Simcountry
Forum General Let make new ideas

Let make new ideas

S
SuperSoldierRCP (Little Upsilon)
30 Jan 2011 21:52 Link
War engine
Lvl 0 should remain the default
PvP warring should be allowed at 1-2 war levels
Winning a President war will instantly move you to the next level
You can only war
1-2
3-5
6-7
So on when those levels are available
(once you hit lvl 1 on FB your fair game to the hole planet...IT IS IT WAR WORLD! you dont wanna war dont war)
Federations and Common Markets

The easy fix here is let Fed have 5players. No matter how many countries they have.
Maybe have ally stances. You can add players to a list either Allied for Enemy. To Spur PvP warring maybe if you dec a player whos an enemy of your fed and win you gain 20GC on top of the win(or something to encourage player wars)

Common Markets
Should have 8players and price rates must be changed
Local-sells at best price
CM-best or something like 10 over Q
International- What ever you set

Space Trading

Some easy fixes can be done
#1 All goods should be sold for SC$
#2 Docks should be cheaper 200GC for a dock is outrageous 100GC is more reasonable
#3 Ships should carry more like 500K at least 15 Strategic bombs per trip
#3 To help space trading market failures need to be introduced. Every so often there will be a surplus and market failure at the same time. Each world should be different and 2 worlds should never see the same up/down.

EXP.,.due to the loss of a major oil reserve, global oil production is cut in half for the next 8months
@ the same time
After replanting cattle fields more cattle can be raised and corps see 50% more production for the next 12months

Mining, Food, Agriculture, Construction, and Services should be the only ones affected as they are the primary basis of the global economies. Something like this should happen every 2-5 game years depending on the world. every 2years for the slower worlds (an event every 8days). 5years for the faster worlds like LU(an event every 10days).

Having these failures and increases will make a lot of goods scarce or largely available allowing selling off or buying for both space and CEO/country strategic stock.
S
SuperSoldierRCP (Fearless Blue)
31 Jan 2011 08:17 Link
Space

Shuttles need to be increased from 300K to 1.5M space MINIMUM.

A shuttle(300K space) right now will carry
30Special Forces units
4000interceptors missiles
300K of veggies

A shuttle of 1.5M space would carry
180Special Forces units
20K Interceptor units
1.5M of veggies

Something needs to be done

I can buy 120,000units of interceptor ammo monthly it would take 5shuttle(one trip if the shuttles had 1.5M space). Right now it takes 30shuttles(one trip at 300K)
M
Mono (Fearless Blue)
31 Jan 2011 16:55 Link
Retail

Have a retail sector index, simular to health or education. For every "country need" corporation in the country the goods or services it provides return a higher index score (lower costs to retail outlets) and increases the sales tax the country receives (index linked).

Three types for example:

High street: 10 low level workers, 2 low level managers and a executive servicing the demands of say 5000 population.

Retail park: 300 LLW, 60 LLM and say 10 executives servicing the needs of say 50000

and Retail chain: 1000 LLW, 200 LLM and 20 executives servicing say 500000

Each type would "order" goods and services directly in a percentage ratio according to demand of the number of population.


Anyway something like that without doing any real math to it...

The country buys "lots" high St, Retail park or Retail Chain, puts aside the land with planning permission and the retail workers move in as the amount of workers are available or are trained?

This increases the retail/commerce index and recieves bonus for every corp related to country needs, say the food stuffs percentage of orders becomes slightly cheaper due to a food stuffs corp in country and the country recieves a "sales tax" revenue for the investment linked to the index 20% of goods and services "sold"

The country then needs to import less. Country needs would maybe need to recieve some profit for sales to the population, less then if via a retail lot.

Of the chuff sorry at work, just an idea that needs some real math put to it.
M
Mono (Fearless Blue)
31 Jan 2011 17:01 Link
Oh i forgot, this would give reason to some corps, wine, food stuffs etc etc

BTW I'm a noob so i might have it wrong, but it seems some corps are much more popular then others in an unblanced way. Retail index may balance the "other" corps a little with some clever math from someone far smarter and more time then me.
S
SuperSoldierRCP (Little Upsilon)
06 Mar 2011 22:09 Link
Retail

This would be a nice addition to the index's. It can be easily added under business and trade index.
(displays the following consumer items)

Item used - Amount used the past month - Sales in SC$

After all items it tells you the total amount of sales which then a set tax of lets say 10% is applied and added to the "Taxes paid by Corporations" on the FI index.
EXPAMPE

Fish - 93,102 tons sold = 492M sales
just to make this quick times 30types of consumer goods
----------------------------------------------
Total Sales = 14.8B
Income from sales tax = 1.48B

That’s only based on Fish at 100Q
So you could be making more then that. Plus higher Q goods would yield higher income AND higher salaries increase the spending = higher sale tax income (course the higher goods need a benefit like helping birth rates (cough). In total 370Q at 80M pop could easily make a country 10B a monthly boost profit.


Increased Weapons Production

Weapons corps make to little as is fighter Corp = 24planes a year. WHAT AM I SUPPOSED TO DO WITH 24PLANES!!!

I suggest upping production dramatically like 300%

Doing so corporations make 3times more weapons = 3times less players have to pay for them = 3times more when buying weapons monthly = more C3 wars for money (larger income)= more player wars = more economic benefits
E
Esq. Collin (White Giant)
08 Mar 2011 07:47 Link
It oddly seems like your spy idea was borrowed from supreme ruler 2020. Great Game, when flaws aren't included.
S
SuperSoldierRCP (Golden Rainbow)
08 Mar 2011 18:12 Link
it might have been i had a friend give me that idea and i know he plays almost every PC game known to man so i wouldn't doubt it lol
P
Psycho_Honey (Little Upsilon)
08 Mar 2011 19:39 Link
SimCountry too, is a great game... when flaws not included.

But I'll refrain from making that comment.
S
SuperSoldierRCP (Little Upsilon)
31 Mar 2011 22:28 Link
Government bonds

Bonds are just like a loan. Its payment date would be the same, gives higher interest income, and cannot be paid back early. Lets say so new players needs 5T instead of giving him a loan buy his bonds. Bonds biggest difference is it could be set to not affect the countries cash holdings. This could help stall the falling of the asset's ticker and the game auto blocking features.

Currently
Loans sit at 120months @ 30% interest = 150M a month
Bond would be 120months @ 60% interest = 300M a month

Should rates lower to 5% for loans
Loans sit at 120months @ 5% interest = 30M a month
Bond would be 120months @ 10% interest = 60M a month

So instead of a new player being 8T loans and 2T negative cash and being auto blocked from fixing anything. A player could give them a bond 10T(max) and help them to recovery.

Bonds would work like this

Player needs a (loan) so to speak
---Offers a bond to player----
Player accepts giving them a loan

Once issued the Player who offered the bond gets 5T to help there econ but doesn’t count as a loan so it would in fact give them extra cash to build what ever they need. Since bonds don’t count to the assets index 20T in bonds could wipe a slate clean allowing them to pay off all loans and have some cash left over all that happens is the next 120months they pay the interest and principle. For the reason of this alone makes bonds more helpful also for the player who owns bonds it would show on there assest index next to Shares Portfolio it could say Bonds Purchased _______amount.

Ill work more on this idea just wanted to throw it out there

Occupation forces

Just an idea been working on an alternative to war. ATM you have to kill 4% of the population of a country to win. I’m not saying war isn’t with losses but one reason people take a country is for the population. My suggest would be occupation unit can take over Cities or the Capital (Forts, factories, bases cannot be occupied). Moving one a City or (2) for Capital you should have an option that says occupy this target. If there are no garrisons you should be able to take over the selected target. This would count as killing the pop and lower the war index. Once occupied the occ unit is frozen to that location(sitting right next to the target) until destroyed or the war is one. Should the unit be destroyed the target Is back in friendly hands and the index raises. You still would kill pop at factories but less losses would be made allowing one to save some population.
S
SuperSoldierRCP (Little Upsilon)
28 Jul 2011 08:36 Link
Nukes have been harder and harder to make and buy yet they have been dropped in strength. I think this is wrong. I mean most countries use 50K troops to man 2bases. I suggest updating nukes.
Nuclear attack on a President war should have its own bar for the war index. Nuclear attack should be able to drop a War Index 30Points. Strats/Nukes doing 3 point loss… tacts/subnukes 2…Chems 1.

Also they need to be updated for the type of nuke

Strategic stay as is damage wise but can use airbase to increase range meaning with the right amount of planning they have global coverage. Fallout level stays at 3
Nuclear missiles range remain as is but do a level 3 fallout instead of 2
Sub nukes remain completely as is
Tactical nukes should be able to hit cities to maybe doing 50% capitals and 100% to cities. Also moving them up to a level 2 fallout

Chemical missiles should be allowed to hit any land unit. Like if they hit a Long Range Divison they kill a massive amount of population In the unit. Leave them at level 1 fallout
As you see chemicals do little damage because they hit the military. All nukes regardless make fallout doing more damage. Also if they all or even a few can be used in a sneak attack it add more of a first strike fell to them.
C
Crafty (Kebir Blue)
28 Jul 2011 11:59 Link
<!-Quote-!>Quote:

Super you are far too focused on nukes. lol <!-/Quote-!>

L
Laguna
28 Jul 2011 15:08 Link
N00ks make the world go round. It's true, I saw it in a movie.
L
Lorelei
30 Jul 2011 04:41 Link
No. Shoes do.