I see a global problem in the game : scarcity
There is always a problem of lake of ressources. Even with a big country, a big empire with multiple cities.
Is it really the problem IRL ? I mean, ressources is a good point to make international business and to choose some strategic goal. But the global market is always, more or less, empty of at least 1 or 2 type of ressources.
So, we have to make a really wise choice of what we do : research ? Building ? Armies ?
Most of the time we have to avoid a lot of things : nuclear, aircraft carriers, or even different types of infantry. Most of buildings are way to expensive (pb of oil or supplies), we never build any bunker and hospitals are luxury. I tell to my folk to not build recruit centers beyond level1. And we have to concentrate on a very little number of troops : 1 type of infantry, maybe not tanks, no artillery etc.
Have you ever heard of a military project cancelled because "sorry, we lake of gasoil to build this bunker" ?
I mean, there is a "queue" option in construction. What for ? We always lake ressources to build even 1 building at a time.
In a middle age simulator it would be ok, because it was a real problem in the past. But is it really the main problem in 2017 ?
I don't think our choices should be guided by this main issue. Our production should not be 75% empty when a player is connected,just because he lake of ressource to do what he'd want to do.
My solution : make the industry more efficient. Something like +50% at each level. That way, the progression of production will be slow and dependant of the player involvment, but worthy. The "colonies" will worth to develop. Actually I don't even build industry beyond level 2 because the payback is not worthing (except for rare and electronic). Also, a player who would choose to develop its "civil" production at the begining may have a big advantage at long term.
Once the this issue solved we will play real modern tactics.
There is always a problem of lake of ressources. Even with a big country, a big empire with multiple cities.
Is it really the problem IRL ? I mean, ressources is a good point to make international business and to choose some strategic goal. But the global market is always, more or less, empty of at least 1 or 2 type of ressources.
So, we have to make a really wise choice of what we do : research ? Building ? Armies ?
Most of the time we have to avoid a lot of things : nuclear, aircraft carriers, or even different types of infantry. Most of buildings are way to expensive (pb of oil or supplies), we never build any bunker and hospitals are luxury. I tell to my folk to not build recruit centers beyond level1. And we have to concentrate on a very little number of troops : 1 type of infantry, maybe not tanks, no artillery etc.
Have you ever heard of a military project cancelled because "sorry, we lake of gasoil to build this bunker" ?
I mean, there is a "queue" option in construction. What for ? We always lake ressources to build even 1 building at a time.
In a middle age simulator it would be ok, because it was a real problem in the past. But is it really the main problem in 2017 ?
I don't think our choices should be guided by this main issue. Our production should not be 75% empty when a player is connected,just because he lake of ressource to do what he'd want to do.
My solution : make the industry more efficient. Something like +50% at each level. That way, the progression of production will be slow and dependant of the player involvment, but worthy. The "colonies" will worth to develop. Actually I don't even build industry beyond level 2 because the payback is not worthing (except for rare and electronic). Also, a player who would choose to develop its "civil" production at the begining may have a big advantage at long term.
Once the this issue solved we will play real modern tactics.
Frexit
The post was edited 2 times, last by Kristovi ().