Gamemaster...
Please give us some more econ structures.
Some more structures we can fan with your game money.
Roads - Make two levels of road. Econ and Military.
Military roads = 1 game point, movement factor 4x
Econ roads = 2 game points, movement factor 2x
Marketplace structures
Add Marketplace structure can now be built in Suburban provinces.
Market place structure creates xx money per turn
Add: Marketplace and stock markets can now be built in Cities.
Marketplace structure creates xx money per turn
Stock Market structure creates can have three levels creating 2x, 3x and 4x the money production for the cities marketplace.
Power plants - Can now be built in cities
Coal Power Plant - Increases arms industry production by 3x, Has a money per turn cost of xx, has a negative moral to city cost of xx
Nuclear Power Plant - Increases arms industry production by 4x, Has a money per turn cost of xx, has a negative moral to city cost of xx
Solar power plant - Increases arms industry production by 2x, has no money cost per turn, has no negative moral to city cost per turn
Farms - Create a certain number of farms provinces in each country.
Farms produce food
City population eat food at an xx rate per day.
Military unit eat food at an xx rate per day. (Create a table for the different units)
Moral penalty when foods value goes negative.
Penalty to military unit strength when food value goes negative.
City populations can go negative from lack of food.
Lack of food has a negative xx factor on arms industry production
Create some structures that will increase food production.
The population size of a city is used to calculate a production modifier for arms industry in that city.
The game needs some guns vs butter modifiers.
City defense units - Stationary
Cities should have a home guard units - Unit can't move and is stationed in the city. Allow for unit upgrade on tech tree. This unit will have a moral factor on the city it resides in.
Occupation Guard Unit - Captured cities should have a guard unit as well. This unit is required to keep order in captured cities. This unit will have a moral factor on the city it resides in.
Cities should have a home guard Flak Anti Air unit - Unit can't move and is stationed in the city. Allow for unit upgrade on tech tree.
"I'm a Banker, and not a Butcher"
Please give us some more econ structures.
Some more structures we can fan with your game money.
Roads - Make two levels of road. Econ and Military.
Military roads = 1 game point, movement factor 4x
Econ roads = 2 game points, movement factor 2x
Marketplace structures
Add Marketplace structure can now be built in Suburban provinces.
Market place structure creates xx money per turn
Add: Marketplace and stock markets can now be built in Cities.
Marketplace structure creates xx money per turn
Stock Market structure creates can have three levels creating 2x, 3x and 4x the money production for the cities marketplace.
Power plants - Can now be built in cities
Coal Power Plant - Increases arms industry production by 3x, Has a money per turn cost of xx, has a negative moral to city cost of xx
Nuclear Power Plant - Increases arms industry production by 4x, Has a money per turn cost of xx, has a negative moral to city cost of xx
Solar power plant - Increases arms industry production by 2x, has no money cost per turn, has no negative moral to city cost per turn
Farms - Create a certain number of farms provinces in each country.
Farms produce food
City population eat food at an xx rate per day.
Military unit eat food at an xx rate per day. (Create a table for the different units)
Moral penalty when foods value goes negative.
Penalty to military unit strength when food value goes negative.
City populations can go negative from lack of food.
Lack of food has a negative xx factor on arms industry production
Create some structures that will increase food production.
The population size of a city is used to calculate a production modifier for arms industry in that city.
The game needs some guns vs butter modifiers.
City defense units - Stationary
Cities should have a home guard units - Unit can't move and is stationed in the city. Allow for unit upgrade on tech tree. This unit will have a moral factor on the city it resides in.
Occupation Guard Unit - Captured cities should have a guard unit as well. This unit is required to keep order in captured cities. This unit will have a moral factor on the city it resides in.
Cities should have a home guard Flak Anti Air unit - Unit can't move and is stationed in the city. Allow for unit upgrade on tech tree.
"I'm a Banker, and not a Butcher"
The post was edited 1 time, last by JimmyMaestro ().