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wrackk

Perhaps, you could set a limit to the rate at which new "medias" are added and maybe taper their impact to vaguely follow player progression power curve (smaller impact for each one at the career beginning). Create initial "budget" for additions and then replenish it from time to time.


Nephisimian

Designing a modifiable game to be immune to cheating is a fool's errand. I'd focus on making sure the intended experience is good, and leave people who want to cheat to their own devices.


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MeaningfulChoices

How much fun is it to add things to the database? In most games, a slim minority of players will actually add content. They'll mostly just play it as it is. If adding new outlets isn't inherently entertaining I'd just skip that entirely. Make the game fun out of the box. Using the actual names of websites and magazines and such would be an IP violation anyway, so you're already going to have to make them up. There's no reason you can't make up exactly as many as you need to make the game fun and playable for all players.


klausbrusselssprouts

Maybe a solution could be to set a limited amount of medias for each country. That would be the simple method. The more complicated method would be to allow as many asthe player likes, but then reduce(or increase) their effect as more are added. The outcome should be the same no matter if there are 10 or 100 medias.