on the military and strategy

Day 1,223, 07:27 Published in Saudi Arabia Saudi Arabia by voice

Dear readers

The military "module" is the favorite of most players, yet it is advanced but not free from lot of weirdness and injustices .

One super-tank can beat a whole army!
one sitting in a zone can fight, in one day, in different regions
A foreign player can start a resistance war in foreign country.. so effectively, any country with enough mobile squad can liberate a region in a foreign country, thus for example, sabotaging a swap deal!
New Military unit module is useless! so i will also think of some ideas that make use of it.

some ideas that could make the military more strategic

1. a player can fight in one region only in one particular day
2. Resistance shall be started only by native citizen of the occupied region
3. More food refill limits for younger people.
4. a limit on max. power of supertanks
5. the military unit leader can control where his soldiers can fight, when and how! so it will be better for military leaders of the country to organize their attacks even if two clickers and/or other soldiers are not around.. 6. Retreat button
7. Two types of alliance. Full alliance, where one country goes into war whenever the ally goes to war, and a defensive alliance, activated only when the ally is attacked, but not when he attacks (ie in defensive wars only)...
8. in both type of alliances, it shall not be auto-activated, but each country have the choice to "honor" the alliance or not (thus breaking the alliance)


ADDENDUM :

1. with the new rule about transport line (ie. colonies must have a route to capital to give resource benefit), many and I, suggest that a country can give a license of transport for 1 month to a particular country for a pre-defined or agreed-on sum of money!

1b. Not only resources, but a country shall also lose all tax money from a non-connected colony.

2. It might be interesting to add (ocean routes). Add sea regions, that are not controlled by any state. The country president can choose to use sea regions as route to connect with distant colony. Country must pay gold/sea region/month. Several countries can use the same region at same time (international water)

3. a hostile country can deploy marine in a certain region, and can choose to block a particular enemy trade. A country can de-block the rout by a Naval War... this will open a whole new strategy for naval wars. Many methods to implement that... for example, adding naval industry. where ships are bought like weapons. a citizen with ship can select a sea region, and a country that uses that route. This citizen will be deployed, and will pirate the trade there for his own benefit. A military unit can be deployed (by a unit leader) and the money goes to the unit treasury. Depolyed citizen can't fight in other regions!

A country concerned can also give ships to citizens and order them (either privately, or through military unit) to attack a sea region and deblock a certain blocked trade route. A naval war like a land war happens where normal bar, with food, weapons factors are employed. The only difference is that in addition to land war, all fighters must have been deployed using a ship bought from the market

Ships can be like ticket system.. going to fight or block a distant region requires higher quality ships.


SUMMARY:
The ideas i think will bring more strategy
1. in managing regions and routes
2. in managing human resources
3. make a military unit a useful thing to have and pay 40 G for
4. add a whole new industry (SHIPS)
5. transport license. sea routes. will move the economy, opening fields of expenditure, and revenues
6. the idea of choosing to honor alliance or not, may open the way of adding prestige points and causus belli system??!! but i still have no particular idea if they will be helpful



voice,
appreciate your Vote+Sub+comments