No point in explaining the need, I'll get right to it:
DP system is dropped! auto trade it dropped! Instead, we are introducing a new "influence" system. A few balance changes first:
1. Direct /ally number is limited, you can only have 1-2(mod decision, now MD) as a base and 1 more for each MD number of players in nation. These act like how current ally act in ccnet, you can join their offensive/defensive sieges and have ally perms
2. No more auto trade, meaning nations would need to make trade and peace agreements (called Pacts) before they can trade. More on this later
3. No land regions, as they aren’t compatible with this. (if anyone has a suggestion for them please share)
4. Remove current naval regions and replace them with a lot more smaller regions with only influence as a reward, for example North Atlantic is now 3 minor Theaters that open at the same time
5. Stances receive a slight change: now Non-Interventionist, Expansionist and protector
Now for the "influence" part:
Each nation generates influence in 4 ways:
1. Towny upkeep from it's towns
2. Trade Pacts they have with nations
3. Peace Pacts they have with nations
4. Naval regions they hold
Actions that use up influence:
1. Joining a naval region battle
2. Joining/declaring offensive siege
3. Joining a defensive siege (lower cost)
How mega alliances work: There are 2 kinds of alliances: offensive and defensive, both cost a hefty chunk of influence to create, paid by the pact leader nation, and both cost daily influence on new towny day
rules:
1. Defensive alliance costs are lower than the offensive counterpart. But both still considerably higher than normal sieges
2. Forming an alliance can be done at any time by any type of nation (even if under occupation)
3. After an alliance has been made, when a nation joins it, all their influence gets transferred to the alliance influence balance (now AIB) and they stop generation influence for their own nation influence balance (now NIB).
4. Alliance cost is based on how many nations are in it, with each nation stance influencing their share of the cost based on what type of alliance: expansionist have normal cost for offensive and high cost for defensive, protector is the other way around and Non-Interventionist have very low cost for making a defensive alliance and very high for offensive, while having normal upkeep for defensive and high cost for offensive
5. When a nation joins a siege, their naval region all go under the name of the alliance and their influence reward goes into the AIB
6. All nations in an alliance now show as /ally and have ally perms
7. Defensive alliances cannot start offensive sieges.
War system:
When an offensive alliance declares war on another alliance, they both go into war status: any siege between them can be joined by all members of the alliance, all members of alliances have an auto embargo placed between them for the duration of the war, and all show as enemy like "enemy" currently behaves in ccnet.
War between 2 alliances behaves like current MA wars, towns can be placed under occupation but declaring and joining the siege are free. War can end in 2 ways:
1. An offensive alliance occupies all capitals of all nations in other alliance.
2. One of the alliances runs out of influence in their AIB
If an offensive alliance wins the war, they get the full cumulative war chest from all the battles and all the naval regions that are currently being held between the 2 alliances. If a defensive alliance wins the war, they get the same but also gets the benefit of denying all nations in losing alliance from won naval regions for 2 weeks. *Spoils of war are divided between the winner members as they see fit
Pacts:
To simulate real geopolitics environment, we now use pacts:
1. The Peace Pact is the best there is, it can be made between nations who were not at war in the past 2 months. And pay out the most influence to both of them based on how many members are on the other side of pact (skewed more to small nations to balance, although not nullify, the extra influence big nations make from upkeep)
2. Trade Pacts can be made between any 2 nations who did not have a war/naval battel in the last 2 weeks. Similar method of influence payout like peace pacts, but on a smaller scale
Of course, having 2 nations in war/naval region battle auto remove the pacts between them. This goes for both alliance war and standard siege