Proximity Module

Day 707, 09:10 Published in Germany Germany by moonburn

not all of these ideas are mine and i do not pretend to be the sole person who as ever considered these things.

on my rambling of sugestions that i have been making lately i have been considering something that doesn´t add up in the game mechanics. the jetleg that one as when he travels and i´m pretty sure that anyone of you who as spent sometime flying over the world knows what i´m talking about.

so i would like to propose a module that enables some people´s accounts inactives for x hours for every y kilometers that that person was on a plane during that time they can´t vote train work or fight

to add to this the proposals i´ve checked up on the forums regarding the x amount - y amount of distance during a fight in a country, so that people actually fighting in the home region where the action is taking place would have a mild advantage (something like 0.05% more damage) over those who would be fighting in the neighbouring regions. for all of a those who would be fighting for the country in non neighbouring regions they would sufer a loss based on a formula to calculate the distance they have to the batle

clear examples are the way the americans are putting up a fight in north america launching their attacks mainly from florida and california wich is over 1000 kilometers away from the lands where the batle actually takes place (wich if this was in place would have costed the americans around 500.000 damage in the great manitoba batle where they made 8million damage)

this ofc benefits the defender (the 0.05% advantage) but would also benefit those fighting in resistance wars and would exemplify the hardship that it is for empires to defend stranded regions since one can´t expect that someone sitting in london can dictate what someone in australia is doing and be able to inflict much damage

this would make a big impact in the moving tickets industry

another thing i would like to be seen added to the game would be that people with x amounts of land skill would have a slight bonus fighting bellow the no men land (they work out in the fields they know the best places to put the mines and how to ambush) someone with skills in manufacturing would have a slight bonus bellow that (they work in factories outside the city and live in suburbia so they are fighting in familiar ground) and people with construction skills would have a urban fighting bonus since they builded the damm city and understand the best way to deploy decoy and ambush the enemy

something like 0.05 bonus for every skill in the place where the batle is at so someone with 10 land skills would be making (10 * 0.05 = 0.5 or 50% more damage) so a tank with large land skills could actually inflict 750 damage instead of just 500 (per fight) when fighting in the outerfields where he normally harvest the grain

economically:
anyone working in the original region of their own company would have a productivity bonus of 0.1 at least since they won´t be spending time comuting to work they live right the next door so no exausthion from trains or car pulls

the workers from the neighbouring regions would have the standart productivity and finally the workers from a far off region would have their productivity sliced up by the formula x productivity - y distance formula

this is in my humble opinion not hard to implement and would add more complexity to the game and make strategists consider whats the best place and the best time to stiffen up the fights and make general managers more interested in their employees well being and give a new depth to planing ahead where to build their companies

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best regards Moon Burns the german embassador to spain and south africa