Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,299
Cities were not always, far from it, the only aim of attacks throughout History. There were also:
- Castles
- Various locations such as plains (big armies) or woods (ambush).
So I think there should be a smart system that makes the player and/or the AI to actually aim something.
For example, there could be kings physically represented on the map. But they could not go anywhere, that would be too easy to move them around. One could move them by spending some gold. At start, they would be in Capitol, of course. With some gold, you could move them into a castle, or into an army. They would be represented by a military unit with a given strenght, influenced maybe by civics.
But then, spying would play a great role. Indeed, how to identify them? I think it may be possible to send spies in every enemy city, to cover the maximum range of possible king's location, and in the capitol (or in the city where "military plans" are, that can be discovered by spying also) in order to discover where is the king if he is in an army.
Or spend some gold in order to localize the king. Note, the more gold you spend, the more accurate would be the king's location. Indeed, it would not be impossible to see the location of the king to be false. But this kind of thing should not be very common, indeed it is very difficult for a king to hide from his enemies, and if he succeeds in luring them, then he is very clever.
So, in order to discover a king location (if he wants to hide, which may not be always the case), players need to spend some gold or to have preemptively covered the enemy cities with spies.
Maybe the two possibilities should be active in the same time in the game, or one of the two choosen by the developers. If the two are kept, maybe the spy mission "discover the enemy king" would be much cheaper if the enemy cities are covered with spies.
Maybe also, the more the king has moved, the more expensive it is to discover him. Indeed, the first guess for a spy mission would be the enemy capitol. If the spy discovers the king here, the spy mission ends, being cheaper that if it had to be continued.
There may also be a way to be aware of enemy spying missions, depending on the real nature of it in the game. For example, if spies are not always active, but only within missions ("spend gold" version), one could be aware of those spying missions when they occur, depending not on the gold he spent, because he is not supposed to guess when the spying mission occur first and so reserve an amount of gold for it, but on the efficiency of his spies. Maybe civics would influence this efficiency. So, awared of this spying mission, the player or the AI should be able to move its king right after this enemy mission, if he/it desires so.
Of course, those are only first thought possibilities for making the battles more diversified, more realistic and ultimately more fun, with some spy games. there may be also some other ways to enable field and castle battles, with systems such as Zone of Controls, a little tweaked maybe.
- Castles
- Various locations such as plains (big armies) or woods (ambush).
So I think there should be a smart system that makes the player and/or the AI to actually aim something.
For example, there could be kings physically represented on the map. But they could not go anywhere, that would be too easy to move them around. One could move them by spending some gold. At start, they would be in Capitol, of course. With some gold, you could move them into a castle, or into an army. They would be represented by a military unit with a given strenght, influenced maybe by civics.
But then, spying would play a great role. Indeed, how to identify them? I think it may be possible to send spies in every enemy city, to cover the maximum range of possible king's location, and in the capitol (or in the city where "military plans" are, that can be discovered by spying also) in order to discover where is the king if he is in an army.
Or spend some gold in order to localize the king. Note, the more gold you spend, the more accurate would be the king's location. Indeed, it would not be impossible to see the location of the king to be false. But this kind of thing should not be very common, indeed it is very difficult for a king to hide from his enemies, and if he succeeds in luring them, then he is very clever.
So, in order to discover a king location (if he wants to hide, which may not be always the case), players need to spend some gold or to have preemptively covered the enemy cities with spies.
Maybe the two possibilities should be active in the same time in the game, or one of the two choosen by the developers. If the two are kept, maybe the spy mission "discover the enemy king" would be much cheaper if the enemy cities are covered with spies.
Maybe also, the more the king has moved, the more expensive it is to discover him. Indeed, the first guess for a spy mission would be the enemy capitol. If the spy discovers the king here, the spy mission ends, being cheaper that if it had to be continued.
There may also be a way to be aware of enemy spying missions, depending on the real nature of it in the game. For example, if spies are not always active, but only within missions ("spend gold" version), one could be aware of those spying missions when they occur, depending not on the gold he spent, because he is not supposed to guess when the spying mission occur first and so reserve an amount of gold for it, but on the efficiency of his spies. Maybe civics would influence this efficiency. So, awared of this spying mission, the player or the AI should be able to move its king right after this enemy mission, if he/it desires so.
Of course, those are only first thought possibilities for making the battles more diversified, more realistic and ultimately more fun, with some spy games. there may be also some other ways to enable field and castle battles, with systems such as Zone of Controls, a little tweaked maybe.