[MoHA] tl;dr: V2 Made Simple

Day 896, 17:48 Published in United Kingdom United Kingdom by eUK Home Office
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Since V2 could be coming any moment now, it's time for a condensed explanation of just what the update will mean. V2 will be a huge change in the game; a massive shift in game mechanics and a complete restructuring of some of the modules. But what are the specifics that the admins have let on?



New economic module


Time management

One thing's for sure - it's going to be a hell of a lot different to what it is now. Possibly the biggest change is the move to a 24 hour system - basically, you will get 24 'slots' to spend each day - instead of working and training each day. Another crucial difference is the addition of 'skill increase' areas for work skills - in the new module, this will be the library. In the admins' own words, it will increase your job skill faster, suggesting that you will still be able to increase your skill by simply working, as it is now. There will apparently be a cap of eight hours that you can spend on training, presumably to avoid government super-duper-tanks capable of wiping out absolutely everything in their path.


Happiness

Not my favourite new feature, happiness will be a bar that goes down when you work, study and presumably train, and goes up when you rest or spend time slots on certain pastimes. Lower happiness will generally mean lower productivity, both in working and increasing skills. It will be seperate from wellness.


Professions

Skills will also be somewhat different in V2. They will also increase in a different way - rather than a numerical 'skill value', there will be stages of proficiency that require a certain amount of points to meet. Anyway, I'll list the professions in V2 here:

1. Producers, that create one component of food and moving tickets.
2. Marketing managers, that create the other component of food and moving tickets.
3. Carpenters, that produce one component - roofs - for houses.
4. Architects, the produce one component of houses and hospitals.
5. Project managers, that produce a component of defense systems, hospitals, and moving tickets.
6. Builders, that produce one component of houses, hospitals and defense systems.
7. Engineers, that produce one component of all weapons.
8. Mechanics, that produce one component of all weapons.
9. Fitters, that produce one component of all weapons.
10. Technicians, that produce ammunition, which is presumably consumed during combat.
11. Raw materials workers. You can work that one out for yourself.

Basically, each commodity will consist of more than one component, each component being produced by a different profession. A filthy plot to make communists produce 'packaging'? Probably so. Skills will apparently transfer in some way to the new professions, so you won't be completely helpless on the day the new world changes forever. Obsolete companies, such as gifts, will also be converted into one of the new industries. How exactly that will happen, only the admins know.


Customisation points?

These will apparently exist, making commodities better in different aspects - for example, food may well have different attributes that increase your wellness and happiness. A thorough analysis after the module is released will be required to work out the most cost-effective combinations. Nevertheless, this will significantly change commodities in the game as well. Just make sure you know exactly what each attribute does before mindlessly spending customisation points on each company, especially since the attributes won't be able to be maxed out, period.


New military module


Map? What is this I dont even

Battles in the new military module will take place on some kind of map. From screenshots, we can see that it will be hex-based (6 sided tiles), and also turn based. The map will also have different terrain types - more on that in a bit.


PvP

Yes, you will fight directly against other players in V2. You have to initiate an attack when you are on an adjacent hex to them. There will then be a series of attacks until only one player is left - the other one will have to leave the battlefield, probably once they've fallen below the health limit for joining a battle - and the remaining player will be the victor, and receive rank points. Military rank will increase your effectiveness (chance to hit, I think); strength will be replaced by four military skills.


Wait, what?

Yes, there will be four, rather than one, military skills in V2. Each military skill will require a different type of weapon, be effective against a different unit, and receive a bonus in a different terrain type. In short:

Tank beats infantry beats AA beats helicopter beats tank.


Rank point

You receieve more for beating better people in PvP. Kthx.

On a different note, here's the


Terrain


Plains
Hills
Forests
Rivers
Lakes
Bridges
Mountains
Cities

What will be the different advantages for each one? Don't ask me, I don't know. However, what I do know is that certain units will be unable to move on certain terrain types - the example given was that 'tanks cannot cross mountains'. Also, each terrain type will give an advantage to a certain type of unit, and possible a disadvantage to another type as well. Basically, know your terrain types when they come out, and make sure you're always fighting at optimal efficiency. There will be crazy eMilitary nuts on hand to help with that when we actually get the full thing, I'm sure.


Final word

Be prepared, not to know everything right now, but to learn everything as quickly as possible when V2 comes out. The initial disorientation can be an advantage if we use it to the full, but to do that every citizen needs to work out what's going on, and how they can do things best. Pool intellectual resources and work out the best paths to take in the new new world. V2 could mean opportunity or decline, and it's up to you to decide which path we take.


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