noc, it was Sarcasm...
IN
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That's actually impossible to do, since to rule the world you would have to defeat all the players, and the game would die of inactivity as people stopped playing when one player was certainly going to win.nocbl2 wrote:The whole point of the game is to rule the world. How are players going to do that if the WU is on their backs all the time?
CivBase wrote:Each natural resource has the same value, so I fail to see how it would be unfair.
CivBase wrote:I wouldn't be offering the idea if we weren't already running into problems. He may as well just drop trade at this point because there's no strategic value in the current system. Forcing people to do mass trade spam slower isn't going to change the fact that it's still mass trade spam.
CivBase wrote:The math for the new system doesn't take much more time. If people aren't willing to put a minuscule amount of time and effort into improving their econ, then that is their loss.
CivBase wrote:You wouldn't have to overhaul the map. Just assign resources to territories, which should be pretty easy anyway. Territories would be pretty much randomly assigned their resources, but with higher concentrations of oil in the Middle East, wood in South America, coal in North America, etc.
CivBase wrote:I disagree. I've noticed this problem from the start, and now it's finally being addressed. The system I gave is just an example idea, but I want changes to the current trade system to be given serious consideration. This is supposed to be a strategy game, and I feel like econ is seriously lacking in that department (in much the same was as Failo Wars).
tiny tim wrote:Shows how much you know lax. I actually do like the WU. I actually kinda prefer playing politics with the WU and NPCs than just smashing everything. Plus this way I get to play politics and occasionally do some fighting.
dragoon9105 wrote:tiny tim wrote:Shows how much you know lax. I actually do like the WU. I actually kinda prefer playing politics with the WU and NPCs than just smashing everything. Plus this way I get to play politics and occasionally do some fighting.
Says the person who has a massive military? You only like the WU becuase rot likes the WU
Ruski wrote:dragoon9105 wrote:
Says the person who has a massive military? You only like the WU becuase rot likes the WU
So if I like the WU, then I most like it because Rot does? If I like chocolate ice cream, then I most like it because my best friend likes it? Just because he is an ally of Rot and Rot is a friend, doesn't mean he likes the WU because Rot is involved and likes it.
Because of the econ points system I suggested, having a majority of a single natural resource is counter-productive. A nation gets more points for having 2 food, 2 metal, 4 oil, 4 coal, and 4 wood than for having 16 oil. Because the worlds geography would create high concentrations of a single natural resource in an area, nations would have to trade in order to get the most out of their econ.Rotaretilbo wrote:If each resource has the same value, then what is the purpose of trading them, if you gain one but lose another? Each resource would have to have a separate purpose in order to make trade under your system worth anything.
A sanction is only effective when you can convince everyone to do it, including the independent territories. With the current setup, that is pretty much impossible. Two points is likely the most damage you will be able to inflict with sanctions, and by the time he's dropping nukes he'll likely have so much PP that it wont make a difference.Rotaretilbo wrote:There's nothing wrong with trade spam, as long as it isn't done in a way that not everyone will do, ala mass trade diplo. Trade will become important when people start imposing sanctions and such.
Imagine, for a moment, that everyone was trading with lax. Then lax dropped a nuke on the NAR. Now, imagine that a good deal of nations were upset, and imposed sanctions on him. Suddenly, lax loses 18 trade routes, but each member only loses 1. He instantly loses 2PP, whereas the rest of us might not even lose a single econ.
Just list them in your nation thread and when you make a trade agreement, alter the list accordingly.Rotaretilbo wrote:It is more complicated, if for no other reason than because the current trade system is a one variable equation, whereas yours is a five variable equation. You're talking about trying to keep track of and calculate the effects of five different resources, here. OB's third attempt at IN had a resource system like that. It was cool, but unrealistic.
So? It will take an hour, sure, but I'm sure BB has spent far more time than that on creating and maintaining this game. It wouldn't have to be done in a single night, either. Hell, I'll do it if you want.Rotaretilbo wrote:...You do realize that there are over 450 territories on the map, right?
1. It isn't overly complicated.Rotaretilbo wrote:With our current player base, creating an overly complex econ system would not only make BB's job even harder than it already is, but it would probably scare off at least half the players. I don't know about you, but I like it when there are a decent number of active players participating in a game. It makes things a lot more interesting.
The point is tiny tim is your b****.Rotaretilbo wrote:I would hardly call tim's unique a copy of mine. It's as much a copy as mine as it is of Bacon's, as the only prerequisite to be a copy is apparently being the same kind of unit, in this case, a tank.
Personally, I disagreed with tim's stat layout, and advised him to go econ or culture, given the kind of country he has stated he wants to be: a scientific one. For an alleged pawn, he certainly wasn't cooperative on that point.
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