Post by liam556 on Jan 2, 2021 18:56:55 GMT -6
Trade warfare in this game just isn't that good so here are some proposals that at the very least would make it more interesting.
Designing Submarines: This doesn't have to be to complex as a system as you could use a very similar system as Aircraft, so you would have a design button in the build Submarine button and you could ask for things like:
I want a Deck Gun.
I want many Torpedo's that it can carry.
I want as many Torpedo Tubes that it can carry.
I want as much range as possible.
All Subs would still be beholden to the same reliability and overall effectiveness due to Sub technology but now it is possible for subs to not be able to operate in some areas because they don't have the range or can only sink so many ships due to torpedo storage. Subs that you have also are shown on the map and can be directed to operate in certain areas but will just operate wherever they want unless directed as they do now. Enemy sub locations are dependent on how much spying your doing. The standard three Submarine trade warfare buttons when you enter a war would work exactly the same.
Merchant ships: Have merchants be a ship that shows up on the map and moves around based on what Colonial bases you have. You have no control over these ships beyond your country's budget and war status determining how many of these ships you have and if your having to build them yourself or if you have to buy them or if your planning an invasion/doing an offensive campaign. These ships would be automatically build or bought by the A.I. due to these ships being civilian ships.
These ships would be split up into:
General cargo
Coal/Oil tankers
Troop transports
Where the oil tankers would go to get the oil would depend on if you have oil yourself or if you have to get from another Country. If that Country is hostile to you than you can't get oil from them and have to get it from elsewhere.
Due to the fact that there would be a limited number of ships TP would be very important and and ships on TP could stay in the same area or if you want you could let them travel/follow the merchant ships wherever they going(especially if you have convoys unlocked). Also, and I don't know if this already happens and I haven't noticed it yet but have TP ships show up protecting merchant ships in those defending/attacking missions.
If enough ships going to an area gets sunk then that could mean a food/supplies shortage(General cargo), a fuel shortage(Coal/Oil tankers) or a failed invasion/land battle(Troop transports). If this happens to a colony then that could mean a massive increase of that colony attempting a rebellion or ships stationed there gets a fuel shortage. If this happens to a home area then a standard food/fuel shortage will happen and increase your unrest.
That is all, thanks for taking the time to read this.
Designing Submarines: This doesn't have to be to complex as a system as you could use a very similar system as Aircraft, so you would have a design button in the build Submarine button and you could ask for things like:
I want a Deck Gun.
I want many Torpedo's that it can carry.
I want as many Torpedo Tubes that it can carry.
I want as much range as possible.
All Subs would still be beholden to the same reliability and overall effectiveness due to Sub technology but now it is possible for subs to not be able to operate in some areas because they don't have the range or can only sink so many ships due to torpedo storage. Subs that you have also are shown on the map and can be directed to operate in certain areas but will just operate wherever they want unless directed as they do now. Enemy sub locations are dependent on how much spying your doing. The standard three Submarine trade warfare buttons when you enter a war would work exactly the same.
Merchant ships: Have merchants be a ship that shows up on the map and moves around based on what Colonial bases you have. You have no control over these ships beyond your country's budget and war status determining how many of these ships you have and if your having to build them yourself or if you have to buy them or if your planning an invasion/doing an offensive campaign. These ships would be automatically build or bought by the A.I. due to these ships being civilian ships.
These ships would be split up into:
General cargo
Coal/Oil tankers
Troop transports
Where the oil tankers would go to get the oil would depend on if you have oil yourself or if you have to get from another Country. If that Country is hostile to you than you can't get oil from them and have to get it from elsewhere.
Due to the fact that there would be a limited number of ships TP would be very important and and ships on TP could stay in the same area or if you want you could let them travel/follow the merchant ships wherever they going(especially if you have convoys unlocked). Also, and I don't know if this already happens and I haven't noticed it yet but have TP ships show up protecting merchant ships in those defending/attacking missions.
If enough ships going to an area gets sunk then that could mean a food/supplies shortage(General cargo), a fuel shortage(Coal/Oil tankers) or a failed invasion/land battle(Troop transports). If this happens to a colony then that could mean a massive increase of that colony attempting a rebellion or ships stationed there gets a fuel shortage. If this happens to a home area then a standard food/fuel shortage will happen and increase your unrest.
That is all, thanks for taking the time to read this.