Economy Research

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    • Economy Research

      Has it been suggested before to add another layer to research, where players would be able to enhance resource production?

      Imagine a tab where you can improve/enhance overall and/or specific resource production, mobilization speeds for all and/or specific units, allow the mobilization of multiple units per city or even per building (mobilize infantry from army base while the air base pumps out choppers and the naval base churns out subs, for example), or even the ultimate economic boon: discover hidden resource nodes in provinces that don't have any.

      Naturally, the more beneficial a tech is, the more costly (in resources and time at least) it would be as well.
      "Any of you *uckin' pricks move, and I'll execute every mother*uckin' last one of ya!" - Honey Bunny
    • Yes, it has often be proposed but if i remember well, it wasn't interesting for them on a business side, and the technical cost was to heavy too.
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.