> ALLIANCES
Roles:
- quartermaster: able to see stockpiles
- diplomat: able to create treaties with other alliances
- recruiter: able to accept/kick members
- field marshal: some limited control over armies?
Alliance Buildings:
- stockpile: allows storing and trading resources within the alliance. can set maximum daily withdraw amounts per member per resource
- headquarters: increases the maximum number of members
- trader: can set daily automatic trades with other alliances
- resource bonus: can make buildings for increased production of X resource. could incentivize alliances who specialize as burros or something
Alliance Building ideas (These should be stupid expensive and built via collaborative effort on the alliance tab a la stone soup. These then become alliance buildings.)
- International Highway/Railroad: Makes trades/deals between alliance members with the railroad built cost zero, but only for in-alliance trading. Selling on the open market as a state economy to a non-alliance member would still be expensive.
- Interfactional Trade Network: Makes trades between alliances cheaper, but only for the leaders themselves.
- Energy Nexus: Members with the nexus built connect their power network (but not their stockpile) as if they were all a single nation, such that a single nation COULD in theory provide energy for the entire alliance, should they have enough fuel, or to aid another nation in their power logistics.
- Magitech International Power Network: A collaborative project between nations within the same alliance, each nation linked to the magitech network directly shares power with ALL other linked nations, but also increases the network's overall efficiency by 10%.
- Agricultural Research Complex: A collaborative project between nations within the same alliance, experimental hypernutritive crops decreases apple upkeep by a flat 20% for all collaborating nations.
- Factory Megaplex: A collaborative project between nations, doubles the production of all parts for all participating nations, at the cost of 3x the energy per part.
- Centralized Processor and Depot: Only one nation alliancewide can build the Processor, all other nations must build a depot. The processor will automatically take X materials (agreed on by both nations) the depot nation. Automating one-way logistics, such that a nation could become the de-facto logistics center for the faction. Only works one way, you can't automate requests from the nexus to the depot.
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Treaties:
- NAP. unable to attack them while active. If cancelled you still cannot attack for some amount of time (several days?) so can't immediate betray. makes NAPs more risky
- alliance. treated as if within your own alliance, gets reduced time to defend
- war. what mechanics for this?
Misc:
- able to coup within alliance to take over leadership. comes down to a vote?
- leader can set polls within alliance, which are only viewable by that alliance. for those who want anonymous democracy
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## SUPERPOWERS
- alliances able to ally with either. can contribute resources / NLR or SE rep towards that
- a third superpower? so less likely for either one to steamroll
- crystal empire?
- Ascended collective (approves of ascension, body upgrading, etc, hates LR and SE)
- can gain clout within superpower, and use it for things
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## ESPIONAGE
- counter bidding with espionage budgets. can reveal who tried to spy on you
- can sabotage their production / stockpiles / kill troops in standing army
- If detected, spying nation gets a fake "sabotage succeeded, they lost THIS stuff" intel, whilst revealing stockpile info to the spied nation.
- If successful, spied nation loses stockpile/troops/etc.
- Ecoterrorism: Can send sabotage troops covertly to another nation, who will aggresively nuke satisfaction. Only on warticks.
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## TROOPS
- rework to make standing armies the norm. greatly reduce upkeep costs when stationed in own nation
- training only increases by time, and a much larger cap (100?) so flash-defenses are shitty militia who will get destroyed by veterans
- maybe get survivors from a battle get a big boost in training (compared to just sitting at home doing drills)
- rework barracks. what should they do? maybe upkeep free troops at home, depending on how many barracks. and remove the cap at 20 so can make more, since sat cost exponential
- alternatively, training now caps out at level 100, but cap barracks at 20. So barracks can still give you a leg up on new troops, just not as effective as a fully trained lvl 100 unit.
- still though barracks giving instant training seems weird, reduced upkeep probably makes more sense and plays more into the standing army meta. you get to choose between paying for their sat upkeep or paying for army upkeep, depending on your needs.
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## MISC
- rework government / economy types. how?
Sat effect on bit production remains the same.
- New government types: Green is the first tier, blue is the upgrade.
- Despotism: Baseline. You start with this.
- Democratic: 1.3x sat from sat buildings, medium upkeep cost. Increases empire debuff. Gives buff to loner nations.
- Direct Democracy: Costs a fuckton of resources and must have maxed relations with the LR (or add a new superpower). Flavor is that ponies get implants and shit that let them enact direct democracy. PP and /high/ energy upkeep. Sat buildings give 2x their satisfaction. Reversible, but doing so nukes all your buildings, as all infrastructure was built around those implants.
- Federation: Costs a lesser fuckton of resources. Each city within your nation is its own ruling body following the federal government, high internal tensions make your nation more militarized, training units costs 80% what it should, and upkeep is reduced by 1/5th. Coffee, Cider and VP upkeep. Sat buildings still give 1.3x sat.
- Imperial: 1.3x production from producing buildings, reduces empire debuff, medium upkeep cost.
- Monarchy: Costs a fuckton of resouces to enact, must have maxed rel with the SE. You do not ask, you command, and your will is absolute. PP, VP and MP upkeep. 2x production from producing buildings. Reversible, but doing so nukes all your buildings in the inevitable civil wars.
- Aristocracy: Costs a ton of resources to implement. Building stuff costs 80% what it should otherwise. Training units cost 50% what it should and upkeep is reduced by half as well, as each noblemen have their own stockpile of weaponry and trained horses. Just in case.
- Futuretech: Requires a LARGE investment to unlock. 0.7x satloss from buildings.
- Panopticon: Costs incredibly large amounts of resources to implement. /high/ PP, VP, MP and energy upkeep. You watch and watch, for they don't know better. You can see the stockpiles of all people in your alliance and their respective war status (can see whether or not they are getting invaded). Passively spying other nations is easier and cheaper.
- Shadow Government: You know the drill by now, with the resources. /high/ bits upkeep to keep mouths shut, either by bribes or more /violent/ means. Ponies are ruled by they who oversee the nation, beyond petty "governance". No sat loss from disabled buildings, destroying buildings, burning oil or power generation. No sat gain from distribution of sugar/pies. Satloss from buildings decreased to 0.5x, as the damage is covered up and greenwashed.
- Corpocracy: Costs 50B bits to implement. Corporations buy out the government, full stop. VP, MP and high bits upkeep. Regulations are lifted, massive profits. 5x bits production. 1.5x satloss from buildings as the few regulations that forbade enviro nuking were removed. -50 sat as ponies are disenfranchised with the CEO government.
- Cartel/Zaibatsu: Costs 40K drugs, MP and PP. Crime syndicates take over the government. -10 rel per tick with both superpowers. Triples production of drugs and doubles production of cider, triples the money reward when trafficking to the superpowers, and lets you traffic to a victim nation, getting the bits from their treasury and reducing sat by 1 for every 10 drugs. Trafficking has a 5% chance to be caught, moment at which you are unable to traffic there for 4 warticks.
- AI Rule: Superponian governance decides how the nation should be run. Extremely high energy upkeep. Superhorsian tactics mean army forces are 50% stronger and production is 20% higher. -200 sat as ponies are extremely wary of an artificial intelligence ruling.
- Ascending: The regular bigboy governments you can have when ascending.
- New economy types:
- Unfocused: Baseline. You start with this.
- Free Market: Cost reduction on market. Can make deals at a loss. 1.1x bits.
- Algorhithmic Economy: Software runs this economy, Barn Street. 1.3x bits. Market tariff reduced by 50%. Deals cost 2x. Can see how many bits nations have and do direct bit trades ('buying bits').
- Decentralized Economy: Bits, baby. The lifeblood of this or any nation. Bits-producing buildings also give 25 sat each. 1.6x bits. Market tariff reduced to zero. No reploss from drug farming. Can no longer make deals.
- State Controlled: Cost reduction on deals. Can buy/sell at a loss. 1.1x bits. Evolves into:
- Communism: 1.3x bits. Can't make market trades. Deals are free to anyone that's also communist, and cost 50% to anyone else. Can automate certain deals. 50 sat reward per building as ponies are happy to see them built, but 100 sat loss when demolishing /anything/, as the communal property is lost.
- State Economy: 1.1x bits. Deals cost 50%, market tariff is 2x. Can see how many bits nations have and do direct bit deals ('trading bits').
- Futuretech: Incredibly expensive to unlock.
- AI Economics: Superponian intelligence dictates how the economy should be run. Arcane and obtuse economic behaviours that are impossible to comprehend for ponies but bring massive profits. 2x bits. Can trade and deal at 1.3x cost. -30 sat as ponies are unsure if AI really has their best interests in mind (or is it circuit?).
- Modern Barter: Bits are no longer required for anything, instead costing a proportional amount of the nation's prime resource as payment, at a rate of 1 of that item for every 1000 bits.
- Self-Reliance: If one nation in your empire gets this, they all do: Automates internal trading of resources between your nations. Should you have a deficit in production, the producing nation will be prioritized. Should you have a deficit overall, the producing nation(s)' surplus is divided by the number of receiving ones and distributed accordingly. Can trade and deal at baseline cost.
- Cartel/Zaibatsu: Sad ponies are more likely to sink themselves into alcohol and drugs to escape reality. Reverses the bits bonus from sat. Less bits the closer you are to max sat. You can have down to -500 sat before ponies revolt. Cider and Drugs can be turned directly into bits at a decent rate.
- capture locations - gives some kind of bonus, and lasts for a set amount of time until available again
- can simp for mares. leaderboard of donations towards each mare
- what if there was religion/cults? and when you donate to a mare you get some minor boon. could build shrines and whatnot to make it more effective
- maybe that's kinda dumb realistically speaking, but to make it more grounded what if you could invite specialists from SE/NLR for a fee (e.g. scientist, engineer, etc...), which would then provide a minor and/or temporary buff
- >invest 1B bits in moon/sun butt research
- >all ponies get their own dedicated moon/sun butt clone
- >sat cap goes up to 10000
- worth it
- flags per nation. flag for alliance / nation leader
- list of all nations, able to sort by type
- leaderboard for all resource types, not just gdp
- monuments for all resource types (equivalent of statues, using apples, gems, etc)
- generally maybe more varied vanity projects than just "monument that uses a zillion of one resource"
- add vanity project for all nations, statues for zeebs, nature reserves for burros, slip-n-slides (oil into lubricant) for saddles, clockwork/plastic monuments for przes.
- different tiers of monuments, so smaller nations/alliances can compete on cheaper ones if they don't have a shot at the ultra-endgame ones? might need some kind of time-gating to prevent large alliances from steamrolling the small-scale leaderboards. not sure how that would work in a way that can't be trivially circumvented with an alt/friend, so maybe that's dumb.
- additional features, locked behind hidden research?
- e.g. second set of enviros, a completely new set of end-game buildings... something to re-ignite the methodical scaling of the mid-game, with a clear goal in mind and providing dopamine from seeing your nation expand
- embargoes block them sending you deal requests
- after leaving alliance, cooldown until can rejoin
- allow attacking your own alliance?
- prevent destroying enviros
- ascending as a kind of newgame+, gives a bonus to your next nation (tied to the nation, so lost if the nation dies. or transferrs if nation attacked)
- top message history, so can see conversation threads there
- add an exponential cost if you're the one who set the previous message, to prevent one person just wiping the history whenever since the base cost is so cheap. (unless you mean the history would store EVERY message ever and not just the last few)
## ECONOMY
- prze: parts as a per-tick resource based on number of factories and advanced factories. Anyone can on-demand make parts, but prze no longer get the discount for on demand. Since they make different kinds of parts, would have a max production based on their factories, and can set how they want it distributed
- another way to emphazise prze role as part producer is reworking the way factories work. factories could give a new resource called industrial production that is used (along with the other resources) in making parts, doesnt stockpile. no one can make infinite parts on demand anymore, but prze has early access to factories, also factories that automatically produce parts of a type (using the resources)
- prze, alternatively: emphasize their role as bits producer by making malls a prz-exclusive building
- or make malls COST saturation (idk because consooomerism causes unhappiness or something)? maybe for everyone except prze, who get the sat bonus (can flavor it as because they're the jews kek)? this leaves more options open than hard-restricting the malls, while still favoring przs for money-making
- or make malls cost sat for everyone, prz is still gonna be the main money-maker since factories and malls will be its main sat consuming buildings (while everyone else is spending sat on orchards, wells and mines). if so maybe let malls help with parts also somehow, in tandem with factories (parallel with oil wells vs. frackers?)
- bits: too much of a disconnect between early game costs/income, and late game
- as soon as someone gets malls, everything quickly becomes effectively free (and thus bits become worthless) except for a) ascension and b) gigantic armies. even making parts is almost whatever, if you're making 40M per tick and a part costs 40k then even building 1000 parts is literally 2 hours of your money production
- solution: 1. rebalance some late-game building costs to take more bits, and/or 2. nerf money-making
- 1.
- for example, enviros can be made a lot more expensive
- maybe make buildings cost an increasing amount the more you build them? not sure how to flavor it, but mechanically it'd mean going from 180 to 200 basic farms would cost an appropriately endgame amount of bits, compared to going from 10 to 30 farms which would still be achievable early game
- this can of course tie in to the idea to extend late-game building, e.g. if there's more stuff unlocked with forbidden research then the 1bn cost becomes much more relevant and also those buildings can cost hundreds of millions if not billions
- 2.
- simplest answer is nerf malls, of course
- more interestingly this can tie in to the suggestion above of making them COST sat instead of give sat: this both lets przs become useful resource producers (the resource being bits), and also significantly limiting the amount of malls that can be built.
- also mall production should still be nerfed a bit I think, even with min sat modifiers like DNA facilities or barracks a prz focusing on this could still easily build 100 malls which at current levels is pretty much what everyone was doing anyway if not more. nerf malls enough to where an alliance might actually want to have multiple przs to make sufficient amounts of money.
- note that this will probably require rebalancing the military, because right now bits can easily become the limiting factor when building armies. one option would be to make units a lot cheaper to buy, proportionately to how much harder bits will be to obtain. another, however, would be to make equipment a lot more expensive, to bring it more in line with the bit bottleneck so that the costs are relatively balanced - which would have the effect of armies becoming a lot smaller in general. I'm not sure if that's a good thing or a bad thing: I feel like the flavor right now is that each "unit" is a small squad or platoon, not an individual unit, meaning that an army fielding e.g. 4000 tank units is actually rolling out like 60,000 individual tanks... that's quite a lot.
- smaller armies do technically limit the amount of choice you have by limiting the feasible range, but also maybe that's fine since with smaller armies the precise number of units will matter? if let's say a battle isn't 10,000 vs. 6,000 anymore, but 250 vs. 230, those 20 units might make a lot of difference or scrounging up an extra 5 units for defense might be a gamechanger.
- what if armies were made REALLY cheap, but equipment was kept expensive or made even more expensive? so you could get a shitton of unequipped conscripts but building a fully-equipped army would be the main challenge. This makes more sense than the current situation where it's easy to stockpile enough equipment to never run out but then be short on bits raising actual troops.
- or perhaps give nations the ability to pick its own balance in quantity Vs quality to a degree. quantity would grant cheap units but the equipment would be very expensive. quality would give large discounts to equipment, but units would be more expensive.
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## ENDGAME
- Completion of ascension leads to the automatic reset of the game, or the cessation of ticks until the admin starts the next iteration. Creation of a forbidden research facility sends an alert to the messages of all players.
- DNA producers are given their own ranking to make it easier to detect when someone is attempting it
- The alliance of the player who ascended is placed on the ascension leaderboard.