[Complex] (7-NS) Late game supply to CS "projects"

Status
Not open for further replies.

Phosphoraptor

Prince
Joined
Feb 23, 2020
Messages
135
Counterproposal to (7-115) Supply cap rework
Since we are putting out our ideas for supply at the last minute I will also pitch in. This counterproposal will be completely different to the original, but will only address late game supply glut.

This proposal is a simplified version of my idea for late game unit number reduction. It is an opt in mechanic to exchange unit supply and costs for CS, so late game warring requires less clicks for players.
Currently late game wars can get tedious due to the sheer number of units and clicking, and have been causing players to stop playing at that stage. Being an optional building-style mechanic also means only players who need it will be affected.

This proposals mechanics should not be used by the AI, which do not suffer from tedium nor carpal tunnel, or players with little supply.

Proposal:
Adds some late game buildings (1 per player) that reduce supply and increase unit costs for increased CS. These are buildings instead of NW/projects so that they may be sold to remove their effects.

Corps Organisation
Unlocks at Metallurgy
Only 1 per player
900 :c5production: production
1 :c5gold: Maintenance (for selling)
+15% :c5strength: CS for all units and cities
-15% supply from cities and population
+15% unit build, upgrade costs and maintenance
-2 horses
-2 iron

General Staff
Unlocks at Military Science
Only 1 per player
1850 :c5production: production
1 :c5gold: Maintenance (for selling)
+20% :c5strength: CS for all units and cities
-20% supply from cities and population
+20% unit build, upgrade costs and maintenance
-2 horse
-4 iron

NCO Training
Unlocks at Ballistics
Only 1 per player
3000 :c5production: production
1 :c5gold: Maintenance (for selling)
+25% :c5strength: CS for all units and cities
-25% supply from cities and population
+25% unit build, upgrade costs and maintenance
-2 iron
-4 oil
-2 aluminum

Joint Command
Unlocks at Radar
Only 1 per player
3100 :c5production: production
1 :c5gold: Maintenance (for selling)
+30% :c5strength: CS for all units and cities
-30% supply from cities and population
+30% unit build, upgrade costs and maintenance
-4 oil
-6 aluminum

These are meant to be built like buildings and can be sold to remove its effects. The strategics costs are there to offset being able to have a higher proportion of your military be stronger strategic resource units, and to make it clear this is for players with lots of territory and units.

To limit work needed, all flavor text can be placeholders from wikipedia, all graphics can be just the icon of its tech.

Now, large empires can have an option to "scale down" their military in the late game to reduce macro, while having stronger units to compensate.

MAGI: Complex proposal, DLL and database changes, and new building artwork
 
Last edited by a moderator:
The buildings are automatically categorized as "National Wonder" because of the 1 per player limit.
 
So theres no way to have the thing be sellable and only be 1 per player?
The DLL will allow you to sell it if it has maintenance and no one-time buffs like free Population. Not sure whether the UI would provide the sell button, though, someone might need to custom code that.
 
Increasing strength concentration results in more than the figure seen in a one-tile one-unit system. Moreover in late game, player doesn't use all supply already. So there's just no risk high return for player.
 
Status
Not open for further replies.
Top Bottom