Table of Contents
I: Introduction
II: Resources
III: Improvements
IV: Wonders
V: General tips for suggesting resources, improvements, and wonders
VI: Conclusion
First thing, this is not a suggestion for resources, improvements, or wonders. I read the sticky and know that they go in their respective threads. This is a suggestion on the types of suggestions made, and why they are/should not be put in the game, and what can be done about it.
At the moment a lot of the suggestions I see are all about making nations grow faster in every way possible. All the resources, improvements, and wonders are all up in the "+5% taxes" and "-10% infrastructure cost" and have no actual value to them other than increasing the amount of money people get. The same goes for other types of suggestions to actual game play. Things like a police force adds nothing to game play other than an extra feature that does nothing. The types of suggestions posted could add a whole new depth to the game if people would change from trying to increase income to changing how things work.
Resources
First of all, I know in the sticky it says not to suggest resources and improvements here, but I think this is different. The resources suggested always have to do with increasing a certain part of your nation, which is all fine and dandy, but you can only increase so much. There are already resources that increase land, lower infrastructure cost, and give you a better environment, changing the name isn't helping.
Also, it says so right on the resource suggestion thread that it's for bonus resources, not normal ones. The reason for this is that it's too late to add more resources to the game. But since people suggest them anyway, may as well suggest good ones.
An example of a resource that already exists:
Sugar: Increases number of citizens +3%, and increases population happiness +1.
Cocoa: Increases population happiness +5, increases citizen count +3%.
Now tell me how cocoa is a reasonable suggestion when sugar already exists. It's just an excuse to increase the output of one's nation.
An example of a resource that would have such an effect that it would be totally unfair to nations who don't have it:
Chemicals: Reduces infrastructure upkeep costs -10%, reduces improvement upkeep cost -10%, and lowers cruise missile cost -10%.
Look at that. If infrastructure upkeep is lowered any more, bills for a 10k infra nation will be 50k for soldier upkeep. Not to mention that if the game was full of these resources, bonuses would be obselete, nobody would care for anything else except to get their hands on this thing. Someone with sugar and wheat, normally one lucky person, would be left out to dry so people can get this infrastructure madhouse.
Another thing, some of the resources are not even resources. It's just something people throw out there because it sounded good on a friday night. Some of the effects don't make sense. Example:
Sand: Environment +1, population income +2% (used to clean up spills, snowy roads)
Sand is not a resource. Every nation has it. Also, if a nation were to have ample amounts of this sand, wouldn't that lower environment? Nothing can grow in sand, that means you produce less food, meaning it should lower population. Sure, you can make glass (don't you dare suggest glass as a resource), but there is hardly any use for sand. It would be as useful as furs. Furs, an actual resource. Not every nation has enough wildlife to have a fur market, therefore there are few nations that have this resource.
Here's a suggestion I agree with:
Natural Gas: it can reduce infra upkeep costs by 7% and decrease the purchase cost by 4% and increase happiness by .75
Natural gas, an actual resource. The effects given there may not be ideally what I would put with natural gas, but I deny anybody to say that it is not a valid resource. Props to Stalin Trotsky for suggesting this.
Bonus Resources
The same applies to bonus resources. I looked through the entire list, and the only bonus resource suggested that actually makes sense is plastics.
Plastics: raises citizen income by $5, requires Oil, and Rubber
While the effect is debatable, there is no denying that plastics requires several resources to produce, but is quite useful, AND not every dang nation in the world has it.
Here is an example of a bonus resource that makes absolutely no sense:
Clothing: (Requires fabric and tech level greater than 20) Population happiness +3
Assuming that this was implimented into the game, would it be safe to assume that nations without this resource have a population of completely naked citizens? A nation with a space program, automobiles, and nuclear weapons does not have the resources available to produce clothing.
Possible solution
I'm not sure what kind of solution there is for this. There aren't that many parts of the game that can be influenced by resources, and there are already overlapping resources. Adding more resources with effects that would totally unbalance the game isn't the solution, that's for sure. Before suggesting a resource, think to yourself, is it one? If the answer is "well, it COULD be", it's not.
Improvements
Improvements are really overlapping when it comes to the new ones people want. I'll start the same as I did with resources to show that the improvements people suggest already exist, are over-effective, and are just plain not improvements, and follow with the solution.
Harbor - $200,000.00 - Increases population income by 1%. Opens +1 extra trade slot. Limit one harbor per nation
Airport - $300,000.00 - Increases population income by 1.5%. Opens +1 extra trade slot. Limit one Airport per nation
That, my friends, is a duplicate. Almost to the exact number. .5% difference on the income, but it's just another excuse for people to make their nation bigger, faster. Another trade slot is not needed. 5 is more than enough to get you a very good set of resources.
Now, improvements that are just there to make nation building that much easier.
Excavation Site - Lowers initial cost and upkeep cost of infra 5%, lowers initial cost and upkeep of tanks 5%, raises citizen income 8%, decreases environment 1 star
costs- 100,700
Another thing that is out to reduce bills. There are already enough improvements out there that reduce the cost for infrastructure. Labor camps and factories do a fine job of this, and I think even they're over-effective. This one, specifically, would give a nation my size probably a good 500k per day, considering it raises income AND lowers bills on infrastructure. It's just not good for the game to have something this unbalancing in it.
Improvements that are a given to a nation do not need to be added to the game. By this I mean things that are basic for a nation to exist. An example:
Farm $200K: +4% pop count limit 5 per nation
Not only would having all 5 farms make your nation ridiculously massive, but it doesn't make sense. Farms, if anything, should increase the MAXIMUM size of your nation, not the amount you have altogether. Having a farm doesn't automatically bring people to your nation, but it does allow for your nation to hold more people. If I have a nation of 50000 people living off of 5 farms, those are some pretty dang big farms.
Housing: Increases number of citizens by 2%, increases population happiness by 1.
Limit 5 per nation. Cost = $80,000.00
Another example of something that is basic to a nation. Housing is infrastructure. Housing is not an improvement. When you purchase infrastructure, what do you think you're buying?
Another thing, there are too many improvements that are not national improvements, but private businesses that would be a part of infrastructure as well. Example?
Mall Happiness +3 limit 2
Jewelery Store: +3 Population Happiness. Costs: $100,000. Requires Fine Jewelry. Limit 3 per nation
Gas Station - Lowers tank initial cost 4% , increase amount of money collected by taxes 2% or 1%, limit 5 per nation, cost 75,000
Those are not improvements to a nation, those are a part of the nation's economy. Malls and other stores do not influence how the nation grows, and a nation without a gas station would cease to function.
Possible solution
Improvements should have more an effect on the direction of a nation. The improvements in play now are great ones for starter nations, things to help get your economy off the ground and help lower the crippling bills. What I'm saying is that any new improvements added should influence what kind of nation you have, not how big it is. Improvements suggestion should increase one attribute of a nation while decreasing the other. Example:
Improvement A: Increases income x%, raises infrastructure cost y%.
The rationale behind this resource is for nations who are more based around things other than infrastructure. There are nations who get to a certain level and never get passed it for several reasons. Alliance leaders generally do this because they are the main target of rogues and during wars. A different example:
Improvement B: Increases population happiness +x, lowers soldier efficiency by y%.
Ideal for peaceful nations, but a really bad idea for nations constantly at war.
Adding these kinds of improvements would force nation rulers to decide what they want to do with their nation. Build infrastructure? Collect taxes? Go to war? Having a wide variety would add depth to the game, and since a nation at my size only has room for 7 more improvements, I wouldn't just be able to scoop up every resource on the planet. Also, resources would cancel each other out if you got every one there is.
Wonders
Granted, wonders are meant for nations to get as a major bonus to them. I looked over the wonders in progress, and I have to say, they're fairly decent. I had a few minor problems with them.
Socialized Infrastructure (Draft name only)(Wonder) $40,000,000
Increases the max taxation percentage 2% for each level.
This already exists in the form of the Social Security System.
Social Security System - $40,000,000- The social security system provides benefits to aging members of your nation. Allows you to raise taxes above 28% up to 30% without additional happiness penalties.
It's the same wonder, exact same effect. Another one that wouldn't be good for the game, unbalancing it, would be the World Trade Center.
World Trade Center - $65,000,000
Adds one extra trade slot. Requires stock exchange and three banks. +$10 income. +2 happiness.
Anything that adds another trade slot would be a bad idea. At the moment, There are not enough resources to make an idea like this any good. This would be the first thing everybody got, and this would result in everybody having 14 of the 21 possible resources.
All of the wonders listed here, posted by Philotheos in #2 make sense as wonders, but some are duplicates and/or unbalancing.
Possible solution
I see no need for a solution, other than for people to try not to duplicate what already exists. At the moment there are already enough wonders to compare in numbers to improvements, so there is no need for more.
General tips
1. Try not to use similar effects in the same suggestion. Ex. Population happiness and population income. They have the same effect, so either the stack or cancel each other out. Either way, it's redundant while in the same suggestion.
2. Don't confuse improvements and wonders. Too many people suggest an improvement that's way too strong (or rare) to be an improvement, but would make a good wonder-- and vice versa. When suggesting one, be sure to double check whether it's an improvement or wonder. Ask a friend for verification.
3. Keep effects to a minimum. There are enough improvements and resources already that increase income or reduce bills. There's no need to have +5 happiness or -10% infrastructure cost anymore. Try to make yours unique or double sided.
4. Before posting a suggestion, make sure it's not a duplicate. A lot of people suggest something that has already been suggested, just another name (often very similar), or with nearly the same effects. It doesn't hurt to scan the already suggested ideas before posting your own.
Conclusion
Suggestions made at this point in the game's development should not be based around advancing the size of nations, or the pace at which they grow at. The resources are set in place, since any new addition would mean only new nations can get them, and they would be hounded like mad by every dang person in the game to get a hold of them. Bonus improvements may be able to stack to create new ones, but it would be difficult to impliment without unbalancing the game.
Improvements, on the otherhand, should not be based on the same things as resources. They should have a cause and effect relationship with the nation, adding one thing while subtracting another. This would remove the idea that every nation is exactly the same after a certain point of its growth and contribute more towards individuality. Warring nations can improve their nation by buying war improvements, but this will decrease other things such as income and happiness. The same goes for the peaceful nation, increasing happiness while decreasing military efficiency, and perhaps productivity.
Not everything new to the game should be created to make it easier. In fact, at the moment, the game is far too easy. The worst that can happen to you is you get a nasty event that makes your nation less amazing for a month. New suggestions should include new ways to mash and destroy nations, be it directly from another nation, or by natural game disasters. Events shouldn't be isolated to a single nation, but possibly to an entire group. Say aluminum is found to be carcinogenic, that resource should have a -x% population for a certain amount of time while scientists can come up with a way to counter that. Well, that wasn't a serious suggestion, merely an example of ways to add negative effects to the game that effect groups of people (in that example, those with aluminum), temporarily, while others may profit from it.
