[eJSF] Cities, economies and future features.

Day 3,471, 06:27 Published in USA Bosnia and Herzegovina by Fanaxidiel

So guys, at the moment all of us are trying to understand what impact this new cities module can have on the game.

First of all I want to say that, even if nothing has been revealed yet, I am thinking to give a positive judgement about this new feature. Cities will probably be another way to make players cooperate together, and that's what I like the most. Nevertheless we should start to think of the consequences of this module, and try to foretell what could change and how to face those consequences.

First consequence:
Increased consumption of goods.
No need to comment. We already saw the prices grow higher, and it will take them to see a stable market again.

Second consequence:
Lowered movement of young players.
Players will tend to stay in their residence, especially if it's the place where they have their holding too. This will probably force younger players to stay in some region, while the older ones will buy tickets or pay the movement costs and think of some strategy to use go and fight where they need without losing the benefit of the houses. MPPs will be more important.

Third consequence:
Stagnant markets in some countries.
Smugglers will stop going around to buy goods so easily, since they can't just stay where they moved. The cost of movement will actually be "doubled" everytime, to go back where you moved from. More or less ALL the players will think twice to move just to buy some goods abroad.

Fourth consequence:
Redistribution of Holdings
This is great, somehow. A new player who has to choose where to put his firms, will probably choose some place based on the residence feature too, to avoid moving too much. Sometimes this could lead players to make more sacrifices to defend a territory.

Fifth consequence:
Redirection of the country budget
Given the fact that part of the country income will be fairly divided between all the cities, whenever a country conquers a new region and its city, a part of its income will go to the enemy mayor and to the enemy council.



The most interested to the world scenario of you, guys, will probably notice that we have a feature that could really be a "pro balance" module.

Should we send kisses to Plato for that? Will it really make the eworld change? There is only one answer: We'll see!

Why?

Because 10% of a national budget isn't that much, as it has to be divided between many cities, and anyway it is a little tax to be given in exchange of a region that will provide a profit to the conqueror and a loss to the conquered.

What will the future bring, then?

We don't know. But let's make some hypotesis on what Plato could implement to complete the new module:

1) RAISE THE MINIMUM CITIES CONTRIBUTION (Judgement: GREAT!!)
Raised from 10% to 40% of a country income, for example, it could suggest to the countries to conquer just the regions that would give them real benefits, and not to wipe the countries for fun, and it would give the citizen a real important reason to care about cities

2) IMPLEMENT A TWO WAY LICENSES SYSTEM (Judgement: GOOD!!)
Licenses only allow you to sell on a market. It they also allowed you to buy on the same market, that would balance the markets the one with each other, helping wiped countries and people who have their residence in their own little country

3) MAKE THE RESIDENTS AFFECT THE REGION IN THE WAR MODULE (Judgement: NICE!!)
A high number of residents could give the city some defensive bonus, or better it could make the determination bonus run much faster (that's pretty realistic)

4) MAKE THE RESIDENTS AFFECT THE POLITICAL MODULE (Judgement: OUCH, NO!!)
None of us hopes to see "bicameralism" with a second parliament made of mayors in addition to Congress, or worse some "regional dictatorship" module.
Those would all be a push to takeovers and dirty plans.




Anyway only admins know how the cities module will be when it will be completed. We can only guess that it will be fun, and it will balance the game a bit more.