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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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June 16th, 2007, 02:46 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Capturing Capitols
If (make that a big IF) the ability to modify or assign units to custom population types in a map file were added, it would be easy to allow recruitment of specific national units underneath the normal nationals which become disabled when you capture the cap. (Are you listening JK/KO?  )
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