Game Mechanics

Discussion in 'Diplomacy DV' started by Reign, Apr 19, 2017.

  1. Reign

    Reign

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    Opinions?

    1. Trade Routes
    Instead of having to own an entire trade route to get the income it provides, you should get a percent of the income depending on how many provinces you have of the trade route. For example, if you have 2/4 of the provinces needed in the trade route, you would get 50% of the money that the trade would give you.

    2. Army Tax
    With army tax, it would cost 0.5 gold per turn for each unit that takes up supply. For example, if you had 500/500 supply used, you would be loosing 250 gold per turn. This might help prevent players from sitting around too long with a huge army while also gaining a lot of gold. When knowing that some people might rush as Byzantium or Crusader, it could stop the rushes by limiting their income if they make a huge army right away. Financial and Economic problems were also problems that these kingdoms and empires faced as well.

    3. Rise of China Upgrades
    Having the upgrade system be akin to China's would help in a lot of ways. We would have a more diverse range of units to use instead of just one branch of military like cavalry.

    4. Upgrade Importance.
    When knowing that people can rush as countries like Byzantium or any other powerful faction, their income would allow them to upgrade 5/5 or 6/6 very fast. This is quite unfortunate for smaller players that still have 2/2. I know this game isn't necessarily meant to be fair, but making upgrades not that severe, but at the same time useful, would be nice.

    #Pisa2017
     
  2. Djmarley

    Djmarley

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    1/2 Fully agree, would love to see these 2 get added.
    3/4 or just remove attack/armor upgrades alltogether, they don't really add much besides that you lose if you have less than the enemy anyway.
     
  3. ButtAirFly

    ButtAirFly Map Maker

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    New Patch is uploaded for the next day or two that will test an alternative upgrade system on the American server.
    1. Trade seems fine imo. It should be considered like continents in Risk and make people expand into certain directions.
    2. Imo the problem will be that people will sit around with a lot more cash and no army instead, It's better to somehow give benefits for warring or punishing passivity imo.
    3. + 4. Upgrades have issues, yes. At one point a few years ago I tried doubling all unit life, damage etc. to make upgrades less impactful overall, but that wrecked balance, so it got reverted. It would also be another option, though if it can be balanced properly.
     
  4. Djmarley

    Djmarley

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    The upgrade system does not seem to have properly been updated, yesterday after the patch ugrades were still costing gold and there wasn't a new resource or anything either.
     
  5. ButtAirFly

    ButtAirFly Map Maker

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  6. ButtAirFly

    ButtAirFly Map Maker

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    Should work now
     
  7. SCHUTZENTRUPPE

    SCHUTZENTRUPPE Emperor of Rome, Trebizond, And Epirus.

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    Maybe its time for an economic rework, the whole point of upgrades in the first place was to gain an advantage over your opponents, which isnt possible in this new patch. This patch also gives another issue: Too much money. Back then, money was spent on increasingly expensive upgrades, which stunted money buildup, but now, people reach 20k before the 1350s even hit. Too much money = not enough tactical spending (except when countering serfs). For these problems, i propose the following solutions:

    1. For the upgrade/resource problem: Provinces and wonders should give the new resource as income with a fixed amount. Possibly upgradeable costing the very same resource as a form of risk-filled investment so that smaller nations could catch up in the later stages.
    2. For the money buildup and accumulation: Reduce province income by 35%, but increase Head of State income by 15. This should speed up the early-game, but reduce the amount of gold savings that happens during the mid-game and possibly further encourage micro during the earlier battles.
    Let me know if there is anything wrong with these suggestions, or if you have a better idea.
     
  8. SCHUTZENTRUPPE

    SCHUTZENTRUPPE Emperor of Rome, Trebizond, And Epirus.

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    Out of all the areas in the game right now, Russia remains the poorest, most uncompetitive choice to start in. There simply isnt enough income to fight against someone with mideast, and contact with people owning it is very common. To this effect i would like to suggest the addition of a new trade route for Russia.


    Volga and Don trade route - +75 income - Requires Azov/Tana, Sarai, Ryazan, Suzdal, Muscovy.
     
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