#population density

65 messages · Page 1 of 1 (latest)

late musk
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when a hydrogen hits your empty land make it so that it doesnt magically take away 90% of the population from cities on the other side of the nation it just makes having concentrated air defences around specific cities more pointless
(make open area less dense but not completely how its supposed to be, make it like 50-25% less dense depending on size)

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population density

cyan schooner
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It would be nice too, if this addition came with new UI on map to show you where your pop density is being localized around cities, and how much Pop damage a nuke and hydro will do when overlapping that area.

late musk
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bump

next blaze
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truth nuke

late musk
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late musk
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late musk
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late musk
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rare escarp
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I like it in concept, but it seems a bit too strong. Theoretically, if you keptt like 90% of your cities in a mirv-proof island, and got mirved, you would only lose like 10% of your troops at most, which is insane.
As it is now, i think all your troops are "stored" in your land, not cities, and the cities only increase the capacity.
I think it would be more balanced to have half of your troops stored in cities, and half in your land

late musk
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or like 15-20 since u gotta also pay for the expensive launchers

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all it would take is 1 more atom bomb than ur amount of sams and most ur stuff would be gone which is why its not overly op

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  • its realistic
late musk
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bump

late musk
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crystal urchin
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but its a good balancing feature, how else would you wipe out large masses of troops

late musk
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Or attacking

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Attacking random pieces of empty land shouldnt kill citizens who are completely safe and sound

late musk
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late musk
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maiden zodiac
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yeah idk where the logic is in the losing your pop thing, like i guess all the people just run from the cities to right beneath the bomb when they see it coming

late musk
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late musk
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late musk
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25:1 ratio they better add this

late musk
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late musk
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late musk
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dawn elm
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What if the nuke kill rate was based off of land height to keep it fast? Currently its something like:
player tiles - nuked tiles = % dead

Instead it could be changed to:
player tiles - (nuked tiles / land height) = % dead

Nuking farms vs nuking mountains would yield different kill rates while not requiring dynamic population tracking.

late musk
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late musk
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late musk
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jagged patrol
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late musk
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balmy crag
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pump

late musk
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late musk
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limber tusk
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Bump

jagged patrol
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inland onyx
late musk
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inland onyx
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Wasn't meant to stop

jagged patrol
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Bump

late musk
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late musk
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jagged patrol
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late musk
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ornate patio
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would be a nightmare to balance, islands become the strongest spots. Mirvs/Hydros loose all value mid-late game end up in a never ending arms race of balancing sams to launchers matching troop count spending time just trying to outpace your enemy

late musk
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harsh iris
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bump

late musk
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late musk
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late musk
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late musk
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late musk
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harsh iris
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Bimp

late musk
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stark pebble
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With some balance this could work