Dear Citizens,
Over the next 2 months we plan to roll out a series of changes in order to put more emphasis on the strategy part of the game and address several of eRepublik’s issues as voiced by the Community.
We are presenting a sketch roadmap of the things we are currently working on so you can both have an overview of the things to come and have your say on it.
A new Industry together with its correspondent New Resources will be added to the eRepublik Economy. Countries will be able to fight for the New Resources as part of a fresh Resource Wars event, starting in the following weeks. This remake of the 2015 Resource Wars will bring different rules to the table and a greater focus on strategy and balancing.(1)
The new Industry will significantly change the way the battles are fought and allow new users to matter from their first days, without impacting the fun of the loyal players base.
Once the Resources are allocated and the event is over, bonus productivities of the regions will change, the rare resources regions will have better bonuses than the common ones.(2)
Players’ Companies will no longer travel with them. Companies will be established on firm ground and benefit from the bonuses of the Region/Country they are based in. Taxes will be calculated accordingly and Companies will be subject to trade embargos once again. Players will get to decide where to base their current Companies.(3)
Region specific taxes will follow enabling a higher taxation of occupied territories as spoils of war. As a next step we will be looking at the introduction of Regional Governments with elected officials.
Increased revenue for Country accounts by extending taxation to all the revenue base (Combat Orders and Currency medals), enabling governments to better fund Military Campaigns among other things.
Travel will have changes too, and will no longer be based on arbitrary zones but on Real World distances. (4)
Players that fight in closely contested rounds will get more Prestige Points. (5)
Ad 1)
I can only hope that it will be more long-term-oriented rather than single week of burning the Energy Bars. Setting the entire geo-politics (via Resource allocation) due to track record of the country for one week, and giving the power of Resource allocation to single president that may be PTOd / Inactive / In Opposition to the other side / Trolling / be puppet of someone else etc. seems like terrible idea.
Punishing some small countries that in future may Baby-Boom only because 'they weren't strong enough on the week of 24.04.2016 -> 31.04.2016 IMO isnt fair either.
There is entire other topic of USA having 50 lands to distribute their Resources on, when some - even of the most powerful eCountries can have 2-6 base regions seem insane, especially as having region as 'core region' and 'region borders' are one of the most important things in the game.
Giving CPs ability to pick resources makes the game even more crazy, as on the point of the day, some countries have to ask their neighbors to 'please, could you kindly grab this resource so we could take it away from you?', which is really stupid - CP of Uruguay or other small country from dude with less income from all taxes than me from my companies, suddenly get the biggest power in the history of the erepublik. The power bigger than 'wipping all the MPPs' from V1 or 'spend all the country treausure'. The entire thing becames huge marketplace of favors and bribes, that pretty often may involve a lot of human drama 'I dont like you neighbor, I wont take it because I dont like you' or 'WTF our June 2016 CP was crazy, we picked him for the lulz and now we are screwed forever"
Ad 2)
Again, there are problems - what do you mean by 'Better Bonuses'? The term itself is vague as hell... From the way its written, I assume that either there will be a dozen of different resources, some more important (and more rare) than the other, or that its basically low-medium-high of V1, but written in the way that noone will get it, and Low/Med/High will all have their own 'fluff names' that in fact will work like Low/Med/High anyway.
Ad 3)
But what if my country doesn't win good bonuses for my companies? Will I be able to change the type of my companies without any cost, locate them out of current borders / core borders (/ on the foreign ground, possibly even 'on the field of my enemy', but paying these taxes to them?).
If I understand you correctly, I will be able to own and selfwork in my companies that are set all over the world, paying taxes in each of them accordingly? Will we be back to the days where companies had their own inventories and bank accounts?
Ad 4)
But... why? I know that current system is a little confusing for the new players, but most of the times we fly not onto the batlefield, but onto the land of our ally to fight the actual battle from the MPP, or just to the land of the country to fight in RW - Real World distances could just make system even more complicated, as having the country with huge regions in erepublik could force you to move huge distances to anywhere (moving from Far Eastern Russia to anywhere (that is - assuming that distance is based on the center point of each region) would be hell.
Also, that pose another question - how will the costing / tickets works? Will the cost be continious or discretized function? That is, 1 RL km = 1 CC, or will there be brackets of distances (very short, short, medium, long, very long, etc.) that will determine the cost?
Game is full of arbitrary game mechanics anyway, putting 'more realistic' system, and combining it with abstract ones wont make game easier to understand nor more realistic
Ad 5)
I don't like when game artificially rewards players from doing stuff, and 'close battles' seem like a project of the madman.
People pretty often 'organize epics' - spend hundreds of CC / tanks / damage, just to make battle epic so other could get their prestige bonus.
If close battle means only 'within 49-51%' I can see a player fighting on both sides at the same time just to get artificial bonus.
The regional taxes themselves should make battles really interesting, adding some rigid barriers 'If there is more than X' etc. only makes system more artificial, confusing and less tactic - as both sides may artificially stop fighting after reaching the barrier of bonus / starting fighting only after the conditions are met, which is IMO what the battles should not be about - they should be about winning the region, and playing around your opponent, reorganizing yourself before the next strike, asking allies for help etc., not a bunch of people fighting on 50.95% and stopping their fighting on 51.00% 'because artificial rewards'.