:
Military Units You Need 1 Military to Buy
Militia Infantry
Assault Infantry
Towed Howitzer
Militia Technical
Armored Multirole Transport Vehicle [Transport Truck]
Infanty Mobility Vehicle (MG) [Scout]
Transport Ship
Landing Craft
Scout Drone
Utility Helicopter [Transport Helicopter]
Truck
Freight Transport
Military Units You Need 2 Military to Buy
Missile Infantry
Support Infantry
Propaganda Officer
Light Tank
Towed Rocket Artillery
Towed Point Defense
Towed Anti-Tank Gun
Towed Anti-Personnel Gun
Infanty Mobility Vehicle (TOW) [Scout]
Infanty Mobility Vehicle (SAM) [Scout]
Armored Personnel Carrier
Frigate [Light Warship]
Armed Drone
Fighter
Strike Fighter
Multirole Helicopter [Combine Helicopter]
Military Units You Need 3 Military to Buy
Medic
Mechanized Infantry
Medium Tank
Towed Anti-Air
Mobile Howitzer
Mobile Point Defense
Destroyer [Medium Warship]
Submarine
Bomber
Attack Helicopter
Military Units You Need 4 Military to Buy
Infantry Fighting Vehicle
Mobile Rocket Artillery
Mobile Anti-Tank Gun
Cruiser [Heavy Warship]
Refuel/Radar Plane
Military Units You Need 5 Military to Buy
Commando
Mobile Anti-Air
Armored Howitzer
Armored Point Defense
Armored Multirole Transport Vehicle (RADAR) [Mobile Radar]
Aircraft Carrier
Gunship
Military Units You Need 6 Military to Buy
Heavy Tank
Armored Rocket Artillery
Armored Anti-Tank Gun
Command Mech
Assault Mech
Military Units You Can't Start With
Powered Infantry
Towed Ballistic Missile Launcher [Towed SCUD Launcher]
Towed Laser Artillery
Towed Railgun
Mobile Ballistic Missile Launcher [Mobile SCUD Launcher]
Mobile Laser Artillery
Mobile Railgun
Armored Ballistic Missile Launcher [Armored SCUD Launcher]
Armored Laser Artillery
Armored Railgun
Armored SAM Artillery
Mobile Base
VTOL Assault Craft
VTOL Artillery Platform
Turtle Ship
VTOL Dropship
VTOL Heavy Dropship
HALO Fighter
Variable Fighter
Orbital Defense Platform
Laser Kill Satellite
Kinetic Kill Satellite
Light Spaceship
Medium Spaceship
Heavy Spaceship
Buildings You Need 1 Economy to Buy
Small Airbase
Large Airbase
Port
Training Center
Basic Factory
Agriculture
Buildings You Need 2 Economy to Buy
Military Shipyard
Industrial Center
Buildings You Need 3 Economy to Buy
Recruitment Office
Trade Center
Mineral Extraction
Buildings You Need 4 Economy to Buy
Armor Factory
Artillery Factory
Vehicle Factory
Avionics Factory
Naval Parts Factory
Buildings You Need 5 Economy to Buy
Transportation Infrastructure
Buildings You Need 6 Economy to Buy
Research Center
Buildings You Need 1 Culture to Buy
Recreation Park
Barracks
Buildings You Need 2 Culture to Buy
Entertainment Center
Local News Station
Buildings You Need 3 Culture to Buy
Food Distribution Center
Monument
Buildings You Need 4 Culture to Buy
Hospital
National News Station
Buildings You Need 5 Culture to Buy
Historic Site
Memorial
Buildings You Need 6 Culture to Buy
Religious Center
Intelligence Agency
Buildings You Can't Start With
Space Elevator
Space Station
Launch Pad
Military Academy
Orbital Parts Factory
Chemical Plant
Biological Research Facility
Radiological Center
Nuclear Reactor
First, let's talk about population happiness. All nations start with a base of 50% population happiness. Military battles and changes in economy can effect this base population happiness. Certain buildings also affect happiness. These buildings add a 5% buff to the total, which is tracked separately. Base population happiness cannot exceed 100%, but the buff can. Having 75% or greater population happiness grants you a bonus PP. Having 100% population happiness grants you a second bonus PP. However, having 25% or less population happiness gives you a negative PP, and having 0% population happiness gives you a second negative PP. If your population happiness remains at 0% for too long, your populace will revolt against you. Furthermore, at 100% population happiness, a spy will never defect. At 50%-99%, the spy has a 25% chance to defect. At 1%-49%, the spy has a 50% chance to defect. At 0%, the spy has 75% chance to defect. If a spy defects, the nation being spied upon gets a spy report of basic operations of the spying nation, and gains the spy as a unit.
Next, let's talk about army morale. Army morale is pretty self explanatory. Soldiers with army morale of 100% will fight to the death and neither offer nor give quarter, except when ordered to. Soldiers with army morale of 75% or greater but below 100% have a 25% chance to disobey orders they question (suicide missions, surrendering, taking prisoners, etc). Soldiers with army morale above 25% but below 75% have a 50% chance to disobey orders they question. Soldiers with army morale of 25% or below but above 0% have a 75% chance to disobey orders they question. Soldiers with army morale of 0% will become an NPC army that does what it thinks it should, and disregards any order it doesn't like. If army morale remains at 0% for too long, the army may turn on the government.
Now, let's talk about some new units and buildings to be added.
- Local News Station: When the owner either loses or gains population happiness, they may choose to activate a Local News Station. If population happiness would be lost, reduce the loss by 1%. If population happiness would be gained, increase the gain by 1%. Each Local News Station has a cooldown of seven days.
- National News Station: In addition to the ability of the Local News Station, the player may choose to activate it instead to attack another nation's population happiness. A successful attack results in -5% population happiness for the attacked nation. Each Nation News Station has a cooldown of ten days (or seven if using the ability of a Local Radio Station).
- Propaganda Officer: A unit that travels with the army. If a Propaganda Officer is present at a battle that results in a gain of army morale, the gain is increased by 1%. If he is present at a battle that results in a loss of army morale, the loss is reduced by 1%.
- Pamphlet Bomber: This unit is a re-purposed civilian transport. Instead of dropping bombs, it drops pamphlets intended to hurt the morale of the reader. This unit can be used either against military units or against populations. Pamphlets cause a loss of 1% to either population happiness or army morale (depending on the target).[BB says: pamphlet bomber isn't gonna be an actual unit. Transport helicopters and fright transports can perform this function instead.]
Now, as a note, the effects of any one building do not stack if a duplicate building is built on the same territory. For example, having two Barracks on the same territory is the same as having one Barracks on that territory, but having two Barracks on two different territories does stack. This applies to all buildings.
Now then, everyone is going to need to reassign their starting points now that military, economy, and culture are all viable stats, and then use them to determine starting armies and buildings. For every one point in a stat you place, you get 100 PP to spend on things from a specific list, as below:
Military Units You Need 1 Military to Buy
Militia Infantry
Assault Infantry
Towed Howitzer
Militia Technical
Armored Multirole Transport Vehicle [Transport Truck]
Infanty Mobility Vehicle (MG) [Scout]
Transport Ship
Landing Craft
Scout Drone
Utility Helicopter [Transport Helicopter]
Truck
Freight Transport
Military Units You Need 2 Military to Buy
Missile Infantry
Support Infantry
Propaganda Officer
Light Tank
Towed Rocket Artillery
Towed Point Defense
Towed Anti-Tank Gun
Towed Anti-Personnel Gun
Infanty Mobility Vehicle (TOW) [Scout]
Infanty Mobility Vehicle (SAM) [Scout]
Armored Personnel Carrier
Frigate [Light Warship]
Armed Drone
Fighter
Strike Fighter
Multirole Helicopter [Combine Helicopter]
Military Units You Need 3 Military to Buy
Medic
Mechanized Infantry
Medium Tank
Towed Anti-Air
Mobile Howitzer
Mobile Point Defense
Destroyer [Medium Warship]
Submarine
Bomber
Attack Helicopter
Military Units You Need 4 Military to Buy
Infantry Fighting Vehicle
Mobile Rocket Artillery
Mobile Anti-Tank Gun
Cruiser [Heavy Warship]
Refuel/Radar Plane
Military Units You Need 5 Military to Buy
Commando
Mobile Anti-Air
Armored Howitzer
Armored Point Defense
Armored Multirole Transport Vehicle (RADAR) [Mobile Radar]
Aircraft Carrier
Gunship
Military Units You Need 6 Military to Buy
Heavy Tank
Armored Rocket Artillery
Armored Anti-Tank Gun
Command Mech
Assault Mech
Military Units You Can't Start With
Powered Infantry
Towed Ballistic Missile Launcher [Towed SCUD Launcher]
Towed Laser Artillery
Towed Railgun
Mobile Ballistic Missile Launcher [Mobile SCUD Launcher]
Mobile Laser Artillery
Mobile Railgun
Armored Ballistic Missile Launcher [Armored SCUD Launcher]
Armored Laser Artillery
Armored Railgun
Armored SAM Artillery
Mobile Base
VTOL Assault Craft
VTOL Artillery Platform
Turtle Ship
VTOL Dropship
VTOL Heavy Dropship
HALO Fighter
Variable Fighter
Orbital Defense Platform
Laser Kill Satellite
Kinetic Kill Satellite
Light Spaceship
Medium Spaceship
Heavy Spaceship
Buildings You Need 1 Economy to Buy
Small Airbase
Large Airbase
Port
Training Center
Basic Factory
Agriculture
Buildings You Need 2 Economy to Buy
Military Shipyard
Industrial Center
Buildings You Need 3 Economy to Buy
Recruitment Office
Trade Center
Mineral Extraction
Buildings You Need 4 Economy to Buy
Armor Factory
Artillery Factory
Vehicle Factory
Avionics Factory
Naval Parts Factory
Buildings You Need 5 Economy to Buy
Transportation Infrastructure
Buildings You Need 6 Economy to Buy
Research Center
Buildings You Need 1 Culture to Buy
Recreation Park
Barracks
Buildings You Need 2 Culture to Buy
Entertainment Center
Local News Station
Buildings You Need 3 Culture to Buy
Food Distribution Center
Monument
Buildings You Need 4 Culture to Buy
Hospital
National News Station
Buildings You Need 5 Culture to Buy
Historic Site
Memorial
Buildings You Need 6 Culture to Buy
Religious Center
Intelligence Agency
Buildings You Can't Start With
Space Elevator
Space Station
Launch Pad
Military Academy
Orbital Parts Factory
Chemical Plant
Biological Research Facility
Radiological Center
Nuclear Reactor
Last edited by Rotaretilbo on Fri May 06, 2011 6:38 pm; edited 3 times in total