QES
Court Jester
Tortanick said:I really like these nomads but I see a problem, if they routinely get batches of settlers I imagine most players will rebuild a disbanded city and send the others off, not very nomadic.
I have two possible solutions:
Fistly you could cut down the power of cities for them, each population increase could have a chance of spawning a free military unit rather than actual population.
Secondly they could have a trait for their leaders, "nomadic" that means that the land around their cities slowly turns to deserts forcing them to keep moving.
Finally you mention captured cities, I sereously doubt nomads would EVER try to hold a city, instead they would either pillage or rase it.
how exactly are they going to keep a city loyal through the ages if they wonder off in a few years.
These are all very well thought out. I just want to say that. The initial problem was one i've been chewing on..so let me give you my responce.
Let me start by saying that "putting another city" exactly where you had one, doesnt surprize me, it would make sense that a small portion of the clan would stay behind, but since you have settlers (and not population) most of your population would indeed be nomadic.
Firstly) I'd like to leave the control up to the player. Instead of "randomly spawning a random military unit," growing your city would be intentional so that your "reward" for resettling would be greater. I said in an earlier post that these nomads would have a higher than normal penalty (on a sliding scale) for unhappiness in relation to city size. A size 4 city might be content, but a size 8 city might want to slit your throught. Plus the goal is to ACTUALLY constantly delete and recreate cities, not merely "suggest" nomadic behavior.
Secondly) Having land turn into desert crossed my mind too, except then the question becomes "what are they doing to the land that destroys it?" The answer could be herding cattle and sheep, but, it strikes me that creating wastelands is more of a quality for evil and necromantic civs in a Fantasy setting. After all "environmentalism" isnt really the issue here. And While a "trait" might be interesting, i think its best to keep it to a civ, since its more containable that way.
Finally) This is a very good point. But I'm thinking of the game in terms of pre-vassal states that is coming out in warlords. The occupation of the cities isnt so much about owning them, as it is subjugating them and milking them for what their worth. I agree Razing the cities seems like the most likely action civs would take. But it could also make a GREAT bartering tool. Give someone back their city in exchange for a pact of alligence, resources, or an agreement to allow passage through lands, etc.
I hope my responces are reasonable,
-Qes