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