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										<a href="http://www.blocgame.com/forums/index.php?topic=24.msg66#msg66" rel="nofollow">New money sink --- Research (updated)</a>
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									<div class="smalltext">« <strong> on:</strong> May 08, 2015, 11:53:29 AM »</div>
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								<div class="inner" id="msg_66">Rumsod mentioned needing a money sink. How about something research related? Sink money into different research fields directly (or indirectly through research labs or policies) to give bonuses to:<br />- military bonuses<br />     - troop attack/defense<br />     - increased manpower<br />     - less growth loss<br />     - airforce attack/defense, and success rate of other actions<br />     - same with navy<br />     - weapons effectiveness as a force multiplier<br />- economic bonuses<br />     - wells produce more oil<br />     - mines produce more RM<br />     - factories produce more MG<br />     - generate cash more<br />- infrastructure bonuses<br />     - buildings require less land<br />     - buildings cost less to build<br />- relation bonuses<br />     - generate more relation points<br />     - things cost less relation points<br />- spy bonuses<br />     - cost, success rate, stealthiness, counterspy effectiveness, etc<br /><br />These are just ideas to get started with. This also lets us distinguish between weapons count and military equipment level.<br /><br />Edit: I fleshed out my thoughts <a href="#post_more" class="bbc_link">here</a></div>
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								« <em>Last Edit: May 30, 2015, 02:55:21 AM by Taikuh</em> »
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										<a href="http://www.blocgame.com/forums/index.php?topic=24.msg67#msg67" rel="nofollow">Re: New money sink --- Research</a>
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									<div class="smalltext">« <strong>Reply #1 on:</strong> May 08, 2015, 11:55:22 AM »</div>
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								<div class="inner" id="msg_67">To add to that: pour money into tech levels, pour whatever you pour now into weapons.</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=24.msg69#msg69" rel="nofollow">Re: New money sink --- Research</a>
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									<div class="smalltext">« <strong>Reply #2 on:</strong> May 08, 2015, 12:03:09 PM »</div>
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								<div class="inner" id="msg_69">So, cash --> tech levels. And MG --> weapons.<br /><br />Resource management can also be changed. Right now, planes, ships, AND weapons all require the almighty MG. RM is nothing more than a stepping stone to build factories for MG. RM is also needed for some policies but it hardly puts a dent late-game.</div>
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									<div class="smalltext">« <strong>Reply #3 on:</strong> May 08, 2015, 12:10:48 PM »</div>
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								<div class="inner" id="msg_70">I'd chip in proper, but I'm kind of waiting for rumsod to reset the game first. Personally, though, I'd suggest this, weapons-wise: they're merely necessary for your troops to attack. No weapons, no offensives, and you get a 75% power penalty for defensives. I've always found it kind of dumb for weapons = tech, really; plus, the amount of weapons used should depend on how big your army is. An army of 230k should use 23 weapons per each attack, for instance, while for defensives, they use half as much. Also, they should be used up on every airstrike or naval bombardment.</div>
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									<div class="smalltext">« <strong>Reply #4 on:</strong> May 08, 2015, 01:16:41 PM »</div>
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									<div class="smalltext">« <strong>Reply #5 on:</strong> May 08, 2015, 04:45:56 PM »</div>
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								<div class="inner" id="msg_114"><span id="post_more"></span><br />There are different fields of technology you can research. Researching requires cash. The more cash you pour into a technology, the higher the bonus you get from that technology. The cost of research depends on your GDP and land. In other words, the higher your GDP and land, the more money you need to sink into research to see the same returns. Technology also decays over time; perhaps the rate depends on your GDP, land, and current technology level. The maximum bonus you get from researching technology is capped/plateaus (not sure).<br /><br /><span class="bbc_u"><span style="font-size: 12pt;" class="bbc_size"><strong>Technology</strong>: its bonus</span></span><br /><strong>Medicine</strong>: decreases defensive military casualties; increases QoL boost from healthcare policy; decreases the effects of being hit by chems and nukes<br /><strong>Education</strong>: increases QoL boost from public school policy; decreases research cost and decay rate<br /><strong>Commerce</strong>: increases budget cap and income rate; decreases unsustainable growth (RIP CommissarBrian); increases growth from Foreign Investment policy; decreases Raise Minimum Wage cost<br /><strong>Industry</strong>: increases production from mines, wells, and factories<br /><strong>Infrastructure</strong>: increases maximum manpower; increases benefits from Housing policy; decreases land usage from mines, wells, and factories<br /><strong>Agriculture</strong>: increases manpower regeneration; increases growth from Great Leap Forward policy<br /><strong>Military Tactics</strong>: increases overall intra-battlespace military power (troops vs troops, planes vs planes, ships vs ships); can replace the 'tech' function of weapons and leave weapons as a war resource independent of tech (<a href="http://blocgame.com/forums/index.php?topic=25.msg121#msg121" class="bbc_link" target="_blank">see here</a>)<br /><strong>Military Strategy</strong>: decreases training costs; increases spoils from war (GDP, land, RM, oil, cash, etc)<br /><strong>Military Logistics</strong>: decreases cost of ships and planes; decreases growth and manpower lost from conscription; decreases growth lost from maintaining troops<br /><strong>Ballistics</strong>: increases enemy troop casualties from planes and ships; increases damage done by air bombing factories, wells, mines, cities, etc; increases the effects of chems and nukes<br /><strong>Missile Defense System</strong>: increases chance of avoiding enemy air and naval bombardments, chems, and nukes<br /><strong>Covert Ops</strong>: increases spy and counter-intel success rates; decreases spy recruitment costs and costs of <a href="http://blocgame.com/forums/index.php?topic=17.0" class="bbc_link" target="_blank">spy actions</a></div>
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								« <em>Last Edit: May 30, 2015, 02:55:53 AM by Taikuh</em> »
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									<div class="smalltext">« <strong>Reply #6 on:</strong> May 08, 2015, 05:49:29 PM »</div>
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								« <em>Last Edit: May 08, 2015, 05:51:44 PM by Henry</em> »
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									<div class="smalltext">« <strong>Reply #7 on:</strong> May 08, 2015, 06:56:11 PM »</div>
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								<div class="inner" id="msg_149">It's a tricky idea, and probably would take a huge amount of balance work. Only implement this if you're going to stay around for a few weeks, Rumsod  <img src="http://blocgame.com/forums/Smileys/default/tongue.gif" alt=":P" title="Tongue" class="smiley" /></div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=24.msg247#msg247" rel="nofollow">Re: New money sink --- Research (updated)</a>
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									<div class="smalltext">« <strong>Reply #8 on:</strong> May 09, 2015, 04:15:12 AM »</div>
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								<div class="inner" id="msg_247"><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=24.msg132#msg132">Quote from: Henry on May 08, 2015, 05:49:29 PM</a></div></div><blockquote class="bbc_standard_quote">Signed, so long as there is a cap on all specific sources of researches and multiple levels.<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br />A cap meaning the maximum bonus you can have from researching tech? I agree there should be. I don't know how, but the bonus cap should be able to scale with game progression. Hitting the cap should not be a one-time thing. Otherwise, strong players will just max out all their technologies and sink their money elsewhere. Having technology decay would require constant investment into research. And it forces players to prioritize and specialize which techs they want to invest in to match their play style.<br /><br />I wasn't thinking about bonuses being hard, step-wise levels (like different ship tiers) but more of a floating percentage.<br /><br /><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=24.msg149#msg149">Quote from: Sir_Scarf on May 08, 2015, 06:56:11 PM</a></div></div><blockquote class="bbc_standard_quote">It's a tricky idea, and probably would take a huge amount of balance work. Only implement this if you're going to stay around for a few weeks, Rumsod  <img src="http://blocgame.com/forums/Smileys/default/tongue.gif" alt=":P" title="Tongue" class="smiley" /><br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br />This would be a bitch to implement and balance. But if it is done well, it could add another dimension of play without adding new military units or economic resources. At most, an addition of a "technology resource" like beakers in Civ 5 could be done. You buy beakers with cash. You research techs with beakers. The cost of beakers and/or research can scale with other nation stats. This also allows technology to be tradable and stolen as booty.<br /><br />Research also allows more RP for players to further specialize their nations. Players would invest more into BLOC without needing to be meta-active. For every 1 of us meta-active guys in the forums, there are 10 guys who just want to click buttons and not have to deal with us assholes 24/7.</div>
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