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| Grenval |
Posted: Apr 3 2006, 05:20 PM
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Newbie Group: Members Posts: 10 Member No.: 41 Joined: 3-April 06 |
I think war is essential to any nation simulation because, frankly, adjusting your budget is only so much fun.
The model I'm going to propose is simplistic and largely ripped-off from NationStates (although I will attempt to avoid some of its pitfalls). It is not the Tom Clacy -esque roleplay style that usually ends in some sort of "I have 3 billion trillion uber-l33t mechanized Bradley tank divisions." That's just stupid... Here's my idea. War will be between regions, and nations will be the military units. Nations will elect a leader of their region based on total region population support. At update whichever nation with the most support will become the region leader. This allows warring regions to send troops, in the form of nations, to the enemy region, elect a new region leader, and take control of the region. For example, Region X has a population of 10 nations. The region leader has unanimous support from all of the 9 other nations. But Region X is at war with Region Y. Region Y sends 11 nations, and 10 of those nations elect the 11th nation as the region leader in Region X. Thus the number of invading nations electing a leader in Region X is greater than the number of original, defending nations in Region X. Do you get the idea? In the event of a tie in the election, the original region leader would remain the leader. However, I do think the defending region should have an advantage to stop simple warmongering. Perhaps the region leader of the defending region can ban up to 15% of the national population for a period of up to two update cycles. That way, the region leader could stymie invading forces, at least for a time, allowing mobilization and more in-depth military strategy. These are just some thoughts. Let me know what you think. |
| zilko |
Posted: Apr 4 2006, 10:42 AM
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Administrator Group: Admin Posts: 556 Member No.: 1 Joined: 17-October 04 |
Not bad thoughts, but...
Let me point out some aspects that I am currently working on for v2. Regions will be self contained entities in v2 (a world of their own), with a character that suits the nations in it (things like era, and toggles for various aspects like military, events, etc). Interaction between regions under these conditions could be likened to Apples to Oranges. I am still working on the military model, but it will probably focus on a nation-to-nation paradygm (due to the population limits and era, army sizes will be fairly realistic [another reason for a population max]). You can see some of the ideas posted by viewing all threads in this forum. Keep posting suggestions, I like new ideas, and helping to develop the site can garner a contributer award (or ModelWiz or DevWiz awards for extreme involvement - Nilthreas, Dunlend and Solysp are early earners of these). |
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