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Post news RSS Addition to Improvements (11/27/2013)

We've added new commerce improvements and a cap on improvements based on infrastructure! Huzzah!

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Nothing too major here, just letting everyone know that I added in Commerce improvements which increase your commerce % (and in turn your average income, and in turn your revenue).

You can find them just like the other improvements under your city page. I also imposed a cap on improvements per city that was long overdue. You know unlock a new improvement slot every 50 infrastructure you have (per city) and each improvement uses 1 slot. This is to stimulate trade once we get the global market up and running and also to incentivize city specialization.

Basically, a major theme of the game is that of the real world: undeveloped nations will get exploited for their resources.

As a new nation, you'll have larger nations trying to buy your resources in exchange for cash you can use to build and develop your nation. As you get larger, you'll no longer want to be wasting your improvement slots on mines, wells, and farms. Instead, you'll want to build things like Stadiums and Banks that will increase your economic output more, and use the surplus cash to get resources from smaller nations for cheaper.

It's a pretty basic supply/demand concept, and it should make the game fun as players compete in the market.

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On a related, but side note, I changed upkeep costs for a lot of improvements as they seemed awfully low. I imagine most "bills" will come from military upkeep, and nations will have the option to risk being attacked with a small military in exchange for more income. Upkeep costs are still awfully low, but it's a little more reasonable now.

Enjoy the game guys!

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