SonicTH said:Aaaaaarghlflsdhjfurbvujdiu! This is too complicated! I GIVE UP!
Including me. So Sonic just shouldn't make one.
Armies with global reach does wonders in keeping the game simple to manage.
However!
Due to the nature of military access, importance can be shifted to the seas. Navies would theoretically have global reach and be able to cut off any place (and logically the only way through a blockade is either permission or fighting the ships), so the importance of the canals militarily would be primarily in roleplay.
However, an economic value being attached to them would be very doable. Certain straits/canals would carry special economic bonuses of a sort. Canals/straits I have in mind are:
-Panama
-Gibraltar-Ceuta
-Suez
-Djibouti-Aden
-Malacca
Five fairly important chokepoints through which trade flows, and control of them naturally comes with benefits. Due to their small number, however, that is why I think NPC / UN control is best.
I think my statutes on the World Bank, IMF, UNPC, etc. were fine. They actually gave the UN some actual pull (and thus reason for players to remain active in it). Of course, some players (primarily Sonereal) didn't like how the UN "took over" diplomacy, but I don't think that's -my- fault. Say what one will of PF's manner of play, he had plenty of diplomacy going on and anyone else could have followed suit. The UN was not the be-all and end-all of diplomacy, due to the simple fact it could get gridlocked, and often was.
HOWEVER, the Constitution itself clearly needed some revision since some players were interested in purposeful derailment. The SCOTUN is an ingenious way to curb such disruptions, but I'll probably just streamline the Constitution a bit. While -I- didn't see a problem with the Home Issues clause, apparently it was favorable to blow it out of proportion.
Rather than adding trade units, I've come up with a whole swarm of ideas that punish warmongers. Trade is good to keep simple due to the sheer amount of nations involved in a typical MP; this is why I handle embargoes very differently between major powers and minor.
The trade tech, while valuable, definitely needs revamping; it was way too powerful. I will probably roll with there being a set percentage of world GDP in trade each turn, and where you stand in regards to the rest of the world's trade tech determines how much you get; it keeps the system competitive.
Will probably, to solve the problem of runaway techs, have regular stimuli and cap the rate one's tech can increase per turn.
To make things less complicated, probably will axe WMD and air altogether. Something something electromagnetic fields making high altitude stuff fall apart.
If anyone would like to submit national cast lists for important characters not already mentioned, it'll help my work once I finish my wrap-up and get started on the epilogue proper. Danke schoen.
If anyone would like to submit national cast lists for important characters not already mentioned, it'll help my work once I finish my wrap-up and get started on the epilogue proper. Danke schoen.