Qpdaj
Warlord
A few questions and thoughts about "King" units: (For those who may not have seen these yet, they show up when the "Regicide" or "Mass Regicide" option is on. With "Regicide", each civ gets one King unit, which, if killed, destroys that civ; "Mass Regicide" gives each civ multiple King units, which all have to be killed. Many of the Conquest scenarios have these options enabled.)
The generic King unit has an A/D/M of 1/1/2 (I understand that in the Japan scenario, these units are modified and upgradeable, but my questions / thoughts are more for the general game).
Now, it makes sense that a King unit would have some defense (what head-of-state doesn't have their own guard), and, in desperate times, I could understand a King going into battle (so, sure, some offense), but why do these units have two movement points?
See, starting an epic game with King unit(s) gives the player a (couple) free two-movement-point explorer(s), which seems like a bit of an exploit to me. I mean, sure, there's a bit of risk involved (if (all) your King units get killed, well, game over), but mostly it's pretty safe. Is this what the game designers planned? Because once you're done exploring, these King units don't seem to be of much use (am I wrong, do they do anything else useful?); they're just two-movement-point warriors
But really, I like the idea of King units, it just seems like their implementation was only half finished (unless I'm missing something; entirely possible). I had some ideas on making them more interesting:
First, to discourage using them for early exploration (raise the risk & cost):
1. King units can only heal in cities.
2. (Assuming they still have two movement points) Damaged King units only have one movement point.
3. Not having a King unit in your capital causes unhappiness (in that city).
Second, to improve their usefulness / impact:
1. Having a King unit in a city makes one citizen happy (this would be the politician entertainment factor, er, I mean, patriotism).
2. Having a King unit in a city reduces corruption & waste (more than a Courthouse, less than a Forbidden Palace; this would be the King personally overseeing things).
Finally, one other thing that bothers me about the King units, is that if you kill off all of another civilization's, every one of their cities is instantly reduced to rubble. Um, what happened here? I killed off their king(s), so they razed their own cities, then committed mass suicide? Even the city that you just captured is destroyed! I think it would make more sense if, at the very least, you got to keep the city you just captured. It would be even better if all the other cities would have a chance to join your civ, based on distance from your capital, culture, etc. Of course, this would also mean that if another civ had better culture and a closer capital, they might end up with more of those cities, but that would seem more realistic. If any of those cities decide not to join another civ, then they should turn into barbarian huts, stacked with units according to what their population was
Just a few thoughts.
The generic King unit has an A/D/M of 1/1/2 (I understand that in the Japan scenario, these units are modified and upgradeable, but my questions / thoughts are more for the general game).
Now, it makes sense that a King unit would have some defense (what head-of-state doesn't have their own guard), and, in desperate times, I could understand a King going into battle (so, sure, some offense), but why do these units have two movement points?
See, starting an epic game with King unit(s) gives the player a (couple) free two-movement-point explorer(s), which seems like a bit of an exploit to me. I mean, sure, there's a bit of risk involved (if (all) your King units get killed, well, game over), but mostly it's pretty safe. Is this what the game designers planned? Because once you're done exploring, these King units don't seem to be of much use (am I wrong, do they do anything else useful?); they're just two-movement-point warriors
But really, I like the idea of King units, it just seems like their implementation was only half finished (unless I'm missing something; entirely possible). I had some ideas on making them more interesting:
First, to discourage using them for early exploration (raise the risk & cost):
1. King units can only heal in cities.
2. (Assuming they still have two movement points) Damaged King units only have one movement point.
3. Not having a King unit in your capital causes unhappiness (in that city).
Second, to improve their usefulness / impact:
1. Having a King unit in a city makes one citizen happy (this would be the politician entertainment factor, er, I mean, patriotism).
2. Having a King unit in a city reduces corruption & waste (more than a Courthouse, less than a Forbidden Palace; this would be the King personally overseeing things).
Finally, one other thing that bothers me about the King units, is that if you kill off all of another civilization's, every one of their cities is instantly reduced to rubble. Um, what happened here? I killed off their king(s), so they razed their own cities, then committed mass suicide? Even the city that you just captured is destroyed! I think it would make more sense if, at the very least, you got to keep the city you just captured. It would be even better if all the other cities would have a chance to join your civ, based on distance from your capital, culture, etc. Of course, this would also mean that if another civ had better culture and a closer capital, they might end up with more of those cities, but that would seem more realistic. If any of those cities decide not to join another civ, then they should turn into barbarian huts, stacked with units according to what their population was
Just a few thoughts.
