Sovereign squares:
I been thinking about new possibilities for sovereign squares which I
feel are bit simplified at the moment. (Also quite buggy atm.) These are just some
ideas for the future so claiming land could be much more interesting (and cause
more conflict.) Discussion welcome, but if you got bunch of your own ideas
please make a new thread.
1. Sovereign
structures could look like structures or buildings in the map.
- Make map look more alive not just cities and gloving squares.
- Feeling of enlarging your towns.
2. Cities should be
able to see units moving towards their sovereign squares.
- Protects against surprise siege with occupy.
- Grants another level of ownership to sov. squares.
- Makes 3. more reasonable.
3. Raiding or/and Siphoning
of resources from sov. squares.
(Siphoning was never activated, )
- Ads another level to the warfare.
4. Secondary sov.
structures:
- chance to make 5 different 1 level sov. structures on level 5
square.
- Instead of sov. structure levels these could be level of sov. villages
that have 5 different structures
- More options for developing cities.
- Possibility to have road and farm for example (when/if roads are
introduced)
5. Defensive
structures on sov. squares
- Tower able to see diplomatic movements in the area depending on the
level of sov.
- Traps "defence minus" for foreign troops holding the square.
Cheap structure.
- Fort "defence plus" for troops own and foreign troops
holding the square. Medium priced structure
- Castle "large defence plus" and needs to be sieged to
capture or destroy. Expensive structure uses all of the square.(See 4.)
6. Special NPC
square structures
- Other sov. buildings could remove "NPC square status" meaning no army or
resource spawn, but underlining resource terrain would stay.
- Harvesting building Sov. NPC squares are harvested automatically and sent to town
once a week.
- Fighters pit: Gathers elevated x% gold by fighting spawning NPC:s with
troops.
when/if introduced
- Apothecary/magicians building gather anatomical parts for spells/crafting.
- Mercenary building: possibility of hiring mercenaries that arrive to
NPC squares.
- Tamers building: possibility of taming creatures/animals that arrive
to the NPC square.
Edited by Thexion - 23 Nov 2011 at 12:15