City Subjugation
Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=4092
Printed Date: 17 Apr 2022 at 03:24 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: City Subjugation
Posted By: Smoking GNU
Subject: City Subjugation
Date Posted: 27 Aug 2012 at 16:42
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I have been disappointing for a while now at the lack of incentive offered for attacking a city directly. What one gets is basically just basic res if one succeeds, and is nowhere near a reasonable reimbursement for loosing a large chunk of ones army (even with a small garrison a LvL 20 wall can cause serious grief for an attacking army)
The only real options for city warfare are either Blockading the city (only affects caravans and so on) or sieging. Sieging might be a great mechanic and all, but it enables one to inflict TOO MUCH damage on another person, who spent MONTHS working on that city every chance he/she got. The investment is too big and the loss is too easy to sustain, even with the restrictions on the siege encampment.
What i propose is a form of city occupation, where one can attack a city and "take over" the city for a while. Your army is parked in the city and enjoys the defense benefits from it's wall. Also you get 25% to 50% (may have to rely on research here to determine the level) of the various incomes from this city, as in basic res, tax income, mana and research (would be transferred to the city where the occupation army originates). If there was advanced res being created, 1 in 5 of these would be siezed upon completion by the occupying army (if he has caravans parked in the city with the army). Crafting items would not be affected (too precious, would be squirreled away in underground vaults upon completion or something)
Now, in order to NOT make this too overpowered, this SUBJUGATION of a city would only succeed for 1 in 4 attacks (25% chance of it occurring) when employing this specific method of attack. Also, troop production in the subjugated city would still be allowed (underground resistance of a sort) and you'd be able to make troops in 2 ways, 1) the troops being produced are normal but take 3X as long, or 2) the troops take their normal time to produce but are only 1/3 as good as normal troops. Also, you can attack the subjugating army with these produced troops, and seeing as these troops are already inside the city and attacking, this would negate the wall defensive bonus for the players city troops only.
This stratagem would, in any case, only last the 15 days of any other "stay on this ground here" stratagem
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Replies:
Posted By: R88
Date Posted: 27 Aug 2012 at 16:50
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i think this is a great idea but the stratagem must have an adverse effect on the occupying army as well e.g if you are busy SUBJUGATING a city the city that originated the attack must have an increased vulnerability to Subjugation due to (lets say) "city officials" being required in the Occupied city and not there to defend their city.
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Posted By: Rorgash
Date Posted: 27 Aug 2012 at 16:54
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"Now, in order to NOT make this too overpowered, this SUBJUGATION of a city would only succeed for 1 in 4 attacks (25% chance of it occurring)"
If i send in 40.000 spear units to a town of 2000 pop if my troops returned and said that they weren't able to take the town i would need to execute every last one of them...
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Posted By: Innoble
Date Posted: 27 Aug 2012 at 16:57
Pretty sure you took this idea from astro empires. People were
perma-occed (permanently occupied) there until they abandoned their account. I know this, because I did it several times. Cleaning out a galaxy for myself. Would exodus be
allowed under these conditions?
I think this change can be pretty harsh as well. Not saying i
necessarily disagree with this, but don't we first have to ask
ourselves: Do we *want* war to be less costly? Your post assumes this is
a generally accepted view, but I doubt that.
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Posted By: Smoking GNU
Date Posted: 27 Aug 2012 at 16:58
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Good point. Make it some kind of calculation of troop count versus city population (and make smaller cities immune, say under 2K pop your commanders refuse because it's dishonorable)
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Posted By: Smoking GNU
Date Posted: 27 Aug 2012 at 17:00
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I did say that the occupation would only last as long as you set the period, to a max of 15 day like any other "stay here on this tile" stratagem"
And yes, wars ARE too costly. The devs want conflict, but they're not getting it because ppl are hesitant to attack each others A) because it could be too costly and B) people who loose cities entirely due to siege usually just quit the game out of frustration (due to months of effort lost)
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Posted By: TomBombadil
Date Posted: 27 Aug 2012 at 17:17
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This, I say, is a most excellent idea!
At the moment we can either completely destroy a city (which is highly undesirable unless you just want to see the whole world burn)... Or we can blockade/raid/annoy someone's city with high risk to our troops and minimal gain.
Being able to invade and occupy a city, demanding it to pay tributes or agreeing to certain terms, can be a very effective tool. Until of course the natives drive out your troops or you start taking too much attrition... or someone sends a relief force of thousands of poisonous crawlers.
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Posted By: Vanerin
Date Posted: 27 Aug 2012 at 17:55
Smoking GNU wrote:
The devs want conflict, but they're not getting it because ppl are hesitant to attack each others A) because it could be too costly and B) people who loose cities entirely due to siege usually just quit the game out of frustration (due to months of effort lost)
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I have not seen the devs say they wanted more conflict. (They might have and I just missed it) But I have heard them say they wanted more opportunities for friction. But this is totally not the same thing as what you said.
I am not saying I disagree with your proposal (I have not decided yet), but I think it is important to keep this distinction.
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Posted By: DeathDealer89
Date Posted: 27 Aug 2012 at 18:04
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I like this idea, maybe some work with the exact way it is implemented. For example, I would say subugate a city and you get a certain amount of gold (maybe even allow the subjugater to choose the tax rate) Something that would hurt the player being occupied but not simply make those people who mass farm the best in the game (this is the main problem if I have with this).
For now i think the devs have enough to come up with but I do like this idea. Also how come attacking doesn't bring back gold? Attacking NPC's brings back gold attacking a city does not??
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Posted By: Smoking GNU
Date Posted: 27 Aug 2012 at 18:09
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I would also like to add:
The devs have mentioned that the battle when attacking the city, takes place in front of the walls, and the basic res taken is that which is outside the walls and the enemy army never actually makes it into the city.
What i'm suggesting is some sort of "trojan horse" stratagem (as mentioned above, only has a certain probability of working, perhaps depending on population levels and/or troop counts) for the army to slip in a back way or someone opening the gates for them.
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Posted By: Gaia Nutella Tulips
Date Posted: 27 Aug 2012 at 19:49
DeathDealer89 wrote:
I would say subugate a city and you get a certain amount of gold (maybe even allow the subjugater to choose the tax rate) Something that would hurt the player being occupied but not simply make those people who mass farm the best in the game (this is the main problem if I have with this). Also how come attacking doesn't bring back gold? Attacking NPC's brings back gold attacking a city does not?? |
Good questions raised none of which I can answer.. I blame the FSM >:D Now I will stop trolling and add my tuppence worth to this awesome thread.
I like the occupation idea - I think that all the caravans from the player should be disabled for a week or so and that every day 10% of the adv res and gold the player produces are shipped to the conquerors' town SIMILAR TO Alliance tax (cursed be that tax..) On leaving the city (unless it is recalled via messenger in which case the % should be smaller) the occupying forces takes some basics and unthievable items with them.
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Posted By: geofrey
Date Posted: 27 Aug 2012 at 20:01
a few points:
Your idea is in response to the lack of balance between the cost of a conflict and the reward. A problem that many senior players recognize, and a problem that the DEV team will want to address at some point.
I think something like this is a great idea and would give more reason for mild hostilities aswell as reward for succesfully overpowering the enemies encampment.
A few modifications on your subjugating: - Subjugation is a military maneuver, similar to blockade/raid/attack/siege. - To subjugate a city your forces must attack the city, defeat 100% of the hostile forces, and then maintain an occupation within that cities walls. (NAP rules apply) - You can only subjugate an enemy town for as long as you maintain a garrison capable of controlling the town. 1:1 troop/population ratio. - Eats up gold/hour to subjugate another city. The farther away it is from one of your towns, the more expensive it is to maintain. - While under your rule, the town can be forced to pay you taxes in the form of production per hour. This would apply to harvested resources, resources/hour, and crafted resources (example 10-50% of every item produced/harvested gets sent to you). - The player being subjugated by your forces is capable of building military units and an army in his subjugated city. They are safe from attack, but the player can choose to build an army and then have it attack his own city in an attempt to liberate his city.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: Smoking GNU
Date Posted: 27 Aug 2012 at 20:39
geofrey wrote:
a few points:
Your idea is in response to the lack of balance between the cost of a conflict and the reward. A problem that many senior players recognize, and a problem that the DEV team will want to address at some point.
I think something like this is a great idea and would give more reason for mild hostilities aswell as reward for succesfully overpowering the enemies encampment.
A few modifications on your subjugating: - Subjugation is a military maneuver, similar to blockade/raid/attack/siege. - To subjugate a city your forces must attack the city, defeat 100% of the hostile forces, and then maintain an occupation within that cities walls. (NAP rules apply) - You can only subjugate an enemy town for as long as you maintain a garrison capable of controlling the town. 1:1 troop/population ratio. - Eats up gold/hour to subjugate another city. The farther away it is from one of your towns, the more expensive it is to maintain. - While under your rule, the town can be forced to pay you taxes in the form of production per hour. This would apply to harvested resources, resources/hour, and crafted resources (example 10-50% of every item produced/harvested gets sent to you). - The player being subjugated by your forces is capable of building military units and an army in his subjugated city. They are safe from attack, but the player can choose to build an army and then have it attack his own city in an attempt to liberate his city.
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Those were basically the points i was making, except for the troop numbers must be equal or higher than the city population point. That would basically put 7 food plot cities out of reach of everyone except orcs, and even then they'll loose most of their army attacking a well-defended city and not have the troops to hold it. It's a bit extreme. I'd say 1 troop per 5 citizens would be good, if on the high side.
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Posted By: Gaia Nutella Tulips
Date Posted: 27 Aug 2012 at 21:27
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GNU - you try being attacked by 5 peasants with pitchforks.. May the odds be ever in your favour!
What Geofrey suggests with the cost to occupy a city would be similar to sov right? I camp an army and pay extra to get goodies from a square, sounds similar in this scenario! I guess this would fall under the Military tree and/or Sov research tree.
SUGGESTION/QUESTION Could the occupier cast a spell or have to spend more mana on the city they have occupied to stop it casting spells?
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Posted By: Smoking GNU
Date Posted: 27 Aug 2012 at 21:39
Gaia Nutella Tulips wrote:
GNU - you try being attacked by 5 peasants with pitchforks.. I think the odds are not in your favour.
What I think GNU and Geofrey are suggesting is that occupying a city would become like another form of sov. This means that the aggressors city would need to use mana to stop the occupied cities casting spells.. This would lead to another Magic tree and a Sov tree - And I am all in favour for this! |
I'm not sure about geofry, but that's not what i had in mind/suggested at all. Nowhere di i mention in any way that magic or sov played any role.
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Posted By: geofrey
Date Posted: 27 Aug 2012 at 22:09
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I don't think there should be a magic or sov. requirement. This is strictly a military maneuver.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: Hadus
Date Posted: 27 Aug 2012 at 23:13
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I really do like this idea. I wonder: where will the resources go? If you can force res and taxes from the subjugated city, will it just go to the city whose forces have subjugated it? I think one option is that the city produces res and gold normally, but you gain control of the cities caravans and can send goods to your own cities. Thus capturing and subjugating a trade city is more valuable profit-wise since you will have tons of caravans capable to exporting, while taking over a military city would be benefitial because it prevents that city from producing troops. Also, if you send thieves into a city you have subjugated, then automatically succeed, giving you another option for taking res from the city. Nice idea though.
------------- http://elgea.illyriad.co.uk/a/p/157483" rel="nofollow">
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Posted By: Smoking GNU
Date Posted: 27 Aug 2012 at 23:47
Hadus wrote:
I really do like this idea. I wonder: where will the resources go? If you can force res and taxes from the subjugated city, will it just go to the city whose forces have subjugated it? I think one option is that the city produces res and gold normally, but you gain control of the cities caravans and can send goods to your own cities. Thus capturing and subjugating a trade city is more valuable profit-wise since you will have tons of caravans capable to exporting, while taking over a military city would be benefitial because it prevents that city from producing troops. Also, if you send thieves into a city you have subjugated, then automatically succeed, giving you another option for taking res from the city. Nice idea though. |
Mmmhm, that's a nice idea And gives the player a chance to hurt the subjugator. If the guy doing the subjugation has to use the cities caravans to transport the res he steals/taxes via caravan to his city, a blockade might then conceivably be utilized to try and block this.
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Posted By: JimJams
Date Posted: 28 Aug 2012 at 01:11
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The idea could be very interesting but require a lot of study to fix all the possible abuse.
A simple attack and win leading to lose a city is even worst than a siege, especially because of the surprise factor (direct attack are way faster than siege). So we should try to find a way to make the success of the maneuver not that high... May be spies or saboteur inside the city could lower the success chance....
It have to last only a limited time, and I also would add some chance to "free" the city, using may be saboteur (wow) or spies.
Finally I think the city should not be damaged in any way, but the stored advanced resources should be partially lost in favor of the invader (percentage also depending on some of the internal diplo). All defending diplo are not lost in the process , as they go stealth immediately after the invasion.
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Posted By: Innoble
Date Posted: 28 Aug 2012 at 01:25
I see you guys mostly arguing about the workings of the possible change, but I am still not convinced the majority of the players actually wants a change to the "pvp" part of Illy. One of the things that makes this game unique is that pvp is not a "sporty" "gimmicky" "fun" thing to do. It is a last resort tool of life and death.
Conflict does happen, cities do get destroyed, but only rarely and only when people aren't smart enough to work it out diplomatically. Right now you only siege someone when you REALLY don't like them. There
is a serious amount of e-hate required. When you dislike someone this
much, you don't care about whether it is profitable or not to attack
them. You just do it.
If this game will start to have features which make it profitable to hit towns and such, the game will change in such a way that it will become more similar to other games out there, by losing that which makes it unique. People will pvp just because they can. Bully their neighbours into getting their way, because there is no (or less) net-cost involved. This is how other games work.
Now I have played games like this and I have liked them, so I would probably be ok with it. I also know many of the current players would *not* like those games. Please keep in mind that if you are a pvp-oriënted player, you are not a majority in Illyriad.
I know there are quite a few pvp-type players that are frustrated with Illy because of the way it now works (war-wise) and this is why there is so much positive response in this thread, but perhaps if we did a widespread poll and give the rest of the players a reason to respond, it would go a different way.
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Posted By: Rill
Date Posted: 28 Aug 2012 at 01:45
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I wouldn't particularly enjoy using this option or having it used against me.
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Posted By: Chaos Armor
Date Posted: 28 Aug 2012 at 02:46
Innoble wrote:
I see you guys mostly arguing about the workings of the possible change, but I am still not convinced the majority of the players actually wants a change to the "pvp" part of Illy. One of the things that makes this game unique is that pvp is not a "sporty" "gimmicky" "fun" thing to do. It is a last resort tool of life and death.
Conflict does happen, cities do get destroyed, but only rarely and only when people aren't smart enough to work it out diplomatically. Right now you only siege someone when you REALLY don't like them. There
is a serious amount of e-hate required. When you dislike someone this
much, you don't care about whether it is profitable or not to attack
them. You just do it.
If this game will start to have features which make it profitable to hit towns and such, the game will change in such a way that it will become more similar to other games out there, by losing that which makes it unique. People will pvp just because they can. Bully their neighbours into getting their way, because there is no (or less) net-cost involved. This is how other games work.
Now I have played games like this and I have liked them, so I would probably be ok with it. I also know many of the current players would *not* like those games. Please keep in mind that if you are a pvp-oriënted player, you are not a majority in Illyriad.
I know there are quite a few pvp-type players that are frustrated with Illy because of the way it now works (war-wise) and this is why there is so much positive response in this thread, but perhaps if we did a widespread poll and give the rest of the players a reason to respond, it would go a different way.
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I agree with this statement through and through.
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Posted By: Gemley
Date Posted: 28 Aug 2012 at 02:59
Chaos Armor wrote:
Innoble wrote:
I see you guys mostly arguing about the workings of the possible change, but I am still not convinced the majority of the players actually wants a change to the "pvp" part of Illy. One of the things that makes this game unique is that pvp is not a "sporty" "gimmicky" "fun" thing to do. It is a last resort tool of life and death.
Conflict does happen, cities do get destroyed, but only rarely and only when people aren't smart enough to work it out diplomatically. Right now you only siege someone when you REALLY don't like them. There is a serious amount of e-hate required. When you dislike someone this much, you don't care about whether it is profitable or not to attack them. You just do it.
If this game will start to have features which make it profitable to hit towns and such, the game will change in such a way that it will become more similar to other games out there, by losing that which makes it unique. People will pvp just because they can. Bully their neighbours into getting their way, because there is no (or less) net-cost involved. This is how other games work.
Now I have played games like this and I have liked them, so I would probably be ok with it. I also know many of the current players would *not* like those games. Please keep in mind that if you are a pvp-oriënted player, you are not a majority in Illyriad.
I know there are quite a few pvp-type players that are frustrated with Illy because of the way it now works (war-wise) and this is why there is so much positive response in this thread, but perhaps if we did a widespread poll and give the rest of the players a reason to respond, it would go a different way.
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I agree with this statement through and through. | I also agree. Honestly I would dislike having this option in-game.
------------- �I do not love the bright sword for it's sharpness, nor the arrow for it's swiftness, nor the warrior for his glory. I love only that which they defend� - J.R.R. Tolkien
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Posted By: Gimli Son of Groin
Date Posted: 28 Aug 2012 at 06:32
I would dislike this because people would find another reason to pick on me... The reasons I don't like it is because, it would unleash the stocked up armies of veterans onto the Continent of Elgea, and we do not want that to happen due to the soldiers lost to it.
As of the moment,resources still have a use. What do you do once you've built everything, researched everything in every town, have max adv resources storage? Then resources become cheap. If someone were to attack a city like that, what would happen? That person, like other people have said, might quit. I definitely would quit if someone razed my capital unless I had a back-up, and so would most of you guys I think.
I vote that we shouldn't have this in the other original server, rather, if possible on another and maybe a transfer of data like cities etc. Because I like this server the way it is, and I prefer it like that.
------------- “A single dream is more powerful than a thousand realities.” ― J.R.R. Tolkien
“I warn you, if you bore me, I shall take my revenge.” ― J.R.R. Tolkien
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Posted By: HATHALDIR
Date Posted: 28 Aug 2012 at 07:37
Why not a scenario where all the Sovreignty needs to be taken before its possible to siege a city, makes the game more protracted and another good reason for sov. Would require some monumental battle before a city could be razed
------------- There's worse blokes than me!!
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Posted By: Meagh
Date Posted: 28 Aug 2012 at 08:29
taking a walled city should be difficult and should never be a profitable venture. Sun Tzu had it true when he said attacking the enemies walled cities is the worst strategy in war.
Once someone is defeated however, the idea of city subjugation would be interesting - especially since players can't abandon towns... I could see three options: raze | capture | Subjugate. - M.
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Posted By: geofrey
Date Posted: 28 Aug 2012 at 15:11
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The main complains seem to be that it would be used against players, and players wont like that. I think GNU's original point is very valid, and that is that right now if an enemy player wants to do military damage to you, it involves the destruction of your city via siege. The destruction of a city is much more of a penalty than what GNU is suggesting.
I predict that a subjugation system mentioned would have the following effect:
- Discourage destruction of cities via siege. - Encourage more warfare besides siege reinforcing, and siege busting. Resulting in more military conflicts but less buildings being de-leveled. - More territorial conflicts with not as harsh resolutions. Instead of "we are moving your city for you" it becomes "we are placing your city under our rule." - An actual benefit to military conquest that doesn't encourage players to stop playing. A 10% loss of resource production/harvesting for 15 days is minor compared to the loss of a years worth of building.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: TomBombadil
Date Posted: 28 Aug 2012 at 15:38
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^^ I'd much rather be subjugated for a month or two and be forced to pay taxes to my new overlords than have my year-old cities be destroyed in a day.
Granted, city subjugation might become more frequent, but it provides a better alternative than completely razing weaker cities into agreement.
I'd like to see some ways to fight the subjugation though, -perhaps attrition to the occupying forces if they are too far away from home -or (guerilla) forces being trainable to oust the evil overlords when the opportunity presents itself. -And, of course, a relief force of hordes of poisonous crawlers coming to my rescue
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Posted By: abstractdream
Date Posted: 28 Aug 2012 at 15:47
geofrey wrote:
The main complains seem to be that it would be used against players, and players wont like that. I think GNU's original point is very valid, and that is that right now if an enemy player wants to do military damage to you, it involves the destruction of your city via siege. The destruction of a city is much more of a penalty than what GNU is suggesting.
I predict that a subjugation system mentioned would have the following effect:
- Discourage destruction of cities via siege. - Encourage more warfare besides siege reinforcing, and siege busting. Resulting in more military conflicts but less buildings being de-leveled. - More territorial conflicts with not as harsh resolutions. Instead of "we are moving your city for you" it becomes "we are placing your city under our rule." - An actual benefit to military conquest that doesn't encourage players to stop playing. A 10% loss of resource production/harvesting for 15 days is minor compared to the loss of a years worth of building.
| Agreed.
In my experience, siege is used first, NOT LAST. It is not a last resort, no other choice option. Big, "we are the moral compass of Illyriad (you know what I mean)" alliances use it to "put others in their place," which is NOT frowned on by some who would object to this option being implemented.
IF this were already an option, the Illy map would look different than it does now. I assume an option that is less costly in diplomatic credibility would be used first in most circumstances. I would be willing to bet that if this were an option, say three months ago, "some things" would be different now. That very reason has me torn on this. Sure, I'd like to see it available, but I would not appreciate having my subjugators still actively persuing "under thumb diplomacy" on my alliance instead of slowly dying as they are now.
My view: Without subjugation, lesson learned, end of story. With subjugation, lesson learned, continued oppression.
------------- Bonfyr Verboo
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Posted By: abstractdream
Date Posted: 28 Aug 2012 at 16:20
Innoble wrote:
Conflict does happen, cities do get destroyed, but only rarely and only when people aren't smart enough to work it out diplomatically. Right now you only siege someone when you REALLY don't like them. There is a serious amount of e-hate required. When you dislike someone this much, you don't care about whether it is profitable or not to attack them. You just do it.
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Not true.
I can only speak from my experience. I've only fully sieged an inactive and once more during War, which was destroyed in a mutually beneficial agreement at the end of hostilities before the first bombardment.
The city I lost to Aesir was launched on before any declarations and it appeared they did not care to "work it out" nor did they REALLY not like me (having never had contact with the sieging player or any member of Aesir that I can recall, I am assuming so,) however I can assure you they don't like me now :D
This mechanism would, I believe have altered the outcome in a dramatic way.
------------- Bonfyr Verboo
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Posted By: Vanerin
Date Posted: 28 Aug 2012 at 20:22
geofrey wrote:
I think GNU's original point is very valid, and that is that right now if an enemy player wants to do military damage to you, it involves the destruction of your city via siege. The destruction of a city is much more of a penalty than what GNU is suggesting. |
I am sorry, but I do not see this as a kinder method of penalty. And to suggest that is just spin. The whole point is to make military more beneficial to the attacker and reduce the cost of war.
If someone would like to put a penalty on a city without sieging it, then there are the options of placing a blockade, sending attacks to kill their troops, or sending diplos.
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Posted By: twilights
Date Posted: 28 Aug 2012 at 22:14
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something has to be done to make the game more fun and to attract more younger players, maybe they can add an escape option from occupation, the sov protection is a very good idea, lets make this game more strategy and not just harvesting which many people find extremely boring...easier warfare without the extreme outcomes is sorely missing from this game, just give us warning, lol most of us dont have armies with the way this game is currently played....oh wait i have to spend an hour sending my cotters, skinners, miners, and erbers out, click, click, click, click, time to kill some more npc animals, click click click, time to send resources to others, click click click....gosh i have to turn my brain back on...unclick....please devs, listen to us
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Posted By: geofrey
Date Posted: 28 Aug 2012 at 22:15
Vanerin wrote:
geofrey wrote:
I think GNU's original point is very valid, and that is that right now if an enemy player wants to do military damage to you, it involves the destruction of your city via siege. The destruction of a city is much more of a penalty than what GNU is suggesting. |
I am sorry, but I do not see this as a kinder method of penalty. And to suggest that is just spin. The whole point is to make military more beneficial to the attacker and reduce the cost of war.
If someone would like to put a penalty on a city without sieging it, then there are the options of placing a blockade, sending attacks to kill their troops, or sending diplos. |
Actually I think this puts more power in the hands of the defender. If your city is being subjugated, you have the option to pay the "taxes" on your new overlord while you continue to build troops untill you decide to perform an uprising, or until one of your other cities sends a battalion of troops to clear out the occupation, or until your one of your friends or allies sends troops to attempt to remove the occupants.
Currently if your defending against a siege your options are to destroy the siege ASAP before your city gets removed from you.
In my opinion it both adds incentive for offensive campaigns against opponents, and provides a better option for defending.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: Vanerin
Date Posted: 28 Aug 2012 at 23:51
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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.
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Posted By: geofrey
Date Posted: 29 Aug 2012 at 00:30
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.
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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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Posted By: Vanerin
Date Posted: 29 Aug 2012 at 01:01
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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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Posted By: Hadus
Date Posted: 29 Aug 2012 at 19:54
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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.
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Posted By: Smoking GNU
Date Posted: 01 Sep 2012 at 10:35
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Bump? Or is bumping not allowed?
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Posted By: Rorgash
Date 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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Posted By: hellion19
Date 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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Posted By: TomBombadil
Date 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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Posted By: Rill
Date Posted: 01 Sep 2012 at 18:39
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If you don't like where a city is, why would you want it to grow? That makes no sense.
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Posted By: hellion19
Date Posted: 01 Sep 2012 at 21:49
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.
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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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Posted By: Hadus
Date Posted: 02 Sep 2012 at 04:09
TomBombadil wrote:
The idea is not to have a profitable alternative to siege, but to have an alternative to siege.
The continued existence and growth of a conquered city is what we desire.
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Isn't this counterintuitive? Why would anyone utilize a strategy that provides them no benefit and ALSO allows the undesired city to continue growing? That being said, I understand the point the members above have stated. So here's a different idea for a siege alternative: If the
purpose is to provide an alternative to dealing with bothersome foes, what about a form of forced exodus? After defeating and occupying a city, that city goes into a "shutdown" mode. Resources still accumulate and resource/unit queues can be set, but no building queues, research queues, or military/diplo/trade actions can occur, and any building/resource queues in progress are paused. The occupied player can either attempt to build troops and take back the city, or perform an emergency exodus called "Exile." It works just like an Exodus, but if Exodus has not been researched, 50% of the city's inventory is lost, as are any paused building and research queues. The player cannot move within 100 squares of any city owned by the player who occupied them. It's a severe penalty, but not very benefitial to the attacker and not as utterly decimating as siege.
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Posted By: Rorgash
Date Posted: 02 Sep 2012 at 09:15
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@Hadus that sounds pretty good actually :) atleast something to think about since it does what you want which is get the city away from you aswell as exodus really hurts the town.
Edit to add:
And if you want to attack and start a fight with someone you want to HURT them, you want them to suffer and maybe even die, that the plan, but siege is heavily frowned upon by farmville citizens so a alternative to be able to get rid of people atleast from your area sounds great.
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Posted By: hellion19
Date Posted: 02 Sep 2012 at 10:44
Rorgash wrote:
@Hadus that sounds pretty good actually :) atleast something to think about since it does what you want which is get the city away from you aswell as exodus really hurts the town.
Edit to add:
And if you want to attack and start a fight with someone you want to HURT them, you want them to suffer and maybe even die, that the plan, but siege is heavily frowned upon by farmville citizens so a alternative to be able to get rid of people atleast from your area sounds great.
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Even with Hadus's idea I imagine that its going to be equally frowned upon when it comes across global saying that your occing said town. At that point you will be looked at as an aggressor to occupy them unless intention is to make them exile with said idea which I imagine is going to look worse than them doing a simple exodus.
So your goal is to hurt them while not taking out the city but don't want them to exodus... I imagine with that idea your also wanting to avoid occupation being shown on global also? Otherwise I imagine its going to be equally frowned upon knowing the community from what I seen on the short time I been here.
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Posted By: Hadus
Date Posted: 02 Sep 2012 at 19:06
hellion19 wrote:
Rorgash wrote:
@Hadus that sounds pretty good actually :) atleast something to think about since it does what you want which is get the city away from you aswell as exodus really hurts the town.
Edit to add:
And if you want to attack and start a fight with someone you want to HURT them, you want them to suffer and maybe even die, that the plan, but siege is heavily frowned upon by farmville citizens so a alternative to be able to get rid of people atleast from your area sounds great.
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Even with Hadus's idea I imagine that its going to be equally frowned upon when it comes across global saying that your occing said town. At that point you will be looked at as an aggressor to occupy them unless intention is to make them exile with said idea which I imagine is going to look worse than them doing a simple exodus.
So your goal is to hurt them while not taking out the city but don't want them to exodus... I imagine with that idea your also wanting to avoid occupation being shown on global also? Otherwise I imagine its going to be equally frowned upon knowing the community from what I seen on the short time I been here.
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Given the nature of the community yes, for the most part it will likely acquire a stigma similar to siege. But there are a few advantages to forced exodus that could make it more accepted/tolerable: - First and foremost, instead of the attacked player losing months/years worth of time and effort, they lose at the most 8 levels from each building and lots of resources. Still a big loss, but not nearly as devastating. - It forces one player's city away from the other's, reducing, at least a little, the chance for future conflict. - If the defender and his/her allies do manage to defeat the occupying force, they will only have suffered military losses and some lost time, rather than de-leveled buildings during a siege. - Putting a city or multiple cities into lockdown is an excellent way to initiate negotiations and peace talks. Compare this to siege, which is a ticking timer to destruction that forces rushed communication. While siege is often seen as an act of aggresion, in light of these advantages City Occupation might be looked at as more an act of repression, which only escalates if the defending player chooses Exile and loses building levels.
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Posted By: hellion19
Date Posted: 04 Sep 2012 at 12:17
Hadus wrote:
Given the nature of the community yes, for the most part it will likely acquire a stigma similar to siege. But there are a few advantages to forced exodus that could make it more accepted/tolerable: - First and foremost, instead of the attacked player losing months/years worth of time and effort, they lose at the most 8 levels from each building and lots of resources. Still a big loss, but not nearly as devastating. - It forces one player's city away from the other's, reducing, at least a little, the chance for future conflict. - If the defender and his/her allies do manage to defeat the occupying force, they will only have suffered military losses and some lost time, rather than de-leveled buildings during a siege. - Putting a city or multiple cities into lockdown is an excellent way to initiate negotiations and peace talks. Compare this to siege, which is a ticking timer to destruction that forces rushed communication. While siege is often seen as an act of aggresion, in light of these advantages City Occupation might be looked at as more an act of repression, which only escalates if the defending player chooses Exile and loses building levels.
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1. As others mentioned there is little reason to subjugate over having them exodus. If you planned to have them move and are planning on forcing them out they still have to agree to it happening. Whether you subjugate the city or work towards demolishing it brings roughly the same results.
2. It doesn't change many peoples actions. If they feel they are wronged in a particular situation they will do whatever they choose to do regardless of the threats that come. Sometimes they change their minds once enforced but regardless most still take their initial actions as normal.
3. This has no difference then a normal attack then setting up a siege. Wipe out the military and the possibility to clear out parts of the town if talks aren't worked on asap. That or just a really diplo...
4. It doesn't exactly force talks to complete by end of talks. It does however have the potential of dragging someone back to the table and it also puts in perspective a little more of what is at loss in the total situation. Usually in other games when I did diplomacy if we have a large advantage over another guild or player then it would also show in diplo talks when you use said advantage even if it has no substance in that particular trade. Its how many diplo talks can sometimes go... as I start to siege your town I could put your town being sieged on the table which doesn't give you a city exactly but it does get talks moving.
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Posted By: twilights
Date Posted: 04 Sep 2012 at 14:01
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lets all just nap with each other and stop all this talk, this isnt a pvp game, if the devs wanted it player vs player they would make it easier to war....wait i got to change a building and harvest more stuff, i want to craft more stuff to kill npc easier! someone start a fight in chat...thats real fun! oh wait, remember to snuggle first! real life is hard enough, why do we want to play a game that is hard?....wait i got to click research and put more resources in my unlimited storage in the hub...click click click, ten castles are too time consuming to do all these things, the smart player should only have like five, all this clicking just wears my fingers out.....i might even have to think
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Posted By: hellion19
Date Posted: 05 Sep 2012 at 09:31
gameplayer wrote:
lets all just nap with each other and stop all this talk, this isnt a pvp game, if the devs wanted it player vs player they would make it easier to war....wait i got to change a building and harvest more stuff, i want to craft more stuff to kill npc easier! someone start a fight in chat...thats real fun! oh wait, remember to snuggle first! real life is hard enough, why do we want to play a game that is hard?....wait i got to click research and put more resources in my unlimited storage in the hub...click click click, ten castles are too time consuming to do all these things, the smart player should only have like five, all this clicking just wears my fingers out.....i might even have to think
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Pretty useless post. So because some think the idea is poor we should go to a strictly pve game? Perhaps because this idea is poorly planned out we should also get rid of 'Suggestions and Game Enhancements" because that means all ideas are poorly thought out. Infact why have any new things added to the game as those are ideas and ideas are bad.
Terrible logic is usually just terrible logic.
If you wanted to change how things are done I would likely just start by going in game and making changes through your guild to push it more into a pvp game. There is of course pvp and its designed to play with PvP if the player chooses to do so but this idea being added would be more trouble than actual good.
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Posted By: geofrey
Date Posted: 05 Sep 2012 at 21:09
Rill wrote:
If you don't like where a city is, why would you want it to grow? That makes no sense. |
It is very unlikely that someone doesn't like where a city is. Most territorial disputes are that one non allied player(player2) put a city where another player(player1) wanted to.
It's not the square the city is on, it's the fact that player(1) doesn't have control over it.
City Subjugation remedies that by giving player(1) the option to take control of player(2)'s city. To get resources from the city. To tax it. player(2) then has to decide if they are ok with that. If not, then begun the war has, with not as many de-levels as before.
The important thing is there is plenty of time to work out the details and negotiations for these sort of things. If a player doesn't want to give his opposition time, she can always siege. City Subjugation would add a new layer of debth to Illyriad and would give players a good way to continue casual gameplay if wanted.
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Posted By: dunnoob
Date Posted: 05 Sep 2012 at 21:41
geofrey wrote:
City Subjugation would add a new layer of debth to Illyriad and would give players a good way to continue casual gameplay if wanted. | A layer of slavery to get more than ten cities doesn't sound attractive for me, sorry.
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Posted By: geofrey
Date Posted: 05 Sep 2012 at 22:03
dunnoob wrote:
geofrey wrote:
City Subjugation would add a new layer of debth to Illyriad and would give players a good way to continue casual gameplay if wanted. | A layer of slavery to get more than ten cities doesn't sound attractive for me, sorry. |
It sounds fun to me. Battling over taxation of a city and it's resources. Much more fun than my cities getting destroyed, or me destroying someone elses cities.
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Posted By: Hadus
Date Posted: 06 Sep 2012 at 05:19
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I think dunoob has a point that being subdued and ruled over isn't exactly going to help the game; after all, I don't think anyone joins the game so they can have some feudal overlord take their cities over. That's why I wouldn't go so far as to let players control other's cities. Restricting them and taking res is less pervasive option. In addition emphasis should be placed on the intention of subjugation being a temporary strategy rather than a permanent claim.
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Posted By: SugarFree
Date Posted: 06 Sep 2012 at 07:36
geofrey wrote:
dunnoob wrote:
geofrey wrote:
City Subjugation would add a new layer of debth to Illyriad and would give players a good way to continue casual gameplay if wanted. | A layer of slavery to get more than ten cities doesn't sound attractive for me, sorry. |
It sounds fun to me. Battling over taxation of a city and it's resources. Much more fun than my cities getting destroyed, or me destroying someone elses cities.
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you have a point here, i like this. but to keep a town subjugated, you have to keep there an army whit the order "subjugate". if this army is wiped, or the army returns home whit no other army stationed there whit the same orders, the town will be freed from the iron grip. also i would say you can not build or research anything in the subjugated town, also all advanced and basic resource producer safe food should work at a strongly reduced rate. also, the overlord that sends the army shall not be able to set taxation into a % that damages the town.
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Posted By: Rill
Date Posted: 06 Sep 2012 at 08:52
geofrey wrote:
Rill wrote:
If you don't like where a city is, why would you want it to grow? That makes no sense. |
It is very unlikely that someone doesn't like where a city is. Most territorial disputes are that one non allied player(player2) put a city where another player(player1) wanted to.
It's not the square the city is on, it's the fact that player(1) doesn't have control over it. |
That's not my experience. At least 50% of city placement issues relate to concerns about future sovereignty claims. The only think that city subjugation does to address this is make it less likely that city (2) will claim sovereignty where player (1) wanted to, but it does not completely prevent it and therefore does not address a large percentage of city placement issues.
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Posted By: twilights
Date Posted: 06 Sep 2012 at 12:40
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sounds like they should just make raids more destructive, with the addition of quicker march times a military player could hit a castle over and over basically ruining a castle over time, the quicker march time the new crafting has will provide this plus the addition of spells will make placement of ill advised castle a liability but with the current gameplay in illyriad no one is aware of the great war tools the devs have already provided us, the devs just have to change other aspects of the game to make military more of an accepted part of the game....speed building times, get rid of or limit naps and confederations, and a new server to get rid of the hierarchy that is on the current server, certain people are god like here
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Posted By: hellion19
Date Posted: 07 Sep 2012 at 06:58
Hadus wrote:
I think dunoob has a point that being subdued and ruled over isn't exactly going to help the game; after all, I don't think anyone joins the game so they can have some feudal overlord take their cities over. That's why I wouldn't go so far as to let players control other's cities. Restricting them and taking res is less pervasive option. In addition emphasis should be placed on the intention of subjugation being a temporary strategy rather than a permanent claim. |
Even if placed in as a temp solution it would be anything but that in majority of the cases. Lets say that we put a 48 hr time frame on it before it got removed automatically... what is to stop just redoing it once its in place? With the addition of this idea I imagine those that are being subjugated either will be told to let it happen otherwise worse things will happen or would be receiving it as punishment for other reasons. Though there may be a few that might have their primary account do it to their secondary account.
As it stands there is no real valid reason to add it other than to make war profitable simply put. In doing so all the complaints you get about the server having bullies and being at times cutthroat is going to grow somewhat exponentially as they have a valid reason to do it outside of just bad feelings for someone else. Don't get me wrong I don't mind making war profitable but illyriad will no longer be illyriad but rather just a copy of many of the other games people left when they came here.
So again regardless of how you cut it the goal of the idea to turn a profit out of fighting and calling a duck by its only the name it should be... a duck. Its why the idea is ultimately going to go really really bad...
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Posted By: hellion19
Date Posted: 07 Sep 2012 at 07:02
gameplayer wrote:
sounds like they should just make raids more destructive, with the addition of quicker march times a military player could hit a castle over and over basically ruining a castle over time, the quicker march time the new crafting has will provide this plus the addition of spells will make placement of ill advised castle a liability but with the current gameplay in illyriad no one is aware of the great war tools the devs have already provided us, the devs just have to change other aspects of the game to make military more of an accepted part of the game....speed building times, get rid of or limit naps and confederations, and a new server to get rid of the hierarchy that is on the current server, certain people are god like here
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I am starting to feel as though you play this game with a tin foil hat...
Even if they got rid of Naps/Confed it doesn't mean they can't exist. Just because the game put it in writing somewhere doesn't mean that because Illyriad placed it there that without Illyriad said agreements would of never came to be. If you do feel this then it is quite apparent that you have never played a game without hardcoded politics where said agreements still exist.
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Posted By: Hadus
Date Posted: 07 Sep 2012 at 07:14
hellion19 wrote:
Hadus wrote:
I think dunoob has a point that being subdued and ruled over isn't exactly going to help the game; after all, I don't think anyone joins the game so they can have some feudal overlord take their cities over. That's why I wouldn't go so far as to let players control other's cities. Restricting them and taking res is less pervasive option. In addition emphasis should be placed on the intention of subjugation being a temporary strategy rather than a permanent claim. |
Even if placed in as a temp solution it would be anything but that in majority of the cases. Lets say that we put a 48 hr time frame on it before it got removed automatically... what is to stop just redoing it once its in place? With the addition of this idea I imagine those that are being subjugated either will be told to let it happen otherwise worse things will happen or would be receiving it as punishment for other reasons. Though there may be a few that might have their primary account do it to their secondary account.
As it stands there is no real valid reason to add it other than to make war profitable simply put. In doing so all the complaints you get about the server having bullies and being at times cutthroat is going to grow somewhat exponentially as they have a valid reason to do it outside of just bad feelings for someone else. Don't get me wrong I don't mind making war profitable but illyriad will no longer be illyriad but rather just a copy of many of the other games people left when they came here.
So again regardless of how you cut it the goal of the idea to turn a profit out of fighting and calling a duck by its only the name it should be... a duck. Its why the idea is ultimately going to go really really bad...
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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.
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Posted By: hellion19
Date Posted: 07 Sep 2012 at 07:26
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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Posted By: TomBombadil
Date Posted: 07 Sep 2012 at 11:22
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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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Posted By: Vanerin
Date Posted: 07 Sep 2012 at 22:24
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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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Posted By: hellion19
Date Posted: 08 Sep 2012 at 07:11
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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Posted By: twilights
Date Posted: 08 Sep 2012 at 12:16
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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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Posted By: Hadus
Date Posted: 08 Sep 2012 at 16:11
hellion19 wrote:
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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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.
------------- http://elgea.illyriad.co.uk/a/p/157483" rel="nofollow">
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Posted By: TomBombadil
Date Posted: 08 Sep 2012 at 16:17
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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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Posted By: Vanerin
Date Posted: 09 Sep 2012 at 02:36
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;
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And this is not possible with thieves and/or blockades?
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Posted By: Sisren
Date Posted: 09 Sep 2012 at 03:16
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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.
------------- Illy is different from Physics- Reactions are rarely Equal, and rarely the opposite of what you'd expect...
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Posted By: hellion19
Date Posted: 09 Sep 2012 at 04:17
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
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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... 
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Posted By: Hadus
Date Posted: 09 Sep 2012 at 21:59
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What if Raid was modified to be more unique? Instead of only commiting a portion of the attack, it commits everyone. If the attackers win, the survivors of the army storm the city and do the following: - Steal T1 res (only the Basic 5) - Interrupt building and research queues - Deals up to a certain amount of p/h (based on the number of survivors that storm) by de-leveling buildings. It could be thought of as a "light" siege. The stolen res from army attacks never amounts to much in comparison to the units lost in battle, so it wouldn't be profitable. And it isn't like siege, where it continues until the city's fallen. But it certainly is strong enough to send a message to the player.
------------- http://elgea.illyriad.co.uk/a/p/157483" rel="nofollow">
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Posted By: twilights
Date Posted: 10 Sep 2012 at 01:04
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random roll of loss greatly changes strategy, the attacker has to plan on several attacks or one major attack always with the knowledge that any attack has a slight random chance of failure, this chance prevents bullying and is done by a simple dice roll mech that the devs can easily implement as they have done with thieving......that random chance totally changed my plan of stealing people blind
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Posted By: Hadus
Date Posted: 10 Sep 2012 at 15:01
gameplayer wrote:
random roll of loss greatly changes strategy, the attacker has to plan on several attacks or one major attack always with the knowledge that any attack has a slight random chance of failure, this chance prevents bullying and is done by a simple dice roll mech that the devs can easily implement as they have done with thieving......that random chance totally changed my plan of stealing people blind
| The problem with random chance is that while it does add a bit of strategy in the way you mention (sending smaller attacks to reduce unfortunate losses), it ends up potentially destroying any other strategy since you can never rely on the given tactic without factoring in potential failure. Essentially reducing the mechanic to probability. Don't you think the devs are smart enough to come up with strategy-increasing game mechanics that don't revolve around luck? They've said themselves they don't like the random diplo failure anyway.
------------- http://elgea.illyriad.co.uk/a/p/157483" rel="nofollow">
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