ScribJellydonut
Monarch
- Joined
- Mar 19, 2008
- Messages
- 44
I was playing a game the other day in which Isabella declared war on me and started to move her units through Hammurabi's territory. In a first act of defense, I naturally contacted Hammurabi, who was the same religion as me but a different religion from Isabella. Surprisingly, Hammurabi refused to stop trading with her, an act which irritated me and later in the game spelled his doomed as I captured his three major cities in under ten turns, but I digress. What ensued was a war between Isabella and myself, fought in Hammurabi's territory. I started drawing a parallel to real life, and thought:
"What if Canada declared war on Mexico, and began to fight a ground war in the United States?" It seemed silly to me, so here is my suggestion, and IMO it's a pretty damn good one, to fix that problem.
Every time two units fight on a tile there is a chance that any improvement on that tile is destroyed. For different tiles, maybe the odds are different, and possibly even dependent on the battle(if it's a close battle between two tank units, then the odds are great, but if it's a complete slaughter where a navy seal takes out an archer, obviously in this case collateral damage would be limited greatly). The same should apply for units in a city, so that if in this case Isabella were using Hammurabi's cities for defense, then maybe buildings would be destroyed in a battle. This would fix the problem of a third party not caring if someone was waring in their territory(which is a silly notion to begin with). The only problem I see is that maybe the AI players can't be programmed to weigh this factor properly into their foreign relations.
Thoughts?
"What if Canada declared war on Mexico, and began to fight a ground war in the United States?" It seemed silly to me, so here is my suggestion, and IMO it's a pretty damn good one, to fix that problem.
Every time two units fight on a tile there is a chance that any improvement on that tile is destroyed. For different tiles, maybe the odds are different, and possibly even dependent on the battle(if it's a close battle between two tank units, then the odds are great, but if it's a complete slaughter where a navy seal takes out an archer, obviously in this case collateral damage would be limited greatly). The same should apply for units in a city, so that if in this case Isabella were using Hammurabi's cities for defense, then maybe buildings would be destroyed in a battle. This would fix the problem of a third party not caring if someone was waring in their territory(which is a silly notion to begin with). The only problem I see is that maybe the AI players can't be programmed to weigh this factor properly into their foreign relations.
Thoughts?