Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,195
Revisions, delicious revisions.
-Industry cap no longer applies to Espionage. Espionage is weak enough due to the low replenishing rate of agents that this should be fine. Also keeps NGOs from becoming near-invincible since they, lacking Industry, have no upper limit. NGOs still have the advantage of a higher replenishing rate.
-NGOs can have 5 missions per turn instead of nations' 3. This was implemented due to complaints from NGO players, and also gives them another specific bonus.
Given all the other ones have one I just reasoned it'd be fair.
In all likelihood, since I'd like to keep the systems the players are all running on to a minimum. Thus far we have:
-The standard country system
-The corporate city-state system
-The major NPC system
-The minor NPC system
-The corporation system
-The NGO system
Six sets of mechanics / behaviors already.
-Industry cap no longer applies to Espionage. Espionage is weak enough due to the low replenishing rate of agents that this should be fine. Also keeps NGOs from becoming near-invincible since they, lacking Industry, have no upper limit. NGOs still have the advantage of a higher replenishing rate.
-NGOs can have 5 missions per turn instead of nations' 3. This was implemented due to complaints from NGO players, and also gives them another specific bonus.
Do I really need a country? Ideally, OCP would be a floating company without defined borders beyond the buildings that make up our branches.
Given all the other ones have one I just reasoned it'd be fair.

On another note, if I am allowed to build branches, would the system still be 1*Profitability?
In all likelihood, since I'd like to keep the systems the players are all running on to a minimum. Thus far we have:
-The standard country system
-The corporate city-state system
-The major NPC system
-The minor NPC system
-The corporation system
-The NGO system
Six sets of mechanics / behaviors already.