SRGW wishlists, feature requests and suggestions
Posted: Mar 01 2017
With work on new Supreme Ruler announced, maybe it is time for us to help BGs with some ideas.
While I know my reasons for doing this are very selfish, I can not help myself knowing BGs are patient
Sorry for starting feature requests again
So, here it is:
1. Coal and oil burning ships. Very important resource shift for the era, but I don't think engine can handle this...
2. Make Suez canal, Bosporus straight and Singapure straights UN (international) zones (like Gibraltar which functions fine) to prevent ships of neutral countries being attacked. Regions that hold shores will be able to attack enemy ships in international waters anyway.
3. Expand Battle for Atlantic feature to every coastal region. By doing that we will be able to hunt merchies of every enemy region in oceans and seas adjacent to their shores (colonies included).
4. Further polishing of diplomacy.
5. AI more active in building industry if profitable resource hexes are available or goods are needed (if money and IGs are available)
6. AI building supply depots in unsupplied areas, especially on road and rail hexes.
7. Coal used by population (heating). When some techs are reached, usage of coal is abandoned.
8. Hexes can change loyalties to the region owned/ruled by over the time (influenced by social spendings, taxes, GDP, gov type and approval ratings).
9. Player can change gov type to all existing types when elections are lost. Also can change gov type anytime if monarchy, theocracy or dictatorship.
10. Max unit numbers per region is capped by AI stance, population and GDP. When CAP is reached ,no additional units are built
- during the peacetime more units are in reserve
- when region is at war, unit cap limit is off. When the war ends, excess units are placed to reserve and offered to allies, friends or neutrals before being scrapped.
- when new units are researched, outdated ones (red dot quality weighting by AI) are all withdrawn to reserve are sold to allies, friends and neutrals. Those not being sold are scrapped.
- this will improve game performance and prevent map from overfilling with units, especially in long term games
11. Max unit production facilities are capped by by AI stance, population and GDP.
12. Garrisons are getting stronger over the time (tech research as trigger) to be competitive with other infantry units in close attack and close defense.
13. AI capable of building airbases and airfields close to the borders to be able to project airpower (when it become available).
14. Naval AI Please, naval AI
15. AI missile build sequence is hardcoded and needs serious revision:
- AI should build less nuclear warhead missiles and more conventionals (1:10 or 1:20 ratio)
- AI should build all launch and target missile types (not air launch only). In my current game it builds no naval attack missiles or naval launch or land launched. Except those with nuclear warheads
16. Financing opposition may result in coups.
- after the successfull coup government is merged, friendly and the same type as the one of coup's sponsor
- failed coup attempt results in great CB gained against coup's sponsor
- coup results in release of all non loyal hexes to parent regions and ressurection of dead regions that owns non loyal hexes. Coup victim sometimes gets maximum CB to resurrected regions and regions that regained their hexes => resulting in wars (there are many historicall examples for this like russian revolution).
- active units and units stored in barracks in resurrected regions or ceded hexes may pass on that regions - loyalty switch.
- colonies may use coups to break off and become independant (random gov. type), CB to region they were colonies of.
- teach aI to do this too to regions it hates!
17. Supplying arms to opposition results in guerillas spawning in non loyal hexes.
-Teach AI to do this to regions it hates!
18. AI not sending units to unsupplied hexes (Sahara, Siberia, Saudi Arabia, Tibet) en mass or without building supply depots as it advances.
19. Internal migrations - population migrating from empty hexes to city and industrial hexes.
20. AI knows how to liberate and colonize instead of annexing only.
21. Encouraging independance of colonies can spawn guerillas!
22. AI will send peace offers and accept peace more likely even if enagaged with combat, especially if low on units (lost situations)
23. Ending wars with losing loyal hexes may force government change.
More to come...
While I know my reasons for doing this are very selfish, I can not help myself knowing BGs are patient
Sorry for starting feature requests again
So, here it is:
1. Coal and oil burning ships. Very important resource shift for the era, but I don't think engine can handle this...
2. Make Suez canal, Bosporus straight and Singapure straights UN (international) zones (like Gibraltar which functions fine) to prevent ships of neutral countries being attacked. Regions that hold shores will be able to attack enemy ships in international waters anyway.
3. Expand Battle for Atlantic feature to every coastal region. By doing that we will be able to hunt merchies of every enemy region in oceans and seas adjacent to their shores (colonies included).
4. Further polishing of diplomacy.
5. AI more active in building industry if profitable resource hexes are available or goods are needed (if money and IGs are available)
6. AI building supply depots in unsupplied areas, especially on road and rail hexes.
7. Coal used by population (heating). When some techs are reached, usage of coal is abandoned.
8. Hexes can change loyalties to the region owned/ruled by over the time (influenced by social spendings, taxes, GDP, gov type and approval ratings).
9. Player can change gov type to all existing types when elections are lost. Also can change gov type anytime if monarchy, theocracy or dictatorship.
10. Max unit numbers per region is capped by AI stance, population and GDP. When CAP is reached ,no additional units are built
- during the peacetime more units are in reserve
- when region is at war, unit cap limit is off. When the war ends, excess units are placed to reserve and offered to allies, friends or neutrals before being scrapped.
- when new units are researched, outdated ones (red dot quality weighting by AI) are all withdrawn to reserve are sold to allies, friends and neutrals. Those not being sold are scrapped.
- this will improve game performance and prevent map from overfilling with units, especially in long term games
11. Max unit production facilities are capped by by AI stance, population and GDP.
12. Garrisons are getting stronger over the time (tech research as trigger) to be competitive with other infantry units in close attack and close defense.
13. AI capable of building airbases and airfields close to the borders to be able to project airpower (when it become available).
14. Naval AI Please, naval AI
15. AI missile build sequence is hardcoded and needs serious revision:
- AI should build less nuclear warhead missiles and more conventionals (1:10 or 1:20 ratio)
- AI should build all launch and target missile types (not air launch only). In my current game it builds no naval attack missiles or naval launch or land launched. Except those with nuclear warheads
16. Financing opposition may result in coups.
- after the successfull coup government is merged, friendly and the same type as the one of coup's sponsor
- failed coup attempt results in great CB gained against coup's sponsor
- coup results in release of all non loyal hexes to parent regions and ressurection of dead regions that owns non loyal hexes. Coup victim sometimes gets maximum CB to resurrected regions and regions that regained their hexes => resulting in wars (there are many historicall examples for this like russian revolution).
- active units and units stored in barracks in resurrected regions or ceded hexes may pass on that regions - loyalty switch.
- colonies may use coups to break off and become independant (random gov. type), CB to region they were colonies of.
- teach aI to do this too to regions it hates!
17. Supplying arms to opposition results in guerillas spawning in non loyal hexes.
-Teach AI to do this to regions it hates!
18. AI not sending units to unsupplied hexes (Sahara, Siberia, Saudi Arabia, Tibet) en mass or without building supply depots as it advances.
19. Internal migrations - population migrating from empty hexes to city and industrial hexes.
20. AI knows how to liberate and colonize instead of annexing only.
21. Encouraging independance of colonies can spawn guerillas!
22. AI will send peace offers and accept peace more likely even if enagaged with combat, especially if low on units (lost situations)
23. Ending wars with losing loyal hexes may force government change.
More to come...