Andy | Wednesday, October 29, 2014 - 03:17 pm War Damage and Construction The amount of damage and construction that is needed to repair war damage is reduced (again). The amount follows other reductions in the cost of war. Also the computation of war index reductions as a result of war damage have been updated to reflect the smaller numbers. This change is already implemented and more can be expected as we keep reducing the cost and damage of war. Rebellions We have delayed the onset of rebellions. Rebellions will now occur if the country is occupied for 180 game months or longer. Rebellions occur in empires of 10 countries or more (unchanged from the past) but the chance is in fact not very large. If you have many countries, the chance will be low per country but as there are more countries, the chance it happens somewhere is growing with the size of the empire. This change will be implemented with the next game update, next week. Migration Migration is part of Simcountry for a very long time but is not very clear, hard to know what happens and not strong enough. This will be improved in the coming week or two. Migration depends on the situation in the country. If the economy is bad, welfare low and unemployment high, people are leaving. We have now added more factors to migration: - If salaries are very low and reduced under a level of 70, migration will start to increase. - If the country has severe shortages of materials, food and others necessary consumption products, the population will migrate in increasing numbers. They rather migrate than die of hunger in their own country. The migration numbers will show on the country home page. |
SuperSoldierRCP | Wednesday, October 29, 2014 - 04:07 pm Andy In C3 or PVP wars its become somewhat harder to gain the needed assets points needed to win. In C3 wars to gain the max points you need to do 6-7T in damage and in PvP this is much higher. In wars where there is no state corps it becomes somewhat limiting and difficult to win. In the resent PvP, An ally fought an enemy with no state corps. When all was said and done he had destroyed all forts/bases and cities multiple times but still didn't win. The Casualties losses where high but the assets damage was low. After painting, blowup all the targets (military and civilian) his war index was still short. I only bring this up because i know your hard at work to change the war game. I for one love the small steps that have been taken of late and would love to see them continue, i just wanted to bring this issue to your attention in case you where unaware. |
DickDastardly | Wednesday, October 29, 2014 - 05:31 pm I'm guessing this war you refer to SS was me with Jack. I noticed the WI wasn't falling but the reason I think was me buying 50 forts on immediate order. they don't show up till the turn but they must still be playing a part in the WI. |
Borg Queen | Wednesday, October 29, 2014 - 05:54 pm Andy, about the rebellions: Could you consider raising the number to 13 countries? As an econ Player you need 12 countries for max game level so effectivly you cant stay below in the long run. And as there is no lore-reason (or is it?) that would bring it in line with the fact that war Players only need 7 countries for max game level so they even have a buffer of 2 countries before rebellions happen as it is right now. |
Andy | Wednesday, October 29, 2014 - 06:32 pm As I said here: Also the computation of war index reductions as a result of war damage have been updated to reflect the smaller numbers. The damage you need to cause is now lower. What if higher game levels will require more countries? being in a higher game level, you will need to manage that. releasing countries or suffering some damage. |
Orbiter | Wednesday, October 29, 2014 - 08:23 pm it can takes years, literally, to make peaceful level 16, 12 countries, with rebellions? for years? would you reconsider? |