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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: 07 Sep 2012 at 07:26
Originally posted by Hadus Hadus wrote:


Oh, I guess my system was just misleading. I was trying NOT to make it unprofitable, while posing an alternative that does not require the destruction of cities.


Again is there really a purpose to it? I have stated this a number of times as have others and it really boils down to making it profitable. Everything the idea brings to the table can be dealt with by means that already exists.

Lets use an example... You and I fight and lets say you won. Lets say said issue was over the placement of my city to add a few elements to it.

Subjugation is designed so you don't have to take out the city... so instead you get X resources from it.

So in our agreement perhaps the payment was X gold and Y advanced resources. At this point we fulfilled what you would have achieved from subjugation without the need of a siege.

The alternative could be that because it was a land dispute as mostly mentioned in this thread it leaves my town demolished.

Subjugation being the alternative being option 3 if added... it has no additional function and doesn't add anything to the game. If you can do it through a demand of X gold and Y resources how does it actually differ? So it likely means that it will be more a source of income... subjugate as many as you can and your empire will be far stronger... however you wanted to add another element to it like a time table (to keep it a temporary thing). How does this benefit the player compared to just demanding the resources?

So unless you can explain how it differs at all or adds an actual new element to the game I can see it as nothing more than simply making war profitable in the game.
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Direct Link To This Post Posted: 07 Sep 2012 at 11:22
A demand for X gold and Y resources can be refused. Demands that you should exodus can be refused. Many people irrationally refuse demands they consider to be wholly unfair.

If a demand to exodus is refused with the obvious consequence of that city's destruction, I doubt the same person that refused to exodus will change their minds if you only threaten to blockade, raid and thieve them into submission. 

I generally dislike razing cities to the ground if I have another option. But as there is no way to force down these demands when refused the only option left is razing the city to the ground.
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Direct Link To This Post Posted: 07 Sep 2012 at 22:24
The choice to lose a town or pay the demands belongs to the player. Subjugating their city to take resources by force because "its best for them" doesn't really make sense to me. If they were willing to part with the resources to save their town, they would do so. It is not a matter of giving them a way out of a siege (that already exists but is sometimes rejected), instead this is about profitable conquest.

Here is a crazy thought, what if it was really expensive to do subjugation? To the point doing it would always end up costing you more gold than you would ever make from the action. Would you still be in favor of it?
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Direct Link To This Post Posted: 08 Sep 2012 at 07:11
Originally posted by TomBombadil TomBombadil wrote:

A demand for X gold and Y resources can be refused. Demands that you should exodus can be refused. Many people irrationally refuse demands they consider to be wholly unfair.

If a demand to exodus is refused with the obvious consequence of that city's destruction, I doubt the same person that refused to exodus will change their minds if you only threaten to blockade, raid and thieve them into submission. 

I generally dislike razing cities to the ground if I have another option. But as there is no way to force down these demands when refused the only option left is razing the city to the ground.


Which is why this all boils down to an idea that is meant to promote profitable war. Unless your plan is like vanerin stated and make it so that Subjugation actually costs a bit to maintain to almost completely knock out the possibility of a profit margin. Then it would be fair to say that your doing it out of the kindness of your own heart. Otherwise the way its designed now is meant for profit.
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Direct Link To This Post Posted: 08 Sep 2012 at 12:16
why not make raid a little more damaging, but i would also add random failure with attacker or defender losing all troops involved, this would add alot more strategy, hopefully the new magic adds spells that kill troops within the castle, in other games i have played this makes even the most powerful players think twice about bullying, but some changes must be made to make conflict  more part of the game than just verbal exchanges
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Direct Link To This Post Posted: 08 Sep 2012 at 16:11
Originally posted by hellion19 hellion19 wrote:

Originally posted by Hadus Hadus wrote:


Oh, I guess my system was just misleading. I was trying NOT to make it unprofitable, while posing an alternative that does not require the destruction of cities.


Again is there really a purpose to it? I have stated this a number of times as have others and it really boils down to making it profitable. Everything the idea brings to the table can be dealt with by means that already exists.

Lets use an example... You and I fight and lets say you won. Lets say said issue was over the placement of my city to add a few elements to it.

Subjugation is designed so you don't have to take out the city... so instead you get X resources from it.

So in our agreement perhaps the payment was X gold and Y advanced resources. At this point we fulfilled what you would have achieved from subjugation without the need of a siege.

The alternative could be that because it was a land dispute as mostly mentioned in this thread it leaves my town demolished.

Subjugation being the alternative being option 3 if added... it has no additional function and doesn't add anything to the game. If you can do it through a demand of X gold and Y resources how does it actually differ? So it likely means that it will be more a source of income... subjugate as many as you can and your empire will be far stronger... however you wanted to add another element to it like a time table (to keep it a temporary thing). How does this benefit the player compared to just demanding the resources?

So unless you can explain how it differs at all or adds an actual new element to the game I can see it as nothing more than simply making war profitable in the game.
 
Okay, good point. One way it differs: prevents military and diplomatic orders while subjugated. No attack in the game currently restricts troops from being sent out of a city besides perhaps siege. This allows you to "declaw" a city for a while, so the only thing they can do is attack your occupying force. If they want to attack your city in return, they must do it from elsewhere.
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Direct Link To This Post Posted: 08 Sep 2012 at 16:17
I'm not too worried about it being very expensive. Although I'd still consider this profitable since the demands could be enforced without earth-scorching tactics; Costing me extra resources to do that is not a problem.

I think the OP meant for the subjugation to be quite profitable though.
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Direct Link To This Post Posted: 09 Sep 2012 at 02:36
Originally posted by TomBombadil TomBombadil wrote:

I'm not too worried about it being very expensive. Although I'd still consider this profitable since the demands could be enforced without earth-scorching tactics;

And this is not possible with thieves and/or blockades?
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Direct Link To This Post Posted: 09 Sep 2012 at 03:16
Something similar exists in... I think it was Civ Call to Power.  You can do diplomatic attacks that divert some research and resources from their town to yours.

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Direct Link To This Post Posted: 09 Sep 2012 at 04:17
Originally posted by gameplayer gameplayer wrote:

why not make raid a little more damaging, but i would also add random failure with attacker or defender losing all troops involved, this would add alot more strategy, hopefully the new magic adds spells that kill troops within the castle, in other games i have played this makes even the most powerful players think twice about bullying, but some changes must be made to make conflict  more part of the game than just verbal exchanges


Another awful idea :/ so to increase strategy we need to add a % chance that you completely lose? How does that fit any ones description of strategy?

It would be like playing chess and you roll a d20 each move to see if the piece you moved survives. Surely this would improve strategies in chess... Ermm
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