War. This game is all about war. In real life war can happen, but it isn't a "I feel like attacking so I will". That is artificial war. IRL There is geo-politics, sanctions, seizures of ships... Those are Organic causes for war
I feel that is missing in this game. I am about to layout an entire rework and addition to this game for a SEPARATE game mode
*trade. First if all, scrap the trade system in place. No instant magical transfer of resources. There will be 3 ways to trade. Land, air and sea.
--Land trading:
-basic: send an offer to a neighboring country. Once it is accepted, your resources will be loaded into trucks from your capital go to the capital of the trading partner by truck. Then the money gets on a truck and makes its way back to your capital. This only works for neighbors
-complex: Let's say you want to trade with a land locked country that isn't bordering you. You would need to go through another person's territory. In order for that to happen the country must mark a trade route for your trucks to go through. That country can impose taxes (their choice for how much) to go through. That could mean a percentage of the resource or money going through and/or additional fixed tax of a certain amount of money. when you select a trade route it will tell you the taxes imposed in each route. Also, any troops stationed by the host country, or ally of a host country can seize the resource without starting a war. Though the trade route will be automatically canceled for future shipments. A host country can block some countries, while allowing other countries to ship through them. This adds strategic value to some locations. That creates tensions and possible sanctions
--air: similar to land with taxes. If the host country or allied country has fighter jets, they can also seize resources or money.
Carrier can intercept and redirect flights over water. Trading in air requires you to build transport planes. Each level of planes can carry more and go faster.
Lvl 1 is 1,000 resources or money at a speed of 5
Lvl 2 is 2,000 resources or money at speed of 6 and so on until level 7
Just like with ships units you can attach Jets to your planes. But if combat planes are crossing foreign territory that is not an ally or right of way it will be a provocation which we will get to later
*water territory claims: I will get back to sea trade, but this needs to be first. Any country that has at least one province (whether homeland or conquered) that is bordering a body of water can mark out an area of the sea that it claims. In order to do so each unit("x" amount of area) will cost them rare materials. The claimed area of the body of water is seen by everybody. It can extend far out to block shipping routes. The person with claimed water territory can impose taxes upon passing that territory Every day that the claimed area is not violated the country gets rare materials income proportional to the claimed land. If a military violation of the territory (including airplanes unless they are ferrying) happens (surface combatant or troop transport. subs won't count unless detected by host country) then the rare mat income won’t happen. The host will know which country, but not where the violation happens. The host country can allow countries to escort their shipments with combat ships through claimed sea, that will not be a violation.
trade-sea: if transport has a surface combatant it does not have to pay taxes, but if host has a surface combatant blocking the offending transport it stops moving when it sees the host surface combatant
Radar contacts will have a trade marking to distinguish between military and civilian
*demands
Demands are when a trade shipment that goes through land or water territory that is owned or claimed by someone else without taxes. This adds to diplomacy and bluffs and
*seizures/provocations
Only trade seizures of above 1000 of any resource count. This is to prevent gaming of the system by doing tons of small trades. Seizures
Can be done by any country ast long as it is in international space. Meaning if you had a combat jet that deal air to air damage than you could seize a plane shipment and re-route that to your home. Same as sea seizures, if you have a ship you can seize another sea shipment. If a shipment is protected then you have to destroy the escort before you can reroute a shipment.
(limit 3 per day)
*attacks
Attacking will start combat the usual way for ground units, but it is only for one attack. After the attack and defense attacking unit auto retreats without taking a penalty for retreating. (I don’t know how a ground attack won’t start a war by crossing into hostile territory, but I had to write that in)If air struck then anti air defenses work. If a ship attacks another ship, that ship that was attacked will fire back (instantly without taking the reduced attack when damaged), but only as many times as the first ship attacked. So the attacking ship when not in war will only fire once.
(limit 1 per day)
*surrender
This will make surrendering an option.
Surrendering will make you leave the game, but you get to keep the gold from victory points. What this will add to the game. This may seem weird, but this adds to diplomacy. You can make threats for your enemy to surrender. But you can only surrender in any game once per two weeks, This is to prevent abuses to the system.
To encourage trading each full trade (from sending resources to getting the money or vice versa) will give both countries 1 victory point.
how this will make you (the coders) money. Gold can be used for direct transfers of resources and money. Gold can be used to buy an extra attack or provocation.
P.S. this took a long time and effort to think about, plan, find ways to block abuses of system, and write. Please tell me what you think and modifications to this rework
I feel that is missing in this game. I am about to layout an entire rework and addition to this game for a SEPARATE game mode
*trade. First if all, scrap the trade system in place. No instant magical transfer of resources. There will be 3 ways to trade. Land, air and sea.
--Land trading:
-basic: send an offer to a neighboring country. Once it is accepted, your resources will be loaded into trucks from your capital go to the capital of the trading partner by truck. Then the money gets on a truck and makes its way back to your capital. This only works for neighbors
-complex: Let's say you want to trade with a land locked country that isn't bordering you. You would need to go through another person's territory. In order for that to happen the country must mark a trade route for your trucks to go through. That country can impose taxes (their choice for how much) to go through. That could mean a percentage of the resource or money going through and/or additional fixed tax of a certain amount of money. when you select a trade route it will tell you the taxes imposed in each route. Also, any troops stationed by the host country, or ally of a host country can seize the resource without starting a war. Though the trade route will be automatically canceled for future shipments. A host country can block some countries, while allowing other countries to ship through them. This adds strategic value to some locations. That creates tensions and possible sanctions
--air: similar to land with taxes. If the host country or allied country has fighter jets, they can also seize resources or money.
Carrier can intercept and redirect flights over water. Trading in air requires you to build transport planes. Each level of planes can carry more and go faster.
Lvl 1 is 1,000 resources or money at a speed of 5
Lvl 2 is 2,000 resources or money at speed of 6 and so on until level 7
Just like with ships units you can attach Jets to your planes. But if combat planes are crossing foreign territory that is not an ally or right of way it will be a provocation which we will get to later
*water territory claims: I will get back to sea trade, but this needs to be first. Any country that has at least one province (whether homeland or conquered) that is bordering a body of water can mark out an area of the sea that it claims. In order to do so each unit("x" amount of area) will cost them rare materials. The claimed area of the body of water is seen by everybody. It can extend far out to block shipping routes. The person with claimed water territory can impose taxes upon passing that territory Every day that the claimed area is not violated the country gets rare materials income proportional to the claimed land. If a military violation of the territory (including airplanes unless they are ferrying) happens (surface combatant or troop transport. subs won't count unless detected by host country) then the rare mat income won’t happen. The host will know which country, but not where the violation happens. The host country can allow countries to escort their shipments with combat ships through claimed sea, that will not be a violation.
trade-sea: if transport has a surface combatant it does not have to pay taxes, but if host has a surface combatant blocking the offending transport it stops moving when it sees the host surface combatant
Radar contacts will have a trade marking to distinguish between military and civilian
*demands
Demands are when a trade shipment that goes through land or water territory that is owned or claimed by someone else without taxes. This adds to diplomacy and bluffs and
*seizures/provocations
Only trade seizures of above 1000 of any resource count. This is to prevent gaming of the system by doing tons of small trades. Seizures
Can be done by any country ast long as it is in international space. Meaning if you had a combat jet that deal air to air damage than you could seize a plane shipment and re-route that to your home. Same as sea seizures, if you have a ship you can seize another sea shipment. If a shipment is protected then you have to destroy the escort before you can reroute a shipment.
(limit 3 per day)
*attacks
Attacking will start combat the usual way for ground units, but it is only for one attack. After the attack and defense attacking unit auto retreats without taking a penalty for retreating. (I don’t know how a ground attack won’t start a war by crossing into hostile territory, but I had to write that in)If air struck then anti air defenses work. If a ship attacks another ship, that ship that was attacked will fire back (instantly without taking the reduced attack when damaged), but only as many times as the first ship attacked. So the attacking ship when not in war will only fire once.
(limit 1 per day)
*surrender
This will make surrendering an option.
Surrendering will make you leave the game, but you get to keep the gold from victory points. What this will add to the game. This may seem weird, but this adds to diplomacy. You can make threats for your enemy to surrender. But you can only surrender in any game once per two weeks, This is to prevent abuses to the system.
To encourage trading each full trade (from sending resources to getting the money or vice versa) will give both countries 1 victory point.
how this will make you (the coders) money. Gold can be used for direct transfers of resources and money. Gold can be used to buy an extra attack or provocation.
P.S. this took a long time and effort to think about, plan, find ways to block abuses of system, and write. Please tell me what you think and modifications to this rework