I've been thinking about it and I don't think that simple military conquest should be the only means of expanding ones economy. So I was going to implement these ideas:
-"Stocks," This would be in a new section of factories called the "Economic Industry," and when you purchase it you will have to wait for about a turn and when it finishes you will get twice as much money as you invested back. Of course the number isn't set by you but it's the price of the "Stock."
-"Economic Level," Basically an upgradable level that can be upgrade from your economic industry factory. This level will sway how much money you get from your towns and factories ect.
-Instead of Units being captured by being attacked down to a certain health % you would have to build next to it for it to become yours. The system is this: When you attack a unit it will change to a neutral player, so niether the you or your enemy gain taxes from it. Until you build an "administrative center" next to the town will you be able to profit from it. I thought of this because in Europa people wait til the end of turns to capture towns to recieve the extra cash when in reality a town wouldn't be paying taxes unless you had a way of collecting and enforcing the taxes, and soldiers did not do this.
Also what should the victory conditions be? As of right now I've implemented a basic condition that checks when a capital is taken and if all Axis capitals are occupied then the Allies win and vica versa. Should there be an Atomic bomb victory?
I've also replaced both of Poot's systems with a very basic and lagless/leakless system that just slowly decays units that have 0 mana, exactly like my Civil War supply system. It might take more micro but at least now the map is virtually lagless...EVEN FOR ME :]...(That remains to be seen though in public testing
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