[New Economic and Military modules]. Closing overview

Day 884, 05:09 Published in by Plato

You can also read this Insider posted in forum here.

Dear citizens,

We have reached the end of our journey through the new economic and military modules. This Insider is a closing overview, bringing together most of the cool stuff and main ideas from both modules.

So, what is it all about? Among other things it's about the new concept of time management which will allow your citizen to experience 24 virtual hours every day in eRepublik. This way you'll be able to decide what to do with your character, how much to work, to train, to learn or to have fun, each of these having a certain influence over your character's life (like your payment, your weapon skill increase, and so on). After a hard day it is time to rest, so don't forget to save some hours for this! And the best thing? You can do all that in just a couple of real-life minutes!

It's also about happiness, which adds a bit more complexity to your life and also turns eRepublik into a more realistic social simulator. After all, in real life you're not just stronger or weaker, more or less skilled on a profession, healthier or sicker. You are also more or less happy! This new attribute will influence your daily results when working/training/learning. Your happiness decreases with each hour spent on doing something, and is restored with each hour saved for resting. You can also increase your happiness by consuming certain products, or by spending leisure time.

It's about a whole bunch of new professions. Most likely the job of your dreams is included among them. You've dreamed to become a Project Manager ever since you were a kid? Consider it done! Or maybe an Architect? Or a Marketing Manager? No problem, we have eleven professions for you to choose from!

Professions will provide a wide range of customized products to the market place, each type of product (like food, house, etc) consisting of several product components. Each profession will be responsible for supplying certain product components and each component influences a specific attribute. The new attributes range from the durability of buildings and weapons to the moving distance of tickets. But there are more attributes; the health and happiness of citizens, the damage, defense and attack value of weapons, the area of effect of buildings, all these are customizable attributes. It will be the General Manager's job to adjust these variables, such that their products will turn out to be truly successful.

But why would you want to buy a customized tank, or rifle, or helicopter? Well, because when you'll go to war, you'll need it. You'll be out there together with your friends but also all alone, just you and your weapon . When the moment of truth arrives, it will be a clash just between you and one of your enemies, chosen by you. Or, you might be the one chosen by an enemy. One versus one. This will take place on the map of the region, which is divided into tiles, each tile being able to host buildings. Out of the many tiles, one of them will be the most important because it will be the Capital city of the region. To lose a tile having a hospital on it might be painful, especially because once lost the building will apply its effects to enemies, the new owners of the tile. But to lose the Capital is one of the two conditions to lose the battle! The other condition has to do with the percentage of the total tiles held or captured.

Before deciding to attack someone, you need to take into consideration the terrain type of the tile and also the weapon skill of your enemy. This because each terrain type gives advantage to a specific unit and also each unit has an advantage over another specific unit. If you want to catch up with those advantages, have a look at this Insider
It is clear that the future battlefields will require both coordination and cooperation. Soldiers need to communicate, to have a strategy. The assault of a hot spot, like a bridge, will require not only sheer force but also strategy! Imagine a mass of infantry-only soldiers assaulting a bridge defended by a bunch of strong tanks. The outcome of the battle is pretty predictable.

The current generic strength will turn into four types of “weapons skills”, and these will no longer be something like “skill 16,8”. Each level of skill will have a name, be that “rookie” or “greenhorn” or “veteran”. Same goes for economic professions: you'll no longer be “2.3 manufacturing points skilled”, instead you'll be something like “Junior Carpenter”. This way we'll overcome the current limit of skill 7 in the Jobs Market. We are also adding stars to “Field Marshall” rank, so your military career won't end there anymore.

As we said, there are many other details, which you'll discover yourself in time. The only thing left is an Insider dedicated to migrations, which will offer answers to questions like what happens to current strengths, skills, companies, stocks and so on.

Regards,
The eRepublik team




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