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June 15th, 2007, 03:50 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Capturing Capitols
Even more incentive to dispose of them.
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June 15th, 2007, 04:01 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Capturing Capitols
The issue is (as Shovah has pointed out) that this will not enable you to gain magic items, gems or gold from a capital. It will just require your opponent to be subject to yet more micromanagement as he will surely dispose of the assets. In single player games though, this would work as intended.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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June 15th, 2007, 04:54 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Capturing Capitols
I think that a random chance of being able to recruit units would be hard to do. It already is kindof kludged in with the magic sites defining nationals. Altho if you wanted to, it might be possible to create a map to play on which would make those "capturable". That might be a fun game alternative. I should experiment and see if I can break that.
On the "spoils to the conqueror" thing, that might be easier. The contents of the lab be "dumped" onto the battleground as if it was being carried by commanders with the same random chances of being picked up.
But another consideration is that labs are all inter-linked. How would you handle it if his capital was taken when he has another lab someplace else? Should EVERY lab taken offer a percentage of the take? Should only the last one?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 15th, 2007, 05:06 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Capturing Capitols
One of the reasons I would like to see the conquerer get the spoils is it would encourage more attacking play in MP. Often you can end up with a stalemate situation abit like this:-
3 Players ABC, roughly the same in power. None dares attack each another because the player not involved in the war will wait until the 2 warring factions exhaust themselves or until one as nearly defeated the other and then move in and grab everything. Seen it done many times.
To a certain extent Dominions 3 rewards those players who sit on there butts building, building, avoiding wars until later in the game and only attacking the weak or war exhausted.
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June 15th, 2007, 05:11 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: Capturing Capitols
It's not inconcievable for a player to lose their last lab, and still being far from defeat. Especially when you take lab-destroying events into account.
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June 15th, 2007, 05:56 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: Capturing Capitols
The issue is more complicated. What happens if you capture a capital without killing a player? Do you still get thier money and gems?
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June 15th, 2007, 09:06 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: Capturing Capitols
In MP it definitely just serves to increase micromanagement. Before their capital gets taken over, people would send all their stuff to an ally, after the capital is taken over, send the stuff back.
Capturable site would be better. I would suggest adding a site to each capital only national site that mimics the national troops, but at a slightly lower stats to reflect non native conquerors recruiting them. Perhaps even eliminating sacred status, or increasing costs. Would require a big mod though.
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