[SDK MODCOMP] Influence Driven War

Now that I have looked at this mod, there is something that concerns me. When you are attacking enemy units in forts, it's possible to convert the fort to being in your own territory before you kill all the enemies in it. This means those enemies no longer get the fort bonus because they are now technically in enemy territory.

Has this been considered? Are forts in some way resistant to losing influence?
 
Please look at this situation:
Spoiler :

coppertile.jpg


As you can see, in the red circle there's a copper tile within one of my cities' radius but i can't take advantage of it due to culture (34% against 65% Spanish). :(

IDW (Influence Driven War) is made to alter the borders according to the outcome of the war (a great idea!!!) but i think it's incomplete when it comes only from battle and pillages. I explain:
In the actual situation, an enemy who stays in his city and doesn't care about his countryside he doesn't lose his lands (and his people support) while another who fights over and tries to defend his lands loses them?! Think about it. It doesn't make sense!

According to me the solution should be one of the following:
1/ Garrison in a tile adds culture.
+ Realistic
- Will change the gameplay if used defensively. (I mean if the player uses it within his own borders. If the coder can disable this effect, we're done)
- Is it possible?

2/ "Infinite" pillages (Pillages in empty tiles)
+ We'll avoid the "defense cheating"
- Is it possible?

What do you think about it? Don't you think that it will improve the game dramatically? Even the war will become more realistic like "Come on and fight like a man if you don't want to lose your lands".
 
@Ophincar
I'm currently not modding CIV4 (no free time, unfortunately :( ) but I will comment your ideas anyway. I hope that I will find some time or maybe somebody else can implement them.

I always thought about passive way how influence culture. As you said defender must care about countryside and not just stay in cities. New mechanic should be AI friendly because AI coding is quite complicated (for me ;)). Therefore your first suggestion is better: enemy units in foreign land automatically convert culture. It is completely passive so no micromanagement is needed and AI changes are not necessary (or minimal). I would limit it so only one unit in stack can influence plot, because I don't like huge stacks and I think that spreading of units should be encouraged by rules. This way influencing will be slow and only if defender does nothing about it for long time the plot will change hands.

My idea is following:

After end of every turn:
Every owned plot on map is checked. If it contains enemy unit(s) (also non-animal barbarian) then unit with highest experience is chosen. This unit does culture transfer in similar way like during pillaging (but smaller effect). If there are enemy units from different players (or AIs) then every player can influence plot (so you cannot steal influencing action).
 
I don't really like that auto-drafted militia start wounded. It just seems like of weird to me, and then they heal. Perhaps there is another way to weaken them so they the new mechanic is not exploited. For example, auto-drafted units could be given a special 'promotion' which makes them weaker. "Militia" or "Untrained" or something like that, which gives -20% strength.
 
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