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  #1  
Old June 15th, 2007, 05:11 PM
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Sandman Sandman is offline
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Default 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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  #2  
Old June 15th, 2007, 05:56 PM

Ironhawk Ironhawk is offline
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Default 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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  #3  
Old June 15th, 2007, 09:06 PM

LoloMo LoloMo is offline
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Default 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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  #4  
Old June 15th, 2007, 10:07 PM

LoloMo LoloMo is offline
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Default 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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  #5  
Old June 15th, 2007, 11:29 PM

Sombre Sombre is offline
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Default 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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  #6  
Old June 16th, 2007, 12:27 AM
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Gandalf Parker Gandalf Parker is offline
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Default 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.
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  #7  
Old June 16th, 2007, 02:46 AM
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Default 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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