Delekhan
Prince
I've noticed that since GEM there hasn't been much reason to puppet cities anymore, given the yield penalties.
I was thinking that this made the city capture options (Occupy/Puppet/Raze) somewhat less engaging. I've been playing Shogun: Total War and noticed that their system for deciding a captured city's fate was pretty awesome. Call to Power 2 also had a similar system, and was one of its stronger features.
How about we augment the Puppet option with a "Sack City" option? By selecting this option, the conqueror can get 10 - 20 turn's worth of base gold production from the city. The tile improvements in the city's radius also get auto-pillaged, with the income from that being added to the prize.
In exchange, the city would go into resistance for twice as long, and maybe generate some extra unhappiness.
So an average city that produces 16 base (before building bonuses) and has 7 tile improvements would deliver about 270 - 350 based on this formula.
The only problem I foresee is that the player could simply sack the city and then click "raze city" that same turn if they planned on razing it to begin with. One solution could be to block the raze city button after the city is sacked for at least several turns to avoid an exploit.
I think this would add a really interesting decision when capturing cities, and would make raiding enemy cities for gold a more viable tactic.
Just an idea. Decisions like these with strong risks/rewards really add some great moments to a game.
EDIT: I just realized that messing with the puppet city option could have implications for a Venice player, so maybe it's better to add it as a fourth option.
I was thinking that this made the city capture options (Occupy/Puppet/Raze) somewhat less engaging. I've been playing Shogun: Total War and noticed that their system for deciding a captured city's fate was pretty awesome. Call to Power 2 also had a similar system, and was one of its stronger features.
How about we augment the Puppet option with a "Sack City" option? By selecting this option, the conqueror can get 10 - 20 turn's worth of base gold production from the city. The tile improvements in the city's radius also get auto-pillaged, with the income from that being added to the prize.
In exchange, the city would go into resistance for twice as long, and maybe generate some extra unhappiness.
So an average city that produces 16 base (before building bonuses) and has 7 tile improvements would deliver about 270 - 350 based on this formula.
The only problem I foresee is that the player could simply sack the city and then click "raze city" that same turn if they planned on razing it to begin with. One solution could be to block the raze city button after the city is sacked for at least several turns to avoid an exploit.
I think this would add a really interesting decision when capturing cities, and would make raiding enemy cities for gold a more viable tactic.
Just an idea. Decisions like these with strong risks/rewards really add some great moments to a game.
EDIT: I just realized that messing with the puppet city option could have implications for a Venice player, so maybe it's better to add it as a fourth option.