Foremost, I apologize if these mechanics or feature adjustments are already in Legendary Heroes, or by an earlier FE patch, I just never had the chance to post this huge wall of text. I wrote these ideas down 2-3 months before LH was announced, but hopefully they can contribute to the success of the product. If anything within this seems ineligible I probably didn't elaborate clearly or didn't finish any thoughts. I highly doubt it though, since I wrote extensively.
Thank You Stardock & Community.
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Global Unrest Penalty Theory To Avoid Civ4 "City Maintenance" Pitfalls:
I created this thread to post many ideas of mine strewn together, centered on the upcoming expansion feature that was recently revealed by Frogboy, (if you haven’t discovered it yet, within Vendetta187’s City-Spam thread. link here) that is going to radically alter the current gameplay of EWoN. Considering how important of an update, and improvement in my opinion this is, I feel obligated to share some ideas I’ve been brainstorming these past couple days borne from the discussions in the AI and City-Spam threads. I am very passionate about this game, I really enjoy playing it but I also carry cautious reservations about how it is implemented like many other gamers here have shown, so hopefully I can expect you all to join in this discussion and react critically to my suggestions.
I basically agree with everyone, more or less. Cities being instantly razed is dumb and counter-productive, don't see any benefit from it. Needs to be fixed in by 1.3 with varying degrees of "death, doom & destruction".
This post covers differences between "Monster Razing", "Factional Razing", "Factional Occupying", and lastly "Tier-based Injury System".
-----Monster Razing-----
1. When a Neutral/WildLand monster(s) enters or defeats your City Militia, the City should lose one random Improvement, and a halve of its Population generically.
2. The City should suffer a temporary Unrest modifier for several Seasons involving "fear and chaos".
3. The monster stack that ransacked the City should be forced by an algorithm to do the possible followings plans:
3a. Retreat from stroke City and return promptly to its intact Monster Lair, than do whatever it pleases again.
3b. Retreat from stroke City by five tiles away minimum till it has no "aggro" upon the City again.
3c. Retreat from stroke City initially fulfilling either algorithms "3a" or "3b", unless it detects enemy unit(s) that are at least 1/2 halve its stack strength within its Line-Of-Sight. Monster(s) will now intercept visible enemy stack(s) worth its fight to destroy them, and if they're victorious, promptly continue repeating "3a" and "3b" again.
-To make it all the more interesting however, let's give each individual Creature Type, different rewards for entering a hostile city, and different penalties inflicted upon the stroke city! Thus, they'll be a major difference, and major excitement factor involved between not being afraid of letting a Cave Bear or Mites ransack your city, to a Dragon creature type or Elemental creature type doing so.
Bandit: Factions City loses 1/10 of its factions total Gildar, and 1/10 of the cities total Population. +20 Unrest for two Seasons.
Beast: Factions City loses 1/4 of its total Growth (one Season), and 1/10 of the cities total Population. +10 Unrest for one Season.
Elemental: Factions City loses 1/4 of its factions total Mana, and 1.5/10 of the cities total Population. +25 Unrest for one Season.
Dragon: Factions City loses 3/4 of its total Growth (two Seasons), 4/10 of the cities total Population. +40 Unrest for four Seasons.
Construct: Factions City loses 1 Enchantment if it has any, 2/4 of its total Materials (one Season), and 2/10 of its total Population. +30 Unrest for one Season.
Faction Unit: (Sovereigns, Heroes, Trained Units & Monsters of any Faction) Factions City loses 1/10 of its factions total Gildar, and 1/5 of the cities total Population. +30 Unrest for one Season (only applied if city is retaken within the next turn)*
Notes:
Each Faction City can only be "Monster Razed" once per turn.*
Every Creature Type including Faction Units, only raze one Improvement per conquest.**
Only Faction Units actually capture the hostile city after victory, Monsters upon victory enter-and-leave the City tile they attacked and back onto the tile they stroke from.***
The Creature Type that qualifies for the majority of the monsters stack will have its Razing effect activated.****
Lastly, Monsters will ONLY raze your city once it no longer has any Improvements to destroy except the nameless starting tile.*****
-----Factional Razing-----
However, when one faction besets itself onto another factions City, it shouldn't be allowed to instantly raze it either. In order to completely destroy a City, every Faction must spend 3 consecutive turns per "City Level" in order to raze the city. This same rule between faction-to-faction should equally apply to the faction's own cities, so we don't have players scorch-earthing the AI to cheat the game.
From now on, the amount of Production it took to build ANY Improvement in a city, 50% of the Production spent must be "Queue Build"'ed in order to remove specified Improvement from your City. So for example, your City's Production is 50 points, it takes 200 points to build Granary, thus it took you four turns to build that Granary, but in order to Raze it you must spend two Seasons accumulating 100 points to permanently remove the Granary from the City. However, you'll earn back that 100 points of Production you raised to remove the Granary by instantly down-paying the next Improvement you Queue to build in that City. So if you made a marvelous mistake in a certain settlement of yours, you can remove it in return for spending time and Production to do so, and those spent points onto another Improvement for your sweat & tears.
Village (level 1) = 1 turns to Raze.
Conclave/Town/Fortress (level 2) = 3 turns to Raze.
Conclave/Town/Fortress (level 3) = 4 turns to Raze.
Conclave/Town/Fortress (level 4) = 5 turns to Raze.
Conclave/Town/Fortress (level 5) = 6 turns to Raze.
Thus, the idea behind this system is that Monster's, Faction's, and Gamer's can't remove an integral landmark in a game session without spending precious time to do so, both at the stress and relief of the player. No longer will any player 90% of the time have to deal with losing an entire City due to one simple turn, and no longer can any City be wiped instantly and discarded from the game. Now that Rome, that New York City, that Neverwinter (Dungeons & Dragons) just lose its importance, its deliberate purpose for its existence whether being a financial, militaristic, or researching center in one full swoop but require an incredible length of time to be cremated. For as it took centuries for Rome to rise, it took centuries for Rome to fall, and be economically, financially, militarily replaced by the Nordic hordes coming south and its brother Constantinople, to take its grandiose place in Europe.
(And also, the Byzantium player built the Great Wall Wonder, the Roman's didn't...)
-----Factional Occupying-----
One last gear in this suggestion for Factional Razing, is what I have been suggesting in posts made in the AI and City-Spam thread: When one Faction occupies another Factions City, this currently happens in Fallen Enchantress:
<!-- ** city occupation unrest ** -->
<OccupationInitialUnrest>50.0</OccupationInitialUnrest>
<OccupationTurnsBeforeReduction>5</OccupationTurnsBeforeReduction>
<OccupationMinimumUnrest>0.0</OccupationMinimumUnrest>
I want something superior then the way this is currently handled, (which I will either tonight or tomorrow post a thread containing many ideas concerning the upcoming expansions Global Unrest Penalty) because the "City Occupation Unrest" feature will be grossly inadequate to handle Global Unrest.
I would entitle my version "City Assimilation" because having the Global Unrest Penalty future in-mind, when one Faction conquers another Faction's City, depending upon several factors involving the City, Conqueror, and Occupational Choices, the attacker must effectively garrison the city before they can exploit it.
-Hostile cities are no longer usable till they're Assimilated by an enemy Faction. During Assimilation, the occupiers must successfully garrison the City the whole duration, never leaving it undefended, or it reverts back to its owner's control.
-Occupied Cities offer no Output, no connected Resources, no Global Unrest,
-Hostile cities will only add onto its conquerors Global Unrest Penalty until it is fully assimilated
Encompassing Example:
- Faction A conquers Faction B city. (Season 1)
- Faction A occupies Faction B city. (Season 1)
- Because B's city is a "Level-5 Town", it would take 6 turns to Raze, and it would take 4 turns to Assimilate.
- But because B's city is also a Factional Capitol, it will now take 7 turns to Raze, and it would now take 5 turns to Assimilate.
- Faction A has to make four choices before it can begin the City Assimilation process, the same Season:
1. "Burn The City!": Immediately begin the Razing process (6 turns), and City now has 50% to revolt per-turn infinitely, spawn half the size of its original Militia except equipped with its Faction's up-to-date weaponry.
2. "Butcher The City!": Immediately begin the Assimilation process 4/5 the clock (4 turns instead of 5), halving 1/5 of the Population plus "Monster Razing" = 2/5 Population loss. City now has 25% to revolt per-turn only-once, spawn half the size of its original Militia except equipped with its Faction's up-to-date weaponry.
3. "Puppet The Master!": Immediately begin the Assimilation process (5 turns), and City now has 10% to revolt per-turn only-once, spawn half the size of its original Militia except equipped with its Faction's up-to-date weaponry.
4. "Fly Our Flag!": Immediately begin the Assimilation process (5 turns), and City now has 15% to revolt per-turn only-once, spawn half the size of its original Militia except equipped with its Faction's up-to-date weaponry.
- But B's City is a Factional Capitol, which has another advantage offering one extra unit in a "Revolt" event. This extra unit is level-tied to its Sovereign, a Party-sized Unit (3) of that Faction's Fallen/Man Race Type, equipped with its Factions up-to-date Weaponry and Armor, and the Impulsive Trait. This Unit is considered an "elite, royal guard detachment of the Sovereign, garrisoned within the Capitol.".
- Faction A on the "City Assimilation" pop-up box chose option three being "Puppet The Master!".
- Faction A occupies Faction B Capitol for two Seasons (Season 2)
- Faction A occupies Faction B Capitol for three Seasons (Season 3)
- Faction A occupies Faction B Capitol for four Seasons (Season 4), however Faction B's Capitol successfully rolls the 10% to trigger its "Revolt" event. B's Revolt event spawns 2-of-4 Spearmen, 1-of-3 Archer, and 1-of-3 Spearmen, including its "Sovereign Guard" extra unit for the immediate Tactical Combat with A's forces.
- Faction A defeats Faction B's Revolt Militia, yielding the usual Experience, Gildar, and possible random Items to Faction A's forces.
- Faction A occupies Faction B Capitol for five Seasons (Season 5), completing the City Assimilation duration required to use its entire Output capacity.
Notes:
"Revolt" is an event that can only occur once per Faction Assimilation phase, in which the City has a chance depending upon multiple variables, spawning 50% of the cities Militia again but equipped with the Faction's latest Weapons technology. When an Revolt occurs, the occupiers immediately begin Tactical Combat with the Revolt Militia in city landscape, under the control of the defending Faction.*
"Burn The City!" Assimilation choice, is the ONLY choice of the four that can allow every turn being Razed, to spawn an army half the size of the cities original Militia to immediately initiate Tactical Combat with the occupying Faction.**
Level 5 cities can be instantly razed if they contain no more Improvements for Monsters to take in its place.***
-----Tier-based Injury System-----
Sanati&Kongdej:
Some of the Injuries Heroe's sustain currently is retarded, like Rotting Wound which removes 25% of the characters total HP. I don't have an issue with any individual Injury actually, just the fact it's too random honestly. If I was one of the developers, I'd categorize all the Injuries into several tiers totaling from 1-to-5 foremost. The first tier has the weakest negative modifiers, whilst the fifth tier has the strongest negative modifiers like Rotting Wounds to me is thus far.
The first death any Hero has in every game session, randomly chooses from the first tier's Injuries.
The fifth death any Hero has in every game session, randomly chooses from the fifth tier's Injuries.
Once every Hero experiences their 6th death, the system does not start over - Oh ho ho no it don't - it now simply proceeds to permanently and infinitely attach a percentage chance to each of the tiers to occur after the 5th death. Thus the first tier will have a 10% chance to be chosen on each consecutive death starting 6th, and the fifth tier has a 50% chance to be chosen on the next consecutive death starting 6th. Once a tier is randomly landed upon by the system, it will just randomly choose any of that tier's Injuries with equal opportunity.
Notes: (10%/20%/30%/40%/50%)