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Well, that's due in part to being on the losing end of some humongous attacks on Server 96 in Age I. When my oppressor vowed to keep farming me until I gave up playing, I found a way to make it not worth his time (built army in small amts and immediately sent them to alliance mates - along with all excess resources). In a week, I had rebuilt my army to twice it's original size - and the one who threatened me had no clue what I'd done or where I was hiding them. Seems that strategy would work exactly the same - if not better - in Age II.
So basically, if you get colonized, you just have to know what time the conscripts are coming for your army and send them out to raid a valley or something just before... and either shut down production or use the resources as fast as they come in so there's less for the tax man to take.
Not to mention, if your resource production is high enough, you could let your "overlord" take his 10% and not even blink - consider it the cost of doing business, lol.
Simple enough, and I can see why ppl are complaining that there's very little challenge to the colony feature. Seems the bigger challenge is for the one doing the colonizing - and I'm not sure it would be worth it once your victim figures out how to avoid the tithing.
What confuses me is what the war declarations are for. I mean, if you can't ever take a city permanently, then what are you fighting over? 10%?
I am no war monger, but unless I'm missing something (possible, since I'm still figuring this new version out), it seems to me the "war" part of Age II is about as useful as an empty scabbard.
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