Why does NukeNES have any narrative at all? It was pretty clear to me from the moment of joining that it's a gamey game with gamey game objectives (i.e. elimination).
Thats fine. My issue is not plausibility, its balance. Losing at turn 2 isn't balanced in any way. That makes the issue worse, because if its about the narrative writing out the slow decline of your nation is fun. Its not fun to play though.
Again though, I want to point out that the emphasis is on country vs country combat. In regards to supply lines, there are reasonable concerns of it being unrealistic that I am willing to address. I am contemplating that units cannot be reinforced at the start of the turn unless in your national boundaries, and would implement that likely at the end of the Fall update.
I'm not hugely keen on this, because it just swings the scale the other way. Its not invasions themselves that are broken, its the first turn that is.
IMF regulations are coming this turn like I said, but if anyone has suggestions, I am more than happy to take them into consideration
Suggestions:
1) limit the amount you can borrow in the first turn of the war. If you're in a war then borrow as much as you want, but you shouldn't be able to borrow twice your income to dump all your money into launching one ridiculous assault. If the risk-free nature of the action is reduced then this is less of an issue.
2) regain stability for retaking cities and lose stability for losing occupied cities in the enemy territory. As it is, turning around the war does nothing for your stability. I turned the war around last time, but then I had a rebellion in my back. Once you get invaded you have a ticking time bomb in your back, which makes matters far worse. On the other hand the enemy gets a massive amount of stability for the first offensive and never really loses it. It makes a war of attrition impossible, because you can't bog them down - you're squatting on a stability-induced time bomb and they can sit there for as long as they want.
3) actual consequences for not paying back your loans. Mexico missed a debt repayment and literally nothing happened - whats the point of loans if nobody pays them back?
The fundamental problem is that actions like Mexico's in wars 1&2, Japans, and Indonesia's are consequence free. This kind of thing should be a gamble - a high risk, high reward strategy. As it is, there's no risk to it, there's no chance of losing anything. And then you keep doing it over and over and over again because worst case scenario you take three cities and kick them again when they're down.
<nuke> said:
No player has, at this point, funded an insurgency in their own country to fight back.
Nobody can. You lose so much in the first invasion that you can't spare any for anything else.
Also i swear Nuke I'm just going to write so many IF-ELSE contingencies in my orders i might as well write them in C.