Re: Lack of supplies...
It's already hard to stop raiding parties. If Caelum was able to Move&Pillage everywhere they wanted, they could raid any nation to death in very few turns. As such, I'd rather see Pillage increased in power than a new command. However, managing to pillage an enemy capital for one turn could end the game for that nation, and that shouldn't be the case. I'd much rather have Pillage just totally changed:
1) new pillage would cause unrest in proportion to the results of the pillage, as affected by 3 (the higher the unrest, the less gold pillaged, the less unrest is raised)
2) new pillage would cause pop death in proportion to the amount of unrest BEFORE pillaging
3) the amount of unrest apparent wouldn't affect the amount of supplies pillaged, but it would severely hinder the amount of gold pillaged
4) units with pillage bonus would automatically pillage if they're starving
This would make pillaging in a province with very little unrest kill only little population and produce a nice amount of gold, but pillaging in a province with lots of unrest (i.e. after pillaging) kill much more pop and produce less gold. Pillaging could get unrest above 100 in about two turns, with a decent force of fast units, but raising it above 150 would be very slow.
This way, pillaging is an effective way to increase unrest, but can't lock down a recruitment center for too long; it wouldn't be an effective way to destroy population quickly either. Only fast/pillage bonus units could cause severe unrest when raiding, other units would already be small armies and would have better things to do unless starving. And having even some units with pillage bonus in your starving army would initiate pillage, which would create lots of spare supplies and feed more than just the pillaging units.
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