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June 18th, 2007, 10:05 AM
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Sergeant
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Re: Capturing Capitols
Quote:
Kristoffer O said:
Only being able to recruit your own national troops is one of the basic tenets that dominions is built around. When dom-ppp was initially designed we had played a couple of games in which a few players came to be all possible nations at the same time. Take VGA-planets where you were lucky if you could capture an enemy ship an copy it. Soon the fleet of the Evil Empire was made up of Death Stars towed by privateer ships. Same thing in other PBEM games where your army soon turned into rainbow armies of the elite units from every nation. Not much fun either.
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For my $0.02, this was a good decision. It guarantees more replayability for Dominions, because each game is slightly different depending on your national troops. National spells only increase the variability.
Dom3 would be a lot less fun if Man & Ulm played the same, let alone Abysia, Caelum, and/or Agartha.
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June 18th, 2007, 10:29 AM
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Major General
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Re: Capturing Capitols
Quote:
SlipperyJim said:
Quote:
Kristoffer O said:
Only being able to recruit your own national troops is one of the basic tenets that dominions is built around. When dom-ppp was initially designed we had played a couple of games in which a few players came to be all possible nations at the same time. Take VGA-planets where you were lucky if you could capture an enemy ship an copy it. Soon the fleet of the Evil Empire was made up of Death Stars towed by privateer ships. Same thing in other PBEM games where your army soon turned into rainbow armies of the elite units from every nation. Not much fun either.
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For my $0.02, this was a good decision. It guarantees more replayability for Dominions, because each game is slightly different depending on your national troops. National spells only increase the variability.
Dom3 would be a lot less fun if Man & Ulm played the same, let alone Abysia, Caelum, and/or Agartha.
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I agree with Slippery Jims comments here.
However, how about somewhere slightly inbetween, when you conquer another races capital, you have a 1 in 3 chance of being able to recruit that races national troop types/leaders. This always excludes that races sacreds.
So for example, I conquer MA Agarthas capital, a one off check then occurs for MA Agarthas national troops as follows:-
Agarthan scout 1 in 3 chance of still being recruitable.
Cave captain 1 in 3 chance of still being recruitable.
Pale one Captain 1 in 3 chance of still being recruitable.
Agarthan light infantry 1 in 3 chance of still being recruitable.
Agarthan infantry 1 in 3 chance of still being recruitable.
Argathan heavy infantry 1 in 3 chance of still being recruitable.
Pale one soldier 1 in 3 chance of still being recruitable.
Ancient one, attendant of oracles, earth reader, golem crafter, ancient lord and oracle of ancients are all sacred so can never be reruitable by another nation. Those units are dedicated to Agartha and there god only.
Should Agartha reconquer his capital all units are recruitable as normal. But should any other nation conquer it after, the original units who made the 1 in 3 are recruitable, another check is not made.
I believe this would stop all nations morphing into one problem but make capitals more tempting targets with a greater reward for the conquerer. It would also open up more tactics/strategies up for individual nations later in the game.
It would also reflect the nation being enslaved/conquered/ruled by the host nation. Its very unrealistic at the moment that a nations entire conquered population refuse to serve there conquerer. The Roman Empire for example had its armies made up more of auxilleries from conquered nations than soldiers from Rome/Italy.
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June 18th, 2007, 12:41 PM
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First Lieutenant
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Re: Capturing Capitols
I think Meglobob has gotten it pretty much on the money for recruiting troops when a capitol is conquered. I was thinking some probability between 10 and 25%, but that difference is just a detail. He is exactly right in his statement that sacreds should not be recruitable and his reasoning is irrefutable.
After all, one of the primary features of the game is recruiting independents, so national troops should not be excepted. By excluding sacred troops, the vast majority of the units will not be a significent alteration in the strategy or balence of the game. The foremost benefit that I can see is access to magic paths or levels that are only achievable via empowerment. And by assigning a probability to the recruitment of the units, a player will not be guaranteed anything. By the way, I would program, if possible, a player only getting one swing at the recruitable unit probabilty to forestall handing the capitol back multiple times until a desired unit is deemed recruitable. It wouldn't even be out of the question if there was a cap put on the number of units that can pass the dice roll election process. You might end up getting scout and slinger as your recruitable units. C'est la vie.
This limited choice of other national troops would not limit replayablity but actually enhance it in my opinion. Every time you conquer a capitol new units are entirely up to chance. No different than cool, low probabilty magic sites.
As for the looting of the gem and gold treasury, many of you pointed out the errors in the initial proposal. But I still hold to the concept that a significent portion of the treasury, say 10 to 30% should be up for grabs as dropped battlefield loot. There is little or no historic precedent for a nation to remove 100% of its valuables from the capitol just prior to the crumbling of its walls. A player should be penalized finacially as well as physically when he manages to lose his capitol.
The major downside to this is that comeback eforts would be severly hindered by the gem and gold losses. But then again, I have never come back after a capitol loss anyway. No doubt many have, but I would think almost all of those were instances where the opponent snuck a stealthy army into a poorly defended capitol. And if that is the case, how would the nation have the time to successfully sneak all its treasury away? And wouldn't a primary objective of this sneak attack be looting?
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June 18th, 2007, 01:31 PM
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General
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Re: Capturing Capitols
Hmmm, sacred mages become even more desirable. You're less of a target since an enemy won't profit as much.
Imagine Ulm suddenly getting access to Pans or Mystics. That'd change the game, and the nature of the nation drastically.
It would be interesting to try out as a mod, but I wouldn't want to see it in the base game.
Maybe just troops. That could be interesting. Add a little variety without a major power boost.
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July 18th, 2007, 09:12 AM
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Second Lieutenant
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Re: Capturing Capitols
For my part, in SP I find Capitols somewhat attractive :
It often allows me to diversify my magic a lot, even if it is not often worthy enougth to make an assault.Some over bonuses would be welcomed, so as to incite people not to just sit before the walls and watch them die from diseases.( as an assault is difficult because of the many mages that often stay in a capitol)
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July 18th, 2007, 11:19 AM
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General
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Re: Capturing Capitols
I'm getting more enjoyment out of SP now that I've stopped trying to get more variety and diversity. It makes each nation more unique. I refuse to hire mercs now for the same reason, the early game can just turn into the same cost+5 merc-fest, whatever nation I'm playing (unless I'm in the water). But, it wouldn't hurt any to have the proposed Capitol option added, I suppose -- I'd just have to resist the temptation to hire the available units.
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July 18th, 2007, 10:10 PM
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Major
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Re: Capturing Capitols
> I have never come back after a capitol loss anyway.
I have come back from two capitol losses in a MP
game and actually won that one (in an alliance)
If your teleporting SCs are caught in a province
without a lab, a determinate enemy can take your
capitol in two turns and there is not much you can
do about it, especially if you have sent your
mages to the front lines.
In addition, in my last game, I gave a capitol back
to the original owner as the price of peace. There
was another nation that needed killing.
I am not opposed to 'looting' capitols, but please
be aware, that will change the gameplay A LOT.
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July 19th, 2007, 12:34 AM
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Second Lieutenant
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Re: Capturing Capitols
Quote:
Meglobob said:
However, how about somewhere slightly inbetween, when you conquer another races capital, you have a 1 in 3 chance of being able to recruit that races national troop types/leaders. This always excludes that races sacreds.
So for example, I conquer MA Agarthas capital, a one off check then occurs for MA Agarthas national troops as follows:-
Agarthan scout 1 in 3 chance of still being recruitable.
Cave captain 1 in 3 chance of still being recruitable.
Pale one Captain 1 in 3 chance of still being recruitable.
Agarthan light infantry 1 in 3 chance of still being recruitable.
Agarthan infantry 1 in 3 chance of still being recruitable.
Argathan heavy infantry 1 in 3 chance of still being recruitable.
Pale one soldier 1 in 3 chance of still being recruitable.
Ancient one, attendant of oracles, earth reader, golem crafter, ancient lord and oracle of ancients are all sacred so can never be reruitable by another nation. Those units are dedicated to Agartha and there god only.
Should Agartha reconquer his capital all units are recruitable as normal. But should any other nation conquer it after, the original units who made the 1 in 3 are recruitable, another check is not made.
I believe this would stop all nations morphing into one problem but make capitals more tempting targets with a greater reward for the conquerer. It would also open up more tactics/strategies up for individual nations later in the game.
It would also reflect the nation being enslaved/conquered/ruled by the host nation. Its very unrealistic at the moment that a nations entire conquered population refuse to serve there conquerer. The Roman Empire for example had its armies made up more of auxilleries from conquered nations than soldiers from Rome/Italy.
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I think this might well be a good idea - but should probably include a dominion effect - you should have to displace the conquered nations dominion and replace it with your own before you can incorporate the conquered nations national troops into your army. Maybe even have the requirement that the nation that has lost the capitol be completely destroyed before the "faithful" are willing to be recruits in the army of their conquerer.
I also think there should be some sort of random event in captured capitols representing the oppressed nation attempting to rise once again - maybe even with a low power AI controlled pretender leading the rebellion (this would only occur should the orignal pretender have been completely defeated).
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July 20th, 2007, 09:27 PM
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Private
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Re: Capturing Capitols
Think of what you are saying:
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July 20th, 2007, 09:34 PM
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Private
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Re: Capturing Capitols
Think of what you are saying:
"I want a nations specific loyalists, to be loyal to me."
No. They ONLY serve their nation.
Think of it, if one (or more) random nationalist(s) were to stray into a Capitol you conquered, not only would you kill them all, you wouldn't even THINK of asking them to join you.
{Postscriptum: they would not.}
Be content with having all their gem sites.
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