I was meaning improvements, and I think they should be. Having a PoW / slave camp comes at a cost (the tile where the camp is)... it also becomes harder/additional spot to defend.
Armies will always plunder any city which they have fought for, to a degree. Also, there are very few places...
Well, actually no to the plunder. A city should always be plundered to a degree. Plunder should be made up of two components:
plunder = state sanctioned plunder + spoils of war
Where state sanctioned plunder = slider value + civic policies.
spoils of war = military discipline + how...
When you conquer a city you should have options of:
- plunder city (on a sliding scale) - destroy all defensive structures, destroy z% of other buildings, kill x% and take y% of population as slaves, take v% of gold (based on relative city value in empire).
- raze - (essentially plunder, with...
Though the idea holds merit, should a small civilization really be safe from a large one? One idea I would merit is that a Civilization should get a "familiarity" bonus. For example 20 turns after planting a city in the mountains, all units that are trained in that city get a bonus (less...
Conquering an enemy civilization should give you ++respect (from anyone who didnt like them) and --respect (from anyone who did) diplomatically speaking.
I see tile devastation as essentially pillaging++. If you have a stack that is either too big or sitting still for too long, then they have massive effects on the output and productivity of that tile. (i.e. an army sitting on a hillside would soon exhaust food supplies, which would likely take...
Collateral damage would make sense (within a confined space) also. So, collateral damage could apply within forts, cities etc. (I still prefer the idea of weakening a stack through tile devastation, increased maintenance costs, health issues etc).
Let's say building a road costs X. Maintaining a road could then cost X * 0.1.
I see it possibly working by roads being a line (which is a series of connected points). You could "abandon" a road by entering an infrastructure mode and simply deleting two points, which would remove the road...
I haven't played Civ V yet. When I read about the changes (1UPT and reductions in complexity- happiness-civ based) I thought this would sway the game too much militarily (and give those who enjoy some MM less to do). Is this the case?
I think the most realistic approach would be this:
- each city researches individually at the start.
- when they discover something it diffuses out to the other cities over X turns. (X changes based on transportation infrastructure etc).
- After Y discovery, cities near each other research...
What about if the defending unit is killed, then all other units in the stack take a penalty hit (e.g. 10% of health). They are not killed outright, but suffer from being ill-prepared.
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