I want to give players a non-violent arm in international affairs. Espionage was supposed to have been that but there's no good way to balance it and make it fun and it almost felt separate from the game so I cut it out.
But trade agreements, infrastructure, loans, and embargoes? Those are things a beast player will need to get ahead and they're all weapons. Trade Agreements? Sure, they give both players money but what happens when one person wants to cancel it and the other doesn't and no expiration date was signed?
Infrastructure? Perfect way to make certain territory worth a lot more. You don't need to control all of North America when you can build infrastructure. Not only does infrastructure INCREASE the money the territory produces, but it gets cheaper to build infra in that territory as more is built AND each level of infra produces more than the last. It'd cost say, $50 for the first level and only add +$1 to the territory but the second only costs $45 and adds +$2 meaning for $95, you have a territory producing $4 instead of two different territories with the first level of infrastructure which costs $100. The third level? $40 and it goes on to $20. What can possibly go wrong?
After all, you're RICH! You have an army the Persians would be proud of so what can possibly happen? Your super-city is built square in the middle of your territory so no attacking armies can even get it right away and-
One nuke. That's all it takes. Your giant army? Just got a lot more expensive because your profit just shrunk incredibly. Not only that, but the destruction of your factories affects trade globally because trade is based on the average of the two nation's incomes minus distance.
Loans? Self-explanatory.
Embargoes? You can actually put an embargo up to 95% against someone you're trading with. Since trade agreements can't be canceled without consent of both players or without an expiration date, this will hurt a smaller economy a lot more than the larger economy.
War is still all too possible and real in IOT Rev II. Fighting an offensive war is costly. For instance, armies, navies, and all WMDs besides chemical weapons have a maintenance cost and sending your armies and navies (will be renamed fleets) costs 1 dollar each making waging war expensive. The defender isn't completely off the hook either. Defending, in the long run, is far more damaging to the economy. Battles fought in provinces cause economic damage. Not only that, but the each turn, that territory only produces money to pay off the damage. Infra isn't destroyed in battles but if it only produces $4 a turn and there's $16 of economic damage, it'll take four turns if the nation doesn't throw in money from the bank. Not only that, but the territory can't build more infrastructure until it pays off any economic damage.
This implies to actually moving armies into neutral territories so you do get more flies with honey than with vinegar. So, what's the point of going to war?
Damage is damage. If you don't intend to take any territory, going in and causing a ton of economic damage is the way to go. Economic damage is based on # of Defender Armies lost multiplied by the infrastructure level (unless the level's zero, in which case it's still 1). So, lose three armies defending in a battle in a territory with 1 infra? $3 million dollars. Lose ten armies defending in a battle in your super 10 infra city? $100 dollars.
War between a economic giant and small power is more or less the same as any IOT since the giant can afford to send in giant armies so how do two similar strength powers fight? Taking out loans can be a deciding factor in a lot of wars. You know what you can do with a $100 loan?
Build 50 armies or have enough money to maintain a 100 for a turn. You can can pay a 100 armies to attack with a $100.
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I got to go. Was going to write more but no time right now.