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by mrgenie
May 31 2019
Forum: Issues and Support
Topic: New feature thought on Casus Belli, War likelyhood, alliances
Replies: 8
Views: 989

Re: New feature thought on Casus Belli, War likelyhood, alliances

Oh i c. well it wouldn't be complex, that's the whole point... something like a non-economic model.. simply amount of people * average wage * tax rate = income inflation fixed at 1% income rising 1% fixed ( so basically a zeroing out) same with costs.. so basically an option with a stripped economy ...
by mrgenie
May 30 2019
Forum: Issues and Support
Topic: Bug military installations after "COLONIZE"
Replies: 4
Views: 3693

Re: Bug military installations after "COLONIZE"

Well we definitely need more control over colonies then. since I never see them resume even if I give them 10+ M of money, industrial goods, military goods, doesn't matter they never resume that's just a fact! I can wait hours and hours and nothing happens. Also some colonies start to build research...
by mrgenie
May 29 2019
Forum: Issues and Support
Topic: Loyalty
Replies: 13
Views: 1239

Re: Loyalty

Well I keep wondering how you managed such a supurb engine. I played and reviewed many strategy titles, granted SR is more a tactical-strategy combination more towards tactical, but I never seen any game to handle units so realistic... It's obvious you can never program real human behavior in a game...
by mrgenie
May 29 2019
Forum: Issues and Support
Topic: New feature thought on Casus Belli, War likelyhood, alliances
Replies: 8
Views: 989

Re: New feature thought on Casus Belli, War likelyhood, alliances

Voodoo economy is a good one :) I think BG should add a "simplistic" economy model to the game... now we have very easy, easy, hard, etc.. but the simplistic would simply omit 99% of the economy model and give both human and AI extreme much cash to play with.. like all costs 25% lower as currently e...
by mrgenie
May 29 2019
Forum: Issues and Support
Topic: Bug military installations after "COLONIZE"
Replies: 4
Views: 3693

Bug military installations after "COLONIZE"

After conquering a country and the question comes to ANNEX/COLONIZE/RESTORE RELATIONS IF during that question you're building up military infrastructure like barracks, air field, harbor, fortifications etc and you want to make it a colony this colony will PAUZE all constructions. If you then hand ov...
by mrgenie
May 21 2019
Forum: Issues and Support
Topic: Colonial power not fighting
Replies: 3
Views: 1452

Re: Colonial power not fighting

Great to hear your ideas on colonial management! They do make sense especially if not so difficult to implement.. my main problem really is units sometimes are send over oceans for reasons I do not understand.. for instance my minister keeps sending units to my African colonies and the more they get...
by mrgenie
May 21 2019
Forum: Issues and Support
Topic: Loyalty
Replies: 13
Views: 1239

Re: Loyalty

"The community has taught me that we can't give out that level of detail." In Germany it's common if you say something you always say:" bis zu" or "ohne gewaehr" practically this allows 100% of the companies and the government to say anything they want ... You could do the same in English.. if you c...
by mrgenie
May 08 2019
Forum: Issues and Support
Topic: Loyalty
Replies: 13
Views: 1239

Re: Loyalty

Fair enough it's not on the top of the wishlist...
But it should be on the "list" :)

Maybe for players feedback BG releases the "list" of topics that are on there and the "priorities" which will be done first, second, etc..?
by mrgenie
May 08 2019
Forum: Issues and Support
Topic: New feature thought on Casus Belli, War likelyhood, alliances
Replies: 8
Views: 989

Re: New feature thought on Casus Belli, War likelyhood, alliances

Well with or without UN fact is if in reality a country expands too much, foe and allies start to work together to take down the aggressor. In reality it's practically impossible to conquer the world. You can create an empire with free trade/colonies/etc but ruling the entire world by conquest in re...
by mrgenie
May 08 2019
Forum: General Discussion - SRGW
Topic: Military - Units Path Around
Replies: 0
Views: 1824

Military - Units Path Around

Is a great option to avoid cluttering of armies. I currently ran a game with avoiding my own units running like crazy around the world. Especially getting stuck in the Sahara or Siberia. So these countries I delete all military production and make them colonies. Then I say:"units path around" and ha...
by mrgenie
Apr 26 2019
Forum: Issues and Support
Topic: Loyalty
Replies: 13
Views: 1239

Loyalty

Loyalty should not be FIXED. We've seen throughout history where countries deported, massacred, slaughtered inhabitants and replaced them with people of their own. For instance Crimea. 300 years ago around 0% Russians lived there. During the Russian occupation they stole the land, slaughtered the in...
by mrgenie
Apr 26 2019
Forum: Issues and Support
Topic: New feature thought on Casus Belli, War likelyhood, alliances
Replies: 8
Views: 989

New feature thought on Casus Belli, War likelyhood, alliances

Country A is being attacked. He defends and releases the country back with neutral/good relations.. all fine. Country A now is the attacker, attacks and releases the country back with neutral/good relations.. all fine. But now country A decides to Annex/Colonize.. this is EXPANSION.. and thus a risk...
by mrgenie
Apr 26 2019
Forum: Issues and Support
Topic: Colonial Management
Replies: 0
Views: 1642

Colonial Management

In some colonies I put some barracks, airfields, harbors.. but they ran out of industrial, military, $$$ and thus halt building.. then I offer them whatever they are missing.. but they don't resume! I think this is unwanted and I think generally there should be a "colony minister" Suggestions what a...
by mrgenie
Mar 29 2019
Forum: Modding Show & Tell
Topic: Strategic bombing and realistic war unit stat values
Replies: 1
Views: 816

Re: Strategic bombing and realistic war unit stat values

This mod seems better balanced than the original version.

but, no readme? :)

Not that it's needed, but a good mod always has a short readme>

where to install
link to original thread/weblink
author

mainly the readme is for users to later find back where they got the data from
by mrgenie
Mar 29 2019
Forum: Modding Show & Tell
Topic: [UI-MOD] Large order list
Replies: 5
Views: 1796

Re: [UI-MOD] Large order list

Great mod! One side note, inside the readme.txt of your mods you should include the weblink to this thread or other source where people could check for updates or where to put comments. http://www.bgforums.com/forums/viewtopic.php?f=91&t=30293 should be included.. Just my opinion. I understand peopl...

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