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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
Thanks: 0
Thanked 0 Times in 0 Posts
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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
Thanks: 0
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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June 15th, 2007, 10:07 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
On second thought, bad idea. This would just lead to "let's exchange capitals for a few turns" deals between allies.
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June 15th, 2007, 11:29 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Capturing Capitols
I think if capitals had a higher gem income there would be much more incentive to try and capture them. I would consider making/using a mod which simply doubled home province gem income.
So EA - 12 gems total
MA - 10 gems total
LA - 8 gems total
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June 16th, 2007, 12:27 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Capturing Capitols
Or a map. A map could be created which set starting positions and also assigned a next door province with extra magic sites. MAYBE even duplicate the capitals sites but I havent tested that yet.
__________________
-- 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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