Occupied lands should be able to become a core/increase base output
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I come from playing Bytro's Supremacy game, this one is of course much different in a lot of ways, but when i took over my first bit of land i noticed: The base amount of resources you can get from it is 25% of its normal output, now I thought this would go away when i conquered all of their lands, it did not. So I looked into it, finding that no matter what the base output in ANY conquered lands stays at 25%. You can build buildings to increase that sure, but that doesn't feel right, it feels like the game is forcing you to build which costs resources you just conquered land to get or spend more gold on to get those buildings.
This is a circle effect, you conquer more land to get more resources, use resources to get more from that land but never do you get the full effect of that land no matter how much you want forcing you to conquer even more land and build more again. It's not very fun being punished throughout a game and having this wall stopping you from getting the most you can out of the land. Conquer more, build more, conquer more, build more, the game is forcing you into a rather boring pattern where your choices are almost detrimental to your gameplay experience.
I think over time or building specific buildings in occupied lands to increase your base resource gain wouldn't be a bad thing, occupation effects are there and its understandable, but they shouldn't last forever, over time occupied populaces should become integrated into their overlord's culture and people and those lands increase their base output over time.
Getting 25% of the resources for conquered land may be "something" as some people would say for conquering other territories but i feel like this is a wall for players, the fact that the only way to increase the resources your making in occupied territory is to build certain buildings still means that when I conquer a whole country it will never again be able to output its full resources again even if another nation comes in and conquers it back for their country, only if the province rebels does it get its full resource income again which i feel is wrong still, that % should go up over time, maybe over a long period of time, but to have it just cap at 25% that doesn't seem right.
Please tell me what you think about this idea?
4 Replies
9 Oct 2018, 02:57
If you try to play another sister game of Bytro Conflict of Nations you would be thankful that CoW is much much less tedious. Over there economy is drained to the extreme extent that it discourage you to build buildings that increase production or do research that's very expensive. Building military is also hard.
However the only map where CoW's economic production is an issue is the Antarctic dominion map, there's several giant AI country everyone have to conquer and getting the resource from the conquered territory is not gaining anything. It's the worst map for players who likes to increase economy.
9 Oct 2018, 04:17
AK140 wrote:
If you try to play another sister game of Bytro Conflict of Nations you would be thankful that CoW is much much less tedious. Over there economy is drained to the extreme extent that it discourage you to build buildings that increase production or do research that's very expensive. Building military is also hard.
However the only map where CoW's economic production is an issue is the Antarctic dominion map, there's several giant AI country everyone have to conquer and getting the resource from the conquered territory is not gaining anything. It's the worst map for players who likes to increase economy.
Well it's not like they can't set the base resources to increase over time of holding the territory to be only like 5% every week, which would make it so the player still needs to build resource buildings, with how they have the game setup it's almost entirely set on having to build resource buildings to increase that. But if it was only a base increase for holding the occupied land of about 5% every week, a LOT happens in a week at times.
That land may be recaptured and the timer reset even if the former player were to capture that land again, and if balance is an issue perhaps the base resource cap can be set to 50-60% maximum (60% being if you build a specific building in occupied lands) and wont go up any higher. Even then from 25% cap base resource output it would take 5 weeks to cap at 50% resource output and 7 weeks to cap at 60% with that building, making holding occupied land THAT much more important, see where i'm going with this?
9 Oct 2018, 12:06
DarkSpetznaz wrote:
AK140 wrote:
If you try to play another sister game of Bytro Conflict of Nations you would be thankful that CoW is much much less tedious. Over there economy is drained to the extreme extent that it discourage you to build buildings that increase production or do research that's very expensive. Building military is also hard.
However the only map where CoW's economic production is an issue is the Antarctic dominion map, there's several giant AI country everyone have to conquer and getting the resource from the conquered territory is not gaining anything. It's the worst map for players who likes to increase economy.
Well it's not like they can't set the base resources to increase over time of holding the territory to be only like 5% every week, which would make it so the player still needs to build resource buildings, with how they have the game setup it's almost entirely set on having to build resource buildings to increase that. But if it was only a base increase for holding the occupied land of about 5% every week, a LOT happens in a week at times.
That land may be recaptured and the timer reset even if the former player were to capture that land again, and if balance is an issue perhaps the base resource cap can be set to 50-60% maximum (60% being if you build a specific building in occupied lands) and wont go up any higher. Even then from 25% cap base resource output it would take 5 weeks to cap at 50% resource output and 7 weeks to cap at 60% with that building, making holding occupied land THAT much more important, see where i'm going with this?
Ummm, by the time 5 to 7 weeks come usually most people that can become large empires wont need those extra resources. I'm not sure about others, but building the buildings are a normal routine for me, by the time i grew large enough, i don't actually need to build more to increase production because my economy is highly stable, but i still pretty much do.
Although i admit your idea could be used for a new gamemode or roleplay concerning resource shortage.
14 Oct 2018, 20:03
How about this? If the occupied country has similar culture to yours (e.g. Chinese countries taking each other over, Germany and Austria, etc), and if you spend money on some new thing like diplomats who work to pacify the country, then the production gradually increases to 50% or 75% depending on how similar their culture is to yours.