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Topic ClosedCity Subjugation

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hellion19 View Drop Down
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Direct Link To This Post Posted: 01 Sep 2012 at 21:49
Originally posted by TomBombadil TomBombadil wrote:

The idea is not to have a profitable alternative to siege, but to have an alternative to siege.

Currently the most effective way to deal with a troublesome city is to burn it to the ground (along with weeks/months/years of work). This idea is so that a city can be forced into submission without having to destroy all that work.

Of course you could just blockade, thieve and starve it to death, but that still hampers growth severely. The continued existence and growth of a conquered city is what we desire.


No its very much designed to make it profitable.

Now to argue with what you stated so what is the point of blockading and stealing then? So your willing to just hammer this town to what end? So the plan then is a long term deal to cut X% of goods and gold for the extent of the towns life?

So to sum it up you dont want to destroy the city but rather subjugate it which in turn gives you a certain cut that most likely they will not be able to fight as part of the agreement for being there. So how is this considered not to be a profitable way to siege someone?
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Rill View Drop Down
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Direct Link To This Post Posted: 01 Sep 2012 at 18:39
If you don't like where a city is, why would you want it to grow?  That makes no sense.
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Direct Link To This Post Posted: 01 Sep 2012 at 13:40
The idea is not to have a profitable alternative to siege, but to have an alternative to siege.

Currently the most effective way to deal with a troublesome city is to burn it to the ground (along with weeks/months/years of work). This idea is so that a city can be forced into submission without having to destroy all that work.

Of course you could just blockade, thieve and starve it to death, but that still hampers growth severely. The continued existence and growth of a conquered city is what we desire.
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Direct Link To This Post Posted: 01 Sep 2012 at 11:46
I think the proposed idea is a pretty bad idea for what kind of game has been developed. Once you make sieges somewhat profitable it will turn the game into much more of a cuttthroat type game where war is the preferred route to do better. Currently its more about the politic side of things and war is costly making it somewhat painful to do.

So though I do play other games currently that have this method of play style I think it effectively kills those games the way they are setup. Illyriad at least has the benefit going for it that you don't need to destroy everyone around you in order to prosper which allows for more prosperity among more people and generally people stay in the game longer. This is compared to being effectively farmed out of the game for in this case a little extra gold or T2 resources.

So though I am not against the general concept of this type of play style it would be a poor choice for Illyriad to go with it when it seems their current setup has made it more successful. Trying to make it go more cutt throat will just kill a large amount of the player base.
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Direct Link To This Post Posted: 01 Sep 2012 at 10:49
might be with limited use, but dont expect any devs or mods to post here saying they have seen it and give you their opinion on it :P they never do
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Direct Link To This Post Posted: 01 Sep 2012 at 10:35
Bump?
Or is bumping not allowed?
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Direct Link To This Post Posted: 29 Aug 2012 at 19:54
I am certainly for any form of combat that does not destroy countless hours worth of queues like Siege does.
 
That being said, some valid points were made about the currently proposed system. As a suggestion, what if subjugating a city worked like Sovereignty? In this case:
 
- Players send an army under the command of "Subjugate." The army must destroy the entire enemy defending forces in order to initiate the subjugation . If they succeed, the surviving troops begin an occupation of the city. Battering ram sieges and initial attacks on the city are advised to reduce the defending force first.
 
- Unlike sovereignty, subjugation will not require gold and research upkeep, but the occupying army must remain there indefinitely until the subjugation is forfeited. Another army can be sent to replace the survivors, so long as there is an army there. In addition, higher levels of subjugation (levels I thorugh V) require a minimum number of troops to be stationed, based on the subjugated city's population.
 
- The occupying player can then build "Subjugation Infrastructures" (or a better name).
> Basic resource structures will channel a % of the city's production of that resource (wood/stone/clay/iron/food/mana/research) to the controlling city.
> Gold structures will channel a % of surplus taxes and marketplace sell orders+accepted buy orders.
> Advanced resource structures allow the controlling player to set a queue for a fixed number of an advanced resource, which are sent to the controlling city as they are produced (common ground/book binder/brewery/tannery+leather armourer/etc.). The queue occurs at the same time as the current player's queue, but cannot be canceled.
> Command structures grant the controlling player command of a fixed number of the units type produced from that building, but no more than 50% of the total existing in that city. (barracks/consulate/marketplace/merchant's guild/all cottages/herbalists/miners/skinners). All resources acquired by these units are sent to the occupying city.
> Overseer structures let the controlling player receive spy reports, updated hourly, showing building levels, queues, and tax rates.
 
-Every subjugating structure built has both gold and res upkeep costs, based on 1. structure level and 2. distance between the cities.
 
- The subjugated player still has full control of their occupied city.
 
- There would be a cheap City research (called "Patriotism" or "Rebellion") that allows players to use their military forces (including ones currently controlled by the occupier) and attack the occupying army. Neither get the benefits of the city wall. Players who attack the subjugated city will attack the occupying forces, never the city's own troops.
 
The benefit of a system like this would be that it is in the best interest of both parties to develop and grow the city. Obviously it would still be a very rare and hostile plan of action, since the losing player loses production rates to benefit the occupier. But if and when the occupying player relinquishes, the other player ends up with, at the least, a city no weaker than when they began.


Edited by Hadus - 29 Aug 2012 at 21:34
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Direct Link To This Post Posted: 29 Aug 2012 at 01:01
Heh, if the Ravens were a serious alliance, they would not bother subjugating it if they did not want it there. If they don't want a city there, they will remove it.

But this is starting to get to the point where it is detracting from the original post. Maybe we had best agree to disagree. If anyone would like to discuss this aspect more, maybe a separate thread should be created.
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Direct Link To This Post Posted: 29 Aug 2012 at 00:30
Originally posted by Vanerin Vanerin wrote:

Geofrey,

You say it puts "more power in the hands of the defender." But more compared to what? Sieges apparently. Why compare it to sieges when there are plenty of other methods for attack a city?

I certainly see your point on it adding incentive to offensive campaigns, but I do not think that it is a "better option" for the defenders. Better than what? Being sieged? That would only count if this replaces the siege method. But if the intention is to promote more fighting, there will only be additional targets that would have been left in peace otherwise.

Saying this is to encourage more pvp is a totally valid reason. But please don't try to twist it into being a benefit for those that would be attacked.

I believe this would replace sieging for the most part.  I could be wrong, but I think the most common reason for sieging is territorial disputes, and to make the player in question loose something important. 

So lets say there's an alliance out there called Ravens. Ravens don't like other players getting into their territory, but a nearby alliance (lets call bluejays) exodus a town within Raven territory. Right now Ravens would say "I don't think so, let me fix that for you" and siege the  Bluejay city. 

With Subjugation ingame, instead of sieging Bluejays, Ravens would see an opportunity to increase their resources/hour, and would instead occupy the city with military forces and place the new bluejay city under their rule. Now Bluejays have the chance to liberate the city by destroying the occupying forces, and the Ravens have a chance to stack defenses in the city to maintain occupation. The alliance can attempt to negotiate, they can use diplomats or blights, or continue attacking/defending. 

The important thing to note is that Bluejays can continue building and upgrading their city while the Ravens continue to occupy it. 

Whereas with Ravens sieging the bluejay city, Bluejays would have buildings being de-leveled by the hour, and if the Ravens send one of their super catapult armies, that could be 50 building levels per hour. Leaving Bluejays with a limited time frame to save their city, restricting their allies aid to only those that can dispatch armies that will arrive swiftly. Outcome is either Bluejays don't make it in time and the city is destroyed/captured, or Bluejays defeat the 1 siege and Ravens either negotiate peace or prepare siege #2. 



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Direct Link To This Post Posted: 28 Aug 2012 at 23:51
Geofrey,

You say it puts "more power in the hands of the defender." But more compared to what? Sieges apparently. Why compare it to sieges when there are plenty of other methods for attack a city?

I certainly see your point on it adding incentive to offensive campaigns, but I do not think that it is a "better option" for the defenders. Better than what? Being sieged? That would only count if this replaces the siege method. But if the intention is to promote more fighting, there will only be additional targets that would have been left in peace otherwise.

Saying this is to encourage more pvp is a totally valid reason. But please don't try to twist it into being a benefit for those that would be attacked.


Edited by Vanerin - 28 Aug 2012 at 23:51
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