![]() ![]() ![]() No reparations or sanctions for the aggressor state feels unfair if you are a defending nation. But i would suggest to offer some other endings to a war then forcing the player to always ask for a truce by himself, especially since the maximum you can get out of it is a 0 sum play. Of course i know that a clean ending to a war is very unlickely in any game that aspires to be realistic. I even helped the attacking country back onto its feet so i can have a strong trading partner, but i kind of feeled unsatisfied. My Citizens understandably got tired of the endless war and started to demand that i end this which i did. There were still no willingness to surrender or at least ask for a truce. Since i was in a good political and financial position i swarmed the enemy country with units an occupied everything.Īfter 15 turns they were basically a failed state with 1 line of stability left. I waited and it destroyed a public park and consequently started a war. The specific mechanics of the journalist I'm not going to say too much about just in case we have to cut it, but if it ends up being fun, it'll add a whole new layer of strategy to things.I agree, a neighbouring country suddenly send a bomber and i got the choice to shot it down or wait and see. This is something I've always had in my mind but there just wasn't time to get it in. The facilities inspector will be completely re-purposed to be a new unit known as a state journalist. Negative corruption would also be a possible cumulative policy outcome, in that your buildings are losing their corruption to a minimum of 0. It will be a line-item much like "Prosperity" or "Qarifii Approval" and you'll see how much a policy affects corruption. ![]() I'll tell you where I'm going with corruption because there's no point keeping it a secret.Ĭorruption will still exist and still be applied to the same buildings, but the rate accumulation will be a function of what your active policies are. ![]()
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