Some suggestions to improve military/economy/political modules.

Day 2,806, 07:22 Published in Greece Greece by 3xDimi

MILITARY SUGGESTIONS

Suggestion 1:

Divisions should be based on strength and not on levels.
D1: 0-30.000 strength
D2: 30.001-60.000 strength
D3: 60.001-90.000 strength
D4: 90.001+ strength

That way we will have neither people with 80.000 strength in D1, nor people with 70.000 strength in D4.
Damage required to make a cold war to turn into a full scale war, or a full scale to turn into an epic war, are adjusted accordingly.
P.ex. D1: 75.000.000 damage for a full scale war and 150.000.000 damage for an epic war.

Suggestion 2:

Switching the points gained per cold war/full scale war/epic war.
D1: Cold war: 1 point. Full scale war: 2 points. Epic war: 3 points.
D2: Cold war: 2 points. Full scale war: 4 points. Epic war: 6 points.
D3: Cold war: 3 points. Full scale war: 6 points. Epic war: 9 points.
D4: Cold war: 5 points. Full scale war: 10 points. Epic war: 15 points.

Points required to win a campaign increased to 140.
Prestige points and gold per Battle Hero Medal staying the same. Doubled only in Epic wars.

ECONOMY SUGGESTIONS

Suggestion 1:

Increase the limit of creating Rockets to 10 rockets per day.
First two Rockets require the same amount of weapons. Every two additional Rockets require +50% of the original cost.

I will use a Q1 Rocket Factory as an example.
1st and 2nd Rockets stays as they are at the moment:
10x Q1/Q2/Q3/Q4/Q5/Q6 weapons required.
3rd and 4th Rockets:
15x Q1/Q2/Q3/Q4/Q5/Q6 weapons required.
5th and 6th Rockets:
20x Q1/Q2/Q3/Q4/Q5/Q6 weapons required.
7th and 8th Rockets:
25x Q1/Q2/Q3/Q4/Q5/Q6 weapons required.
9th and 10th Rockets:
30x Q1/Q2/Q3/Q4/Q5/Q6 weapons required.

Same way for a Q2 Rocket Factory:
1st and 2nd Rockets:
20x Q1/Q2/Q3/Q4/Q5/Q6 weapons required.
3rd and 4th Rockets:
30x Q1/Q2/Q3/Q4/Q5/Q6 weapons required.
And so on, you got my point.

Damage on rockets is adjusted accordingly.
That way, we will have low quality weapons worth something.

Suggestion 2:

There's an added bonus on weapons depending on the citizens division.

At the moment weapons are like:
Q1:+20% damage, 1 use durability
Q2:+40% damage, 2 uses durability
Q3:+60% damage, 3 uses durability
Q4:+80% damage, 4 uses durability
Q5:+100% damage, 5 uses durability
Q6:+120% damage, 6 uses durability
Q7:+200% damage, 10 uses durability

With my suggestion it will be something like:
D1:
Q1:+20% damage, 1 use durability, plus an extra 180% damage
Q2:+40% damage, 2 uses durability, plus an extra 180% damage
D2:
Q3:+60% damage, 3 uses durability, plus an extra 140% damage
Q4:+80% damage, 4 uses durability, plus an extra 140% damage
D3:
Q5:+100% damage, 5 uses durability, plus an extra 100% damage
Q6:+120% damage, 6 uses durability, plus an extra 100% damage
D4:
Q7:+200% damage, 10 uses durability, plus an extra 20% damage

That way lower quality weapons will be more cost effective depending on the citizen's division (capped at 220% per division, instead of the +200% cap that Q7 offers at the moment)

POLITICAL SUGGESTIONS

I have no suggestions for the political module of the game, because I have not yet participated in it.

Sorry for the long post and I would like to apologise for any potential mistakes, as english is not my native language.

In the end, I would be glad to read your comments about these suggestions, or even read your own suggestions.

Votes, Subs, Endorsements, Comments, Shouts will be really appreciated.