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Topic ClosedSiege upkeep

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HonoredMule View Drop Down
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Direct Link To This Post Topic: Siege upkeep
    Posted: 17 Jul 2010 at 18:05
Under the current system, with blockades being limited to application at source and destination, no additional messenger support is needed.  Smaller players can still participate by harassing siege-supporting cities, and those siege-supporting cities can handle them from troop which they'll need to keep on hand at home (or from nearby allies who may also be smaller players).

The whole mechanism encourages wider participation and hurts the effectiveness of blindly stacking everything in to large operations.  (Though from what I've seen, that tactic is already somewhat unfavorable for the attacker.)
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Direct Link To This Post Posted: 17 Jul 2010 at 06:39
Yeah I agree. basically this type of system would greatly increase the strategy involved in the game, and mean that even very small players can have considerable impact on a war simply by placing a blockading army half way between a town and destination. And hope the player doesn't notice untill too late.
However i realise before all this could be implemented the full function of messenger units would need to be implemented as well as the ability to provide an escort for caravans. otherwise 1 commander and 1 troop could be placed on multiple squares and take forever to clear. when realistically you should be able to go from blockade to blockade rather than go back to town each time.
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Direct Link To This Post Posted: 17 Jul 2010 at 00:00
If starving a city/siege is implemented...  there should be zone of control/blockade breaking.

Defender's Options
Step 1: Get sieged
Step 2: Initiate raid/skirmish to take control of farms/resource production.
Step 3: Initiate raid/skirmish to open up blockade so Sovereign and Caravan goods can come in.
Step 4: Conduct raids/ambushes on Siege's supply convoys.

Sieger's Options
Be able to take back the Blockade and the farms/resource production.

The all or nothing battles tend to go against this idea...
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Direct Link To This Post Posted: 16 Jul 2010 at 19:55
The more effective a siege, the more quickly food consumption goes down.  The specifics of balance can't really be found by speculation.  Plenty of preliminary testing and simulation would be required to ensure that attackers and defenders face the same level of complications.
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Direct Link To This Post Posted: 16 Jul 2010 at 16:01
The gist of the idea has merits, but I think putting all food income at 0 is a bit punishing, as large cities would be consuming 10k food / hour meaning that over the course of a couple day siege they're going to run essentially a 480k food deficit
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Direct Link To This Post Posted: 16 Jul 2010 at 15:21
I very much like the general gist of this idea.  I think it is sufficient that siege and blockade have a resource-stopping effect, and that negative food income at the home of a any troops result in a "starving out" effect whereby those troops take a defensive penalty scaled by the magnitude of food deficit (when food is at 0) at their home town--no messing with caravans etc.

This keeps things very simple and straightforward both in understanding of the mechanics and their implementation.  It also provides opportunity to benefit from well-coordinated ops, such as planning a bunch of blockades to land moments before a major Sally Forth or other counteroffensive.

It also makes food supply important for more than queuing up stuff, and closes a loophole whereby there's no need to have sufficient food income if you just sit at 0 and ship food in on demand for stuffing queues.  Military-focused cities will still need to retain that balance.


Edited by HonoredMule - 16 Jul 2010 at 15:25
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Direct Link To This Post Posted: 16 Jul 2010 at 02:24
It also means that a small but very well placed army can have a very significant impact on a war
Actually automatically dispersing wouldn't be good but perhaps the sieged armys will slowly begin to loose random units as they starve, where as the sieging army will not loose any troops, however troops will begin to return home at an increasing pace as moral begins to drop due to rationing of food.
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Direct Link To This Post Posted: 16 Jul 2010 at 01:10
Yeah thats basically what I ment. Although it works both ways. Caravans are also needed to supply a siege encampment with food. And once the encampment runs out of food, it'll automatically disperses
However the number of food resource available in the siege square as well as the sov level would provide a percentage of the food upkeep required. That way blockades will become useful as the sieged town can be starved out but also the defending players attempt to use blockades to break the siege encampment.
It'd just allow another way to determine siege rather than mindlessly attacking each other (mindless once the siege encampment has been set up)

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Direct Link To This Post Posted: 15 Jul 2010 at 20:29
"wait. what? how do you set the food gather rate to zero. at 100% tax you still have 25% resource production."

Currently, you can't.  What I'm proposing is that a city under siege or blockade cannot continue to gather resources...effectively setting the gather rate to 0 regardless of taxation.
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Direct Link To This Post Posted: 15 Jul 2010 at 13:51
wait. what? how do you set the food gather rate to zero. at 100% tax you still have 25% resource production.
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