Hello again! Let's see what I can come up with!
@moopoo:
Those are not bad ideas, I can't think of anything to add on to them atm
However, I said I was going to post another idea, and I am, sure I should have put more thinking into the last one, but for some reason, I just don't feel like working my mind...
Here's one that I came up with while playing RevolutionDCM.
Abandoned: I was going to post this in the Revolution thread but decided I’ll post it here, and maybe there too. When marching through friendly lands, your troops are at risk of deflecting from your army and joining the locals. Also, when at war, your troops are at risk of flipping to the enemy side.
The first one would happen if, the friendly lands your troops are going through are not at war with your enemy or the enemy or your enemy, also, only if your empire as at unrest due to the war. So, if your troops are walking through an empire that has never gone to war and is not at war at the moment, then your troops are at risk, and even more so if there is any unrest in your empire due to the war. However, when this happens, it effects the local empire as well, your culture spreads in their land, also, local cities and towns(Improvements) get small pop booms after two turns. The local empire however, can get rid of that foreign culture, and the pop boom that comes with it, by sending troops to the area where the passing army men have deflected and ordering them to get rid of deserters.
The second one would happen if, your troops are overwhelmed by enemy troops, or you are the attacker and your empire is at unrest due to the war, and the enemy is within your lands. National loyalty reduces the chance of this happening, happiness, good culture, and religion. When overwhelmed, your troops are likely to flip to the enemy to avoid death, when this happens those units that flip are weak at 25% or less of their unit health.
When flipping because of unrest and invaders, your units near any enemy unit are at risk of flipping to the invaders, when this happens, the unit is never at more then 25% of it’s health, this can also cause cities to riot or town improvements to give defense to the invaders.
Here's one that just came to me, now this may have it's cons but I'm sure it's not that bad...
(Should have thought it through more.)
Now, Economy:
Gold trade is the same until economy (Tech)
Once you get economy, your money changes and is backed up by your resources.
The more gold, oil, gems, diamonds and other resources you have, the more your gold is worth. All resources up your gold worth but resources like gold and oil gives it the most worth. I.e. if you have 10 gold resources, and your trading with a nation with 3 gold resources, (were saying they have no other resources) then 1 gold (Money) from you is worth 3.5 gold of theirs. This makes the economy system a little more realistic and also increases the need for resource wars, like the war in Iraq. There would also be resource depletion were used resources run out over time, like units and cities use out oil, bigger cities more oil used. Gold is used out by your spending. Working and trading use cows out. However, if you don’t use a resource, it runs out ten times slower. This would be great in the modern age, when everything uses oil, you have to find another fuel or attack smaller weaker nations for their oil, and since your economy depends on the amount of oil you have, you will need to gain more fields as your nation grows.
Also, resource stocking up should add a bonus for your empire, like if you have 3 wheat, it gives what it normally would, and then plus 1 food? That way empires with abundant of resources will grow larger and other smaller nations will try to take their land.
But there should also be the possibility that your empire can become to reliant on a single resource, once this happens your people won’t want to work anything but that resource, it’ll give you more money, however, they will stop working on food and other resources, forcing you to import from other nations what you could be working on yourself.
Resources will have like a stock exchange to determine their worth; resources in high demand are worth more then something everyone has. I.e. Oil, being used by everyone for everything is worth 5 gold, so if you have an oil reserve your gold is worth 6 of that of a nation without it. Coffee on the other hand, something that everyone has and isn’t in that high a demand, is worth only .5 gold, so that if you have 2, your gold is worth 2 of that of a nation without.
The price for resources is set by the amount being mined and the demand for it, so if only you have coffee and everyone wants it, the price would be 10 gold worth.
There’d be a way to have other resources in high demand from cities, I just can’t think of a way at the moment, maybe like this, malls/supermarkets increase the demand for resources like coffee, silk, cow, and others, markets increase gems and silver and forges cropper and iron, with the amount demanded going up with the city size. Or something like that? Also, if you are the only one with a resource, you can set the price at which it’s worth, however, if your not, then a outside party sets the price, (Like an oil committee, deciding on what the oil price should be, non-player controlled) This would also make resource trading a more complicated matter. You wouldn’t want to spread your unique coffee beans around for anything less then oil! And it would also make getting vassals more important, so that they can give you oil for cheap or free. This would also change the trade routes between nations, for if you have a higher dollar then the nation your trading with, you’ll be making more money then he would from the trade route.
But there are also cons to this big market of resources, economic sabotage.
If your economy is well off, you stand to loss as much as gain.
For if you have a well off economy, your paying your people a considerable amount of money. But if you were to lose something valuable and your economy dropped, then your people will be unstable, you’ll start to loss money from trade you previously made a bundle on, your units will start to cost more then you had imagined and cities will start to riot as their living conditions drop as you are no longer able to supply all your cities with basics such as light and heat! This could cause a civil war to break out, so it’s best if you balance your economy on a variety of stuff, even try to lend off resources all together, but even still, your economy is always at risk.
Now, well, that’s it for now, I can’t think right now. And I’m not the best at giving myself constructive criticism to improve on this much, so…
This was supposed to be a big idea, but it turned out to be much smaller then I had thought, oh well.
What do you think? Good ideas or what?
Progress report?