- Joined
- Jan 11, 2009
- Messages
- 3,414
I found the loan bug you were mentioning - fortunately, the only thing that was bugged was the message, the loan itself is properly repaid. It will be fixed by next version.
It is always possible to cancel research. Just press the "cancel" button in the research tab. It is also always possible to cancel buildings constructing or upgrading, so this is a good way to start. Regardless, i am experimenting with adding two abilities to the economy tab: "cancel production" and "cancel all production". The first one will be targeted and clear the production of a stalled structure. The second will simply clear everything, in case you don't know what exactly it is that is causing the stall. We will see how it works.
You already have plenty of incentive to make someone your puppet - you gain 30% of all their income, which in the end is much cheaper than tearing down and rebuilding all their resource production. I can add the option of setting your puppets tax rate - this is a good idea since the master can "punish" his puppet with high taxes if he doesn't attack. The issue, however, is where those buttons will be shown. The best option would be to have a separate "puppet menu" in the diplomacy tab, which appears if you have a puppet. As for puppet "unrest", things get harder. You want this meter to be shown in the same multiboard as the tab governs - but there is no space in the diplomacy multiboard. No matter how i do, this meter will be hard to spot for both the puppet and master, and might complicate things further. It is hard to keep track of what "treating harshly" means in concrete terms. The ability to take over structures would make it even less likely for players to surrender, and programming it would be a nightmare the way the production system works. I am still open for discussion about expanded puppet options, though.
I played as Russia and chose Cold War and after a few seconds EU began attacking me but I can't produce any units because I ran out of money. I can't even cancel the units I'm training even in the things I'm researching. I tried exporting and loaning to my allied countries but they keep rejecting it. So I just watched my base die.
It is always possible to cancel research. Just press the "cancel" button in the research tab. It is also always possible to cancel buildings constructing or upgrading, so this is a good way to start. Regardless, i am experimenting with adding two abilities to the economy tab: "cancel production" and "cancel all production". The first one will be targeted and clear the production of a stalled structure. The second will simply clear everything, in case you don't know what exactly it is that is causing the stall. We will see how it works.
Cold War could be renamed to East vs West.
Personally I find the puppet-state mechanic to be too shallow. It's mostly a mercy option that makes the victor just give up land and resources for his efforts and for what? The loser has a major grudge on you, never helps you and just wants his liberation. And you can't quite liberate him because while you were fighting he was building up, you might even have accepted a surrender while his nation was still very much intact so you ignore his request, and he keeps nagging you and nagging you. Nobody is happy about it.
Some suggestions:
- Have a designated Government City, if you capture it that faction have disorganization (or lose the option to use policy, diplomacy and research menus) penalty and must either establish a new government elsewhere or surrender. (Its basically a unit you can only train one of)
- The master can decide tax on his puppet and also restrict tech and units at will.
- The master can even take possession over cities or resources. These things you take possession over are still remembered as belonging to the puppet so if he revolts they immediately are given back.
- The above actions cause discontentment in the puppet state much like unrest. However it starts already with high unrest and grows very slowly.
- You should also be able to help your puppet by giving things or "leasing him a city". Lifting bans and restriction decreases the resentment but not as much as you caused by the restriction in the first place.
Now the question comes, how should a revolution work? In my opinion it should be a option that is available to the player after say 15 min (given good relations) or if the master is treating the puppet very harshly. I would also add that a revolt caused by negative reputation should give the puppet some bonuses when breaking free. Either in form of resource bonuses or temporarily increased tech-speed or something like that.
You already have plenty of incentive to make someone your puppet - you gain 30% of all their income, which in the end is much cheaper than tearing down and rebuilding all their resource production. I can add the option of setting your puppets tax rate - this is a good idea since the master can "punish" his puppet with high taxes if he doesn't attack. The issue, however, is where those buttons will be shown. The best option would be to have a separate "puppet menu" in the diplomacy tab, which appears if you have a puppet. As for puppet "unrest", things get harder. You want this meter to be shown in the same multiboard as the tab governs - but there is no space in the diplomacy multiboard. No matter how i do, this meter will be hard to spot for both the puppet and master, and might complicate things further. It is hard to keep track of what "treating harshly" means in concrete terms. The ability to take over structures would make it even less likely for players to surrender, and programming it would be a nightmare the way the production system works. I am still open for discussion about expanded puppet options, though.