A
Andy
10 Oct 2014 10:23
Link
In the past months we have announced in different ways, mainly on this forum that we intend to restructure the war game and move away from raiding or as we called it: "fake wars" into more player vs. player wars.
Several developments are already in place and the trend will continue:
1. The economy in Simcountry is today more profitable than before. It is easier to make your country profitable and with some effort, it can become very profitable. More is underway with corporations becoming more profitable.
2. The cost of war has declined. This trend continues for a very long period and is ongoing. Weapons and ammunition come at a lower cost, there is a larger war industry that is capable to produce what is needed. Corporations producing war materials can be very profitable.
3. The war game is already partially restructured and allows easier wars when you reach war level 7. This may be reduced to war level 6. With a next change, countries will move more quickly up the war levels and will join the pool of players that can participate in player vs. player wars.
4. New army features may improve the defending country auto defense. The main problem of player vs. player wars is that the defending player is not logged in while the country is being attacked.
If the country is more able to use its assets and defend itself more vigorously, the danger of waking up and discovering that your countries are gone will diminish. Blocking part of the day to prevent war at time you are not available, already reduced the danger.
5. we have also rewarded players who are removing their own war level protection by increasing their welfare index and the profitability of their economy.
6. We intend to make player vs. player wars more likely.
This will be achieved in two ways:
1. By a general increase of the risk of war.
In the past, Simcountry had no war protection and war was a major risk. We have later introduced the safe mode for the main country so players can secure their main assets. Temporary war protection that is used to protect all the other countries in the empire should be discouraged. It should remain an option but we will introduce incentives that may convince some players not to use it. These will be economic measures that will improve your economy and reduce your cost.
2. By the introduction of new incentives for fighting wars. There are possibilities to qualify such wars and add a fighting quality index that will increase the score of both sides. There are possibilities to reward the winner and there are possibilities to optionally prevent the takeover of a country at the end of the war.
There are examples. There will be more incentives.
New army features may improve the defending country auto defense. The main problem of player vs. player wars is that the defending player is not logged in while the country is being attacked.
If the country is more able to use its assets and defend itself more vigorously, the danger of waking up and discovering that your countries are gone will diminish.
Several developments are already in place and the trend will continue:
1. The economy in Simcountry is today more profitable than before. It is easier to make your country profitable and with some effort, it can become very profitable. More is underway with corporations becoming more profitable.
2. The cost of war has declined. This trend continues for a very long period and is ongoing. Weapons and ammunition come at a lower cost, there is a larger war industry that is capable to produce what is needed. Corporations producing war materials can be very profitable.
3. The war game is already partially restructured and allows easier wars when you reach war level 7. This may be reduced to war level 6. With a next change, countries will move more quickly up the war levels and will join the pool of players that can participate in player vs. player wars.
4. New army features may improve the defending country auto defense. The main problem of player vs. player wars is that the defending player is not logged in while the country is being attacked.
If the country is more able to use its assets and defend itself more vigorously, the danger of waking up and discovering that your countries are gone will diminish. Blocking part of the day to prevent war at time you are not available, already reduced the danger.
5. we have also rewarded players who are removing their own war level protection by increasing their welfare index and the profitability of their economy.
6. We intend to make player vs. player wars more likely.
This will be achieved in two ways:
1. By a general increase of the risk of war.
In the past, Simcountry had no war protection and war was a major risk. We have later introduced the safe mode for the main country so players can secure their main assets. Temporary war protection that is used to protect all the other countries in the empire should be discouraged. It should remain an option but we will introduce incentives that may convince some players not to use it. These will be economic measures that will improve your economy and reduce your cost.
2. By the introduction of new incentives for fighting wars. There are possibilities to qualify such wars and add a fighting quality index that will increase the score of both sides. There are possibilities to reward the winner and there are possibilities to optionally prevent the takeover of a country at the end of the war.
There are examples. There will be more incentives.
New army features may improve the defending country auto defense. The main problem of player vs. player wars is that the defending player is not logged in while the country is being attacked.
If the country is more able to use its assets and defend itself more vigorously, the danger of waking up and discovering that your countries are gone will diminish.