EcoE
Eco
Nov 3

Military for Countries

Basically a new category of items, large Galleons or Man-o-wars give some military power to a nation or town increasing their influence, eventually tanks or whatever, could be just normal boats cosmetically changed but they still serve other uses for transport. I was swimming and the fishing troller looked like a pirate ship from a distance, thought it would be cool to have more colonial ships with huge masts, eventually for more modern tech aircraft carriers or battleships that mostly just sit in the water of a nation adding culture or power so the radius expands more. Would be pretty interesting. Would also be cool to see nations 'go to war' in the form of just having 3 or 4 tanks sitting at the town hall or something.
PendingPending

Mar 20, 2025

I don’t think it’s necessary to add PvP in the traditional sense, but for a good simulation of human society, it would be very beneficial to include various types of stations, such as a watchtower, barracks, or border checkpoint. These stations would require a supply of resources to generate pressure on the nearest border.

Jan 31, 2025

It's interesting to allow people destroy planet in another way. Of course wounds and deaths cannot be permanent, but it opens new profession - doctor. Also it's needed to add natural wounds such as broken arms/legs or animal bites.

Jan 21, 2025

Qualified vote for this: I'd prefer paintball-like combat, without any killings or permanent destruction, with the following conditions: 1.) That this is an option to enable on server. 2.) The option must be disabled by DEFAULT. In a paintball-like combat, the following rules should apply for the combatants: 1.) If 'killed' in a combat, the result can be either that you are out for the rest of the war or that you are on a time-out. 2.) If 'wounded', you are on a time-out (shorter than 'killed' time-out, if the latter exists). Any 'wounds' may also result in a temporary de-buff to the various actions, such as mining and logging, in the form of increased calorie cost and increased number of times required to break a rock or to cut a tree. 3.) If 'captured', you are on a time-out, with the duration being intermediate between that of that 'wounded' and 'killed'. Furthermore, rather than permanent destruction, the destruction would manifest in the following ways: 1.) Blocks can only be damaged but not destroyed, significantly reducing its impact on the room values. Requires repairs. 2.) World objects can only be damaged but not destroyed, significantly reducing its capability. For example, crafting time on a work station is significantly increased or quantity you can order is limited by the amount of damage. Influence and housing value would be significantly reduced. Must be repaired. 3.) The natural blocks (dirt, water) are polluted to an increasing degree as a result of the technologically evolving warfare. 4.) Trees and plants may or may not be destroyed. Otherwise, it may be only damaged, in which it provides lower yields until it naturally recovered in full. There may be ways to speed up their recovery at a significant cost. That being said, the warfare must be designed in a way that it would not result in a permanent inconvenience to the people who have significantly invested their precious time in building. It must be designed in a way that there is a significant deterrent to initiating a war. Optionally, warfare also cannot be waged between settlements that are not countries or federations.

Jan 21, 2025

Not that I am advocating or advocating against warfare. It makes no real difference to me whether it will be implemented or not. But I do insist on it being optional and off by default. Whether warfare is implemented or not, I do like the idea of having a Royal Navy with ships of the line, though. ;)

Nov 17, 2024

Big no! Eco isnt designed for any war, brutality, etc