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Tile Improvements
*HarryRed*
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Something that we have been discussing is the idea of tile improvements - things which you spend resources to place on the world map to make your tiles better. If anyone has ideas for this this is the forum to put them in.

Here are some ideas that me and sam have come up with, just bare in mind that they are all up for discussion and nothing is set in stone

Fort - Adds a %increase to any defensive CR deployed here. Possibly upgradable to increase the bonus

Infrastructure - Essentially a player built road - decreases CR dropoff

Resource improvement - This could go one of two ways. As we have seen recently balancing camp resources in their current state is difficult - Sam thinks that decentralising this could potentially help. So instead of building a stone plant within your camp and it getting all the stone in your borders perhaps you would get stone based off the tile improvements you have placed - so to get the stone from a tile you must build a stone mine there (this would be on top of the automatic tithe). These tiles probobly wouldnt require NPC workers for scaling reasons.

The other option for resource improvements would be to have them simply increase the output of tiles.

Radio towers - Much like the radio towers we all know and love,these would add CR by sucking CR in from surrounding tiles. Expect funny situations of people stealing CR off eachother.

Minefield - like a reverse road, this would increase CR dropoff, and an approaching enemy would have to spend resources to remove it.




All player built improvements would be destroyable unlike the current map features. There would probobly be some kind of "Scorched Earth" option to automatically destroy tile improvements should they be taken.
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Posted Jul 4, 2020, 1:08 pm
*HarryRed*
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Tile improvements will also create more points of strategic importance on the map - which will both consolidate battles and increase the depth of the strategic layer
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Posted Jul 4, 2020, 1:10 pm
Grimm Sykes
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if i build a road from zombieville to redneck coalition headquarters, Will i be able to send squads there on regular travels? It's the hex directly beside my camp. If not, then what's the point of having the road?
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Posted Jul 4, 2020, 2:07 pm
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Grimm Sykes said:
if i build a road from zombieville to redneck coalition headquarters, Will i be able to send squads there on regular travels? It's the hex directly beside my camp. If not, then what's the point of having the road?


To decrease the dropoff of CR by travelling through the tile
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Posted Jul 4, 2020, 2:25 pm
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some things I would like to see. being able to set up a extraction plant on a special resource hex. if lost, the plant will decay and be unusable untilt he hex is reclaimed and repairs are done.

A abandoned factory would al1ow the construction of a factory with a production boost, and increase the chance of finding a rare chassis that matches what the factory is producing if it is making chassis'.

Oil plants water plants stone plants metal plants etc would be cheaper to build than in a camp, but instead of daily extraction, they would boost the bi-weekly title. A water pumping station would be install instead of a water plant. oil pipeline, scrapyard/recycling center are all new stuff that could be built on the hex instead of the camps map.

resources that can be actively searched. Shopping malls, you send out scouts who get out on foot and go in to the ruins, if you win this event somehow, like a gladiator combat with bugs and maybe human npcs, then you find some special loot item.


I got ton more ideas
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Posted Jul 4, 2020, 11:00 pm
*Rev. V*
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“resources that can be actively searched. Shopping malls, you send out scouts who get out on foot and go in to the ruins, if you win this event somehow, like a gladiator combat with bugs and maybe human npcs, then you find some special loot item.”


This sounds a lot like that myth Project called “Into The Ruins”.


I’m allllll for it.
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Posted Jul 5, 2020, 4:38 pm
*Longo*
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Roads are cool, but should be costly(mats and money) and take time. It should also be noted that a road is being built on a hex, allowing an option to attack hex in particular;ar to stop am important road from being built.
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Posted Jul 5, 2020, 4:55 pm
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*Longo* said:
Roads are cool, but should be costly(mats and money) and take time. It should also be noted that a road is being built on a hex, allowing an option to attack hex in particular;ar to stop am important road from being built.


Or ANYof the other buildings I mentioned, this is a definite IMO.
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Posted Jul 6, 2020, 4:02 am
*sam*
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Grimm Sykes said:
*Longo* said:
Roads are cool, but should be costly(mats and money) and take time. It should also be noted that a road is being built on a hex, allowing an option to attack hex in particular;ar to stop am important road from being built.


Or ANYof the other buildings I mentioned, this is a definite IMO.



Yes, assuming things take time to build this is a good idea.
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Posted Jul 6, 2020, 12:09 pm
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I'd be very careful with constructible roads unless/until the current movement costs are looked at again, roads are currently so effective the embassy/my camp could attack each other with about 40%* heavy or about 60-70%(?)* light CR remaining. Sure, it's going to take months or even a year for the borders to get to something like that, but it's worth keeping in mind. More importantly at short distances, roads almost nullify the movements costs.

I'm not entirely opposed to the buildable roads, but a bit worried it might... shorten the travel costs a bit to much. As for buildable tile improvements in general? Go nuts!  :)


*Feel free to correct this if anyone thinks it's off, but fairly sure it works out to something like that as far as I understand it.
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Posted Jul 6, 2020, 12:36 pm Last edited Jul 6, 2020, 12:36 pm by FireFly
*sam*
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FireFly said:
I'd be very careful with constructible roads unless/until the current movement costs are looked at again, roads are currently so effective the embassy/my camp could attack each other with about 40%* heavy or about 60-70%(?)* light CR remaining. Sure, it's going to take months or even a year for the borders to get to something like that, but it's worth keeping in mind. More importantly at short distances, roads almost nullify the movements costs.

I'm not entirely opposed to the buildable roads, but a bit worried it might... shorten the travel costs a bit to much. As for buildable tile improvements in general? Go nuts!  :)


*Feel free to correct this if anyone thinks it's off, but fairly sure it works out to something like that as far as I understand it.



The thing is, the roads will be (a) expensive, and (b) destroyable. So I think they could be good.  Also, they wouldn't have to reduce the movement cost as much as the 'official' roads do.  There's also "anti-road" improvements which add to movement cost.. stuff like minefields.
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Posted Jul 6, 2020, 12:41 pm
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*sam* said:
The thing is, the roads will be (a) expensive, and (b) destroyable. So I think they could be good.  Also, they wouldn't have to reduce the movement cost as much as the 'official' roads do.  There's also "anti-road" improvements which add to movement cost.. stuff like minefields.
Oh I could definitely be wrong, but way I see is they would be incredibly useful for connecting isolated camps to the road networks, creating shortcuts (like around the shanty roads) and shortening your travel paths in the back line. Used like that instead off on the frontline they are theoretically pretty safe investments to increase your frontline CR*.

If they are then destroyed upon enemy tile capture or easy to remove, they're also not a vulnerability. I'd like it if there was a 2 week timer (or more) to demolish a road, so if you're spending money and building them everywhere you are also building attack routes straight to your camp. That way you'd have the upsides and downsides like regular roads and a decision to scorch it would have to be made before you know the outcome of a battle. Would also give the person who built it a one cycle window to try and recapture it.

Not trying to be negative or anything, just what comes to mind.

*I think I argue on solid ground, but my camp already sits next to a road so I'm probably biased.
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Posted Jul 6, 2020, 1:15 pm Last edited Jul 6, 2020, 10:37 pm by FireFly
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