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Diplomatic Wall

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eowan the short View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote eowan the short Quote  Post ReplyReply Direct Link To This Post Topic: Diplomatic Wall
    Posted: 15 Jun 2017 at 22:31
I think there should be a wall for diplo units like there is one for troops. 
The idea could be that your citizens are given IDs to help figure out who is a foreign spy.
There could be researches for different diplo wall levels such as:
Gatehouse/ Identification Papers/ Watermark/ Printing/ Specialist Paper
The research could allow you to build a Gatehouse building which could be attached to the wall.

Ideas for research blurbs:
Gatehouse:
Keeping an eye on the comings and goings of your populace is a priority for any moderately tyrannical ruler. The gatehouse helps your diplomatic units to keep watch for those who seek to cause your town harm.

Identification Papers:
Crude but effective, these papers are carried by your citizens to let your diplomatic units know exactly who they are.

Watermark:
Through lengthy experimentation with several inks and dyes, your scientists have discovered how to add faint patterns and designs to your identification papers to make them more difficult to forge

Improved Printing:
Through use of the latest technologies and techniques you are now able to issue ever more complex identification papers consistently to further thwart would be troublemakers.

Specialist Paper:
Not all paper is created equal, some of it is a real pain to copy. By using different ingredients in the paper making process you are able to create unique paper which your diplomatic units can learn to recognise instantly.
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Lost Avenger View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Lost Avenger Quote  Post ReplyReply Direct Link To This Post Posted: 18 Jun 2017 at 14:48
I think that would also call for a new building 'Printer's Press' otherwise it would be too easy to implement and render another aspect of the game useless.

The 'Printer's Press' could also be used for city and fraction influence and forging documents to bypass city diplo walls. Creating forged document could take care of unused crafting items.

Just my opinion anyway.
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DeathDealer89 View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote DeathDealer89 Quote  Post ReplyReply Direct Link To This Post Posted: 18 Jun 2017 at 18:44
I don't think you would want to do another building.  As it stands many of buildings don't get used.  

How about another school of magic?  

You cast a spell on blacksmith and thieves stealing swords and chains are more likely to get caught.

Cast on barracks and scouts are more likely to get caught.  

Cast on consulate more likely to find out who sent them.  

But it would have to come with a corresponding boost to the diplomats as they are already extremely risky for the value that they give with most of the adv res stored in hubs. 
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eowan the short View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote eowan the short Quote  Post ReplyReply Direct Link To This Post Posted: 18 Jun 2017 at 21:44
 I agree diplo units would also need an attacking boost though not so much as to completely overcome the wall. 
Also, if thieves and assassins were made more potent that would be good with thieves having slightly higher carry capacity and T2 assassins being able to take out commanders not attached to armies (tbh, I never understood why an assassin would not be able to find a commander at home just as easily as in an army)
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DeathDealer89 View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote DeathDealer89 Quote  Post ReplyReply Direct Link To This Post Posted: 19 Jun 2017 at 06:25
Actually if assassin's could take out troops in addition to commanders it would make the diplomats massive in terms of effect.  Or perhaps add a new type of saboteur like unit which causes armies to move slower or misunderstand commands.  
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Binky the Berserker View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Binky the Berserker Quote  Post ReplyReply Direct Link To This Post Posted: 19 Jun 2017 at 08:41
a wall allready attributes to your diplo defense as it is now. offcourse i also like to see an addition to this but not without a lot of other changes. it would be nice to see the diplomatic part of the game extended, but i don't think that will happen. it was promised a long time a go that assassination in the field will be able in the future.

As it is now assassins are the most expensive units in the game and the seasiest to defend. they can only strike when your target player is to lazy to hide his commanders and he will probably only do that when he has low level commanders.

Saboteurs are also pretty expensive but can really do damage. On the other hand this is mostly damage to towns still in progress. In times of war when you want to do that damage most opponents won't focus on building up towns. Still i think sabs are currently the most effective diplo units.

Thieves are nice, but mainly if they manage to steal adv res. and that's also easy to defend by sendign those res to trade hubs where they can be stored forever without any risk. On the other hand, thieves are both damaging your opponent and aiding yourself when stealing basics.

as it is now, spies and scouts are indeed hard to defend. i can see why people want to see that changed. but extra defense for that should only come with changes to the other 3 diplo units.

make assassins able to kill commanders in the field; give sabs the abillity to sabotage cata's or give the possibillity to hit sov squares. make it possible for thieves to ssteal from trade hubs, or have factions attack trade hubs so not all that's stored there is save without risk.
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