Valkrionn
The Hamster King
Isn't that part of the implementation of the faction?
Isn't that part of the implementation of the faction?
You're right that there is a lot of added strategy to making units have hidden strength. But that's not hidden nationality. Hidden Nationality already has a purpose, and is perfectly suited to that purpose. All it's missing is the fact that units can still be identified by art or as a UU.actually, their is a lot of added strategy (mainly in multiplayer) for such an implementation of hidden nationality (looking like strength 1 zero exp hooded units).
For instance ... once city is attacked by a stack of warriors and the other a stack of superunits.
The player doesnt know which one to defend, and given its Svart most likely not attacking the super unit army means an extra army of Illusioned units to deal with when their attack arrives
This way even during war HN has a purpose
What's wrong with that? You might lose, but then you might win. It keeps everyone on their toes. Most likely, people check to see if combat odds pop up. It keep people on their toes (and suspicious), which fits the theme.Ah, but the problem is that that works in reverse as well. If you're supposed to be at peace with the Raiders and your move into one of their stacks, and it just happens to be secretly a HN enemy, you get combat even if neither of of you wanted it. The concept of Hidden Nationality just doesn't work with a faction you can be at peace with.
The same could be said of the Savages, the Animals, the Demons, or most any civilization in fact. Anyone (and anything) in Erebus can want to kill you for most any reason (or no reason at all). People 'at peace' with such a group are the exception that proves the rule.If you want the Raiders to be untrustworthy like that, it also doesn't make sense to make them be at peace with anyone, because no one would trust them enough to make peace. I know if I had a faction that routinely turned out to be traitors and backstabbed me, I certainly wouldn't let them wander freely through my territory. But that's what happens with peace.
Go back to what was suggested earlier: peace with raiders means peace with ALL raiders.Raider peace will be further disadvantaged by the fact that you won't get any warnings enemy units have been sighted. You'll be left with the prospect of manually checking every unit in your territory for combat odds every turn. And even that process isn't always entirely reliable.
Would give you a good incentive to boot them eventually, wouldn't it then? That or take the risk.Basically what I'm saying is that, if your goal is to make a faction that harbors enemy spies, why would any want peace with them? Would Rhoanna sit down at a bargaining table and say "I know the last four negotiators were assassins, but I've got a good feeling about you, so we'll let you wander through our territory whenever you want."