Capture/Hostage/Steal

masterofdragons

Chieftain
Joined
Jul 10, 2004
Messages
49
Location
Asheville, North Carolina
Capturing units needs to play a bigger part in the game I think. It can act much like the enslave/capture options work now, except that all military units should have a chance at a capture when they win, say 20% - up or down depending on unit specifications. POWs could add a whole new dynamic to diplomacy, plus a tribe may be able to steal technology, say from a captured tank or downed attack helicopter. They could pay gold to get them back alive. POWs could also make nations unhappy when in captivity. The possibilities are limitless!
 
Do you mean there would be a dialog box whenever you successfully captured a unit so you could choose whether you wanted to enslave the unit (make it your own) or hold it hostage? Being able to steal technology from captured units is a good idea. OTOH, if you luckily captured a tank when your best unit is knight, would you return it for any amount of ransom?

I also think when a unit pillages a tile within the boundaries of a city, that unit is also "taking advantage" of the women in that city. The effect would be a 1-5% chance, cumulative based on number of tiles pillaged, that the next citizen produced by that city would be of the pillager's race. The cumulative effect would have to restart each time a new citizen is produced. That would add a new twist to culture flipping.
 
No matter how many woman the soldiers raped, they would not produce enough children to sway the demographic balance. Besides, not only would said children be only half the nationality, they would also, if anything, be less inclined to start a riot when at war with said country. They consider their true fatherland to be the country of their mother, just as a child born from a rape would probably consider his true father to be his mother's husband, as opposed to the rapist.
 
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