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Post by NinjaCow64 on May 30, 2012 22:26:04 GMT -8
Thanks Thor. Another Question: I am unsure of the benefits of having multiple agents. Do you get higher odds of success if you do a mission with 2+ Agents? Or do you just get to do more missions per turn? Also, can you do the same espionage mission more than once per turn against the same target? Like, can you target a player with "Incite Revolt" a billion times to destabilize them? EDIT: I assume that Dom. Rev. is the Revolution chance. Am I correct? EDIT 2: How much population do we get per neutral province conquered? 59389
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Post by DroopyTofu on May 31, 2012 7:09:57 GMT -8
If I build 5 military units on the first turn, does that mean that my population will basically all be soldiers? It mentions in the revolt-causes-section that having more than 35% population as military personel could be a problem. I assume having 100% military would be even worse.
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Post by Thorvald of Lym on May 31, 2012 7:28:58 GMT -8
Another Question: I am unsure of the benefits of having multiple agents. Do you get higher odds of success if you do a mission with 2+ Agents? Or do you just get to do more missions per turn? More agents increase success odds by a small percentage (viz. opposing agents), and also influence the actual outcome of certain ops, such as (tech) theft, rebellion, etc. Nnnno. Domestic Revenue. Didn't post RR as I'm still working on the spreadsheets and it's currently 0 for all players anyway. 1 unit default, 3 for Agricultural powers. If I build 5 military units on the first turn, does that mean that my population will basically all be soldiers? It mentions in the revolt-causes-section that having more than 35% population as military personel could be a problem. I assume having 100% military would be even worse. Indeed. 100:1 mil-to-pop translates into ~65% RR on its own, plus it brings your economy to a grinding halt.
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Post by DroopyTofu on May 31, 2012 19:25:02 GMT -8
Hahaha That will be hilarious when several people realize they accidently turned their entire population into active military (Please keep the secret only for people who read this thread. Please please please Thor? For the lulz?)
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Post by demtaqat on Jun 2, 2012 11:19:43 GMT -8
Just noticed that terrorism is broken, since it has to pay at least 20 per turn increasing by 20 at least every turn to pay for its agents, and it is imposible for them to steal enough to cover those costs in the early game. Edit: And another thing: Your Timescale slightly mucks up things in regards to democratic RP, since it takes 16 turns (probably longer than this entire game) to go four years (the 'standerd' time between elections). Not to mention the kinda crazy economic growth that will be occuring over the course of 3 month periods. DT
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Post by Thorvald of Lym on Jun 2, 2012 12:02:57 GMT -8
Upkeep is waived for NGOs.
FEAR THEM
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Post by demtaqat on Jun 2, 2012 12:16:11 GMT -8
Yeah, Given that to match NGO agent production requires 125 income per turn (not including upkeep OR the building of new bases) I think it is safe to say that we are all screwed. When you consider that you have to search your territory AND your clients every turn it goes beyond realistic.
DT
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Post by Thorvald of Lym on Jun 2, 2012 12:27:00 GMT -8
Clients can search themselves, although you're right that something went screwy along the line. Either auto-production gets cut or some sort of upkeep is applied. It'll have to wait until next update, though; I don't think we'll have enough time for a proper consultation.
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Post by NinjaCow64 on Jun 4, 2012 14:27:04 GMT -8
OCC: Do I get any benefit on spending a stupid amount of money of New Zealand? Or am I just a fool?
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Post by Thorvald of Lym on Jun 4, 2012 15:03:15 GMT -8
OCC: Do I get any benefit on spending a stupid amount of money of New Zealand? Or am I just a fool? You pretty much ensured your claim would win the day, and you've bankrolled your new client so they'll be able to strengthen themselves faster, and thereby contribute more to international trade, and therefore, your economy. Read that as you will.
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