This would be a complete overhaul of the conquering and defending system. It would introduce actual cities, defensive lines, farms, factories, and such. To start off, let's go with the new defense system.
The new defense system would instead allow for you to build new defensive lines in an area, or "Province". To start, you would have to create a build zone. This would be a new button in the city build menu, and would open an interface to choose a small zone that can be changed by size, but is extremely small at a maximum. You would have each defensive zone a circle that you can change the width and height of said circle with your mouse, but like I said before, this can only have a very small maximum size. Once you select a zone, you are free to edit said zone with new buildings, albeit farms, factories (I'll get into that later) or defenses. You can place these on roads, in-land, but not at sea, since we don't have naval warfare yet (cough pls cough). Then, each zone would have a second circle surrounding it. This would be the maximum interception zone, and depending on how big a circle is, how much land a single zone can cover from enemy ships. Now, zones CANNOT intercept something that is leaving a city if the zone is right by said city or a defensive zone, because intersecting defense zones avoid each other, meaning that while two small zones would be right by a city, they would only intercept things that are, let's say, in front of the fort, while the city takes everything behind them. You understand? Good. So, onward with the topic. Each defensive zone would stay even after a Province is captured. For example, if someone has conquered a province, then said province's defense zones still bear the previous nation's flags until conquered. You cannot get rid of a zone until you either scrap or destroy everything inside, then you get the option to abandon the zone. Once done, the zone vanishes. You can also pave roads to zones, so you can station landships and airships there as a reserve group. For example, you could completely dot the roads to a specific city with fortification and artillery gun zones, and surround a city with anti-aircraft gun zones.
Now, to Industrial capabilities.
Industry will be completely redone. Unlike the past, cities had a fixed income that could not be changed unless you had some mods. But this new system would allow for a complete change in that. To start off, cities would instead show how much income a Province produces. For ship building, it will show how effective your factories that you built are, and how fast and effectively ships would be built. For example, a Province with 4 Older, more experience factories would be better than 8, newer less experienced factories, especially built near the borders. Borders will also effect factories and farms efficiency. If a farm or factory is right by the border of a neighboring country, they will produce less currency or make ships slower than one by the border of a friendly nation. Farms and factories will not work at all once they are disconnected from their nation. Farms and factories are also built in cities and zones. Their will be types of industrial buildings: Metal Factories, Suspendium Farms, Food Farms, Shipyards, Production Factories, and Wood Factories. Factories increase the rate in which vehicles, be it a landship or airship, is built. The rating from worst to best is:Wood Factories, Metal Factories, Shipyards, Production Factories. Farms produce currency, with Suspendium Farms on top.
Now, on to Cities.
Cities will now be much larger, and although they produce their own income, this is not enough to keep you going. They can now have their very own separate reserves and soldiers, to board ships and defend the city. Cities can also act as war zones, with walkers and tanks capable of going past buildings. Another feature is the requirement for airmen and soldiers to crew your machines. By this, I mean whenever a ship is severely damaged and gets a chunk of it's crew chopped off, it will need said amount of crew to fill back up. Buildings such as houses determine how fast and how much citizens a city has. Cities will also have the ability to repair and build several ships at a time, depending on the amount of factories in one area.
Or they hired a mercenary group to eliminate a team of bandits hiding in a suspendium cave. Traverse the foothills, dodge dangerous debris and hazerous materials, eliminate the threat at its source - inside the cave where it's safe. Redeem the cave as a reward in SP. Missions have a future.
I designed "Modular" so I could mix and match my scenarios. I'm super eager for Missions to have elevated relevance but want troops more.
Commodore
This would be a complete overhaul of the conquering and defending system. It would introduce actual cities, defensive lines, farms, factories, and such. To start off, let's go with the new defense system.
The new defense system would instead allow for you to build new defensive lines in an area, or "Province". To start, you would have to create a build zone. This would be a new button in the city build menu, and would open an interface to choose a small zone that can be changed by size, but is extremely small at a maximum. You would have each defensive zone a circle that you can change the width and height of said circle with your mouse, but like I said before, this can only have a very small maximum size. Once you select a zone, you are free to edit said zone with new buildings, albeit farms, factories (I'll get into that later) or defenses. You can place these on roads, in-land, but not at sea, since we don't have naval warfare yet (cough pls cough). Then, each zone would have a second circle surrounding it. This would be the maximum interception zone, and depending on how big a circle is, how much land a single zone can cover from enemy ships. Now, zones CANNOT intercept something that is leaving a city if the zone is right by said city or a defensive zone, because intersecting defense zones avoid each other, meaning that while two small zones would be right by a city, they would only intercept things that are, let's say, in front of the fort, while the city takes everything behind them. You understand? Good. So, onward with the topic. Each defensive zone would stay even after a Province is captured. For example, if someone has conquered a province, then said province's defense zones still bear the previous nation's flags until conquered. You cannot get rid of a zone until you either scrap or destroy everything inside, then you get the option to abandon the zone. Once done, the zone vanishes. You can also pave roads to zones, so you can station landships and airships there as a reserve group. For example, you could completely dot the roads to a specific city with fortification and artillery gun zones, and surround a city with anti-aircraft gun zones.
Now, to Industrial capabilities.
Industry will be completely redone. Unlike the past, cities had a fixed income that could not be changed unless you had some mods. But this new system would allow for a complete change in that. To start off, cities would instead show how much income a Province produces. For ship building, it will show how effective your factories that you built are, and how fast and effectively ships would be built. For example, a Province with 4 Older, more experience factories would be better than 8, newer less experienced factories, especially built near the borders. Borders will also effect factories and farms efficiency. If a farm or factory is right by the border of a neighboring country, they will produce less currency or make ships slower than one by the border of a friendly nation. Farms and factories will not work at all once they are disconnected from their nation. Farms and factories are also built in cities and zones. Their will be types of industrial buildings: Metal Factories, Suspendium Farms, Food Farms, Shipyards, Production Factories, and Wood Factories. Factories increase the rate in which vehicles, be it a landship or airship, is built. The rating from worst to best is:Wood Factories, Metal Factories, Shipyards, Production Factories. Farms produce currency, with Suspendium Farms on top.
Now, on to Cities.
Cities will now be much larger, and although they produce their own income, this is not enough to keep you going. They can now have their very own separate reserves and soldiers, to board ships and defend the city. Cities can also act as war zones, with walkers and tanks capable of going past buildings. Another feature is the requirement for airmen and soldiers to crew your machines. By this, I mean whenever a ship is severely damaged and gets a chunk of it's crew chopped off, it will need said amount of crew to fill back up. Buildings such as houses determine how fast and how much citizens a city has. Cities will also have the ability to repair and build several ships at a time, depending on the amount of factories in one area.
And that's it. Hope you like it.
Commodore
It's like I told Zark: They came from the Hill Road, Attacked The City, and Fled Into The Mountains.
If it's ever that simple, I'll try to sample this.
Commodore
Or they hired a mercenary group to eliminate a team of bandits hiding in a suspendium cave. Traverse the foothills, dodge dangerous debris and hazerous materials, eliminate the threat at its source - inside the cave where it's safe. Redeem the cave as a reward in SP. Missions have a future.
I designed "Modular" so I could mix and match my scenarios. I'm super eager for Missions to have elevated relevance but want troops more.