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geofrey View Drop Down
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Direct Link To This Post Topic: Saboteur improvements
    Posted: 10 Sep 2012 at 19:36
I think Sabatours could have a new use in this harvesting world.... occupying harvestor units in a city and keeping them from being dispatched. 

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Rorgash View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 20:06
If Victory for sabotaged troops, distracted units are no longer distracted. If loss for sabotaged side, distracted troops are destroyed. 

if the saboteurs lose they should all die.

but i have not agreed or disagreed to this, just thought that should be added, if troops die then they should also be able to die
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geofrey View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 19:49
Saboteurs are not nearly as effective as they could be. Many suggestions have been made before, here are some more: 

  • Saboteurs should be able to sabotage catapults in a siege. Basic Saboteurs could potentially ruin 1 catapult fire, while advanced saboteurs could ruin multiple catapult launches. (stack Saboteur defense in your sieges!) 
  • Saboteurs can sabotage another player's sov. structures, making them useless for a certain duration. (A cities sabotage defense would have to be applied to sov. structure, with a loss the farther away)
  • Saboteurs can prevent basic resource production
  • Saboteurs can cause trade units to abandon their current mission (harvesting) and slowly march back to their city. (Guarding armies would need saboteurs attached)
  • Saboteurs can prevent troops from participating in battle
    • Saboteurs are sent to an enemy city -> They have a chance to cause a percentage of  military troops present to become "distracted" for a temporary amount of time -> When an attack is sent against the enemy city, the distracted troops do not participate in battle. 
    • If Victory for sabotaged troops, distracted units are no longer distracted. If loss for sabotaged side, distracted troops are destroyed. 
 

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