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#1 |
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Junior Member
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Thank mikey give us a good game first!
After occupy a city , the winner get nothing, only the "value" of the city. Can the winner plan one or more cottom field in the city ,depended on the city value? |
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#2 |
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Member
Join Date: Aug 2005
Location: 38"56'55.66 N; 92"19'30.45 W
Posts: 39
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That's a great idea, that we have to invest in the city we take over to get some geos back. Maybe we could get some geos initially from taking over a city to, sort of pillage
and plunder after the troops enter!!
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#3 |
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Senior Member
Join Date: Aug 2005
Posts: 304
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We need prizes for conqueroring. Also, we need taxes! And we need maintenance and improvement costs for our cities!
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#4 |
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Junior Member
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so sorry wrong to write "mickey" to "mikey".
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#5 |
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Junior Member
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i think it is a good idea, but maybe we could get the jewels on dayly basis? so everyone would be interested in keeping their cities as long as possible? i.e keep a city for a week and get a free nuke or something
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#6 | |
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Member
Join Date: Aug 2005
Location: Brisbane, Queensland, Australia (27°22'34.69"S, 152°59'18.54"E)
Posts: 96
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Quote:
But there should also be a tax involved in keeping a city running. It should be based on the amount of troops in a city. Although only if an army contains more than a certain amount of troops. |
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#7 |
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Member
Join Date: Aug 2005
Posts: 59
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I agree with the above comments. There should be a reward for the length of time holding a city - otherwise what's the point? I held a city for two hours yesterday - got a lot of my troops killed, lost the city, for what?
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#8 |
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Senior Member
Join Date: Aug 2005
Posts: 847
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There were a few topics about this and they found out it has a big problem.
The 'big guys' in the game would just be getting bigger until they are unbeatable. So the newbies would have no chance. So some also came up with the idea that instead of getting Geo's for holding a city, you'd have to pay for it. Just like in real life. But then again...it would be less fun to hold a city. I therefor go back to my idea(how arrogant) of heaving independent positive things for cities...like some cities having airports in the far future, others having harbours(both could deploy armies much faster or something). One city earns taxes from fishing, the other from oil, cotton and diamonds. When there's a bank system one city should get some rent. But if you give the big guys money for all the cities they hold they'll be multi-miljonairs in no time
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#9 | |
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Member
Join Date: Aug 2005
Location: Brisbane, Queensland, Australia (27°22'34.69"S, 152°59'18.54"E)
Posts: 96
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Quote:
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#10 |
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Administrator
Join Date: Jun 2005
Posts: 2,328
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Here's my thoughts:
- You will get income from holding cities. The greater the value of a city, the more income you will get. How much should this be? My thought is around 0.0001 Geos per value per day, meaning a city of 8,000,000 would earn you 80 Geos a day. - You will have to pay upkeep on your armies/troops. The more armies/troops, the more upkeep you need to pay. How much should this be? In terms of finances, what happens when someone runs out of money? (if they have a lot of armies, but no cities). The easiest way would simply be to let the money run negative, which would prevent them from purchasing more troops until they got it straightened out. However, this might lead to people quitting the game if they got too far negative. Thoughts? |
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#11 | |
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Senior Member
Join Date: Aug 2005
Posts: 847
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Quote:
If people get too far negative...how about being able to sell troops? Hmmm no it's got its problems...what about someone who just has a lot of armies in its homebase...he wouldn't get the money but still pay for the armies. Only pay for armies occupying cities and moving(last one preferable in oil or something). Else it wouldn't be fun building armies in your homebase. You would have to conquer cities right away and a lot don't want to. So? Good idea about only paying for occupying troops? |
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#12 | ||
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Senior Member
Join Date: Jul 2005
Posts: 459
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Quote:
I suggest you use more of your dynamic evaluations for keeping these in tension. The risk an occupier faces of being overthrown is related to the average power other players possess in terms of armies. If you make this average a determinant of the geo yield per capita, then the tension I describe will be constant as average power of players varies over time -- and you can tweak for that. Something like that. Quote:
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