Originally Posted by FoxyBunny
The interview actually occurred a little while ago, and doesn't reflect the answers we've received from you, our players, nor does it reflect the proposed changes. It was, however, accurate at the time, and it definitely still is accurate in terms of the fact that we feel players should have an option to colonize and be colonized without risking losing cities. That will always be something available in AgeII for those who wish it, even if we add in the attack button.
The best easiest solution is to allow an attack button for pillaging instead of conquers. Then completely rethink conquering later.
Back YEARS ago in my playtesting / wargame club days..we came acrossed a system...then modified it ourselves......That had colonization and normal attacks both.
In that system to conquer a country (really a city state) you could colonize and send a certain amount of pop TO your colony. Enemies had a chance to try and remove the colonist "infestation" with a strong leader..while the attacker had the possiblity to garrison to "protect" his colonists..after a while once the colonist pop % was greater than the indiginous pop % you could attempt to fully "conquer and assimilate" the city state with loyalty attempts. Otherwise the best you could do is "occupy" the city state.
How could we add this to Evony? Many many ways.
ONE For example right off the bat you could add pillaging by simply making attacks at valleys capture a % of the enemies resources. Anyone that doesnt want pillaged simply abandons his valleys or he defends them....or attacks the sending city making them pay. Lower loyalty at valleys instead of completely conquering them with one hit IF they are already captured by a player. Then automatically let the valleys slowly regenerate both loyalty and resources unless the attacker camps out there and tries to conquer it fully...to avoid 1000000000 attacks a min cleaning a city out completely. Evony already does this "regeneration" process for uncaptured NPC valleys....so the code is already writen....just change a few variables.
Then like I said for conquering..tie it into the colonization process. You would likely need to have every player name a capital..and make it immune to conquer. While making the conquer process long...allowing a player to get some sleep knowing he can't be totally destroyed in 15 minutes while he is asleep...or driving to work. But if the account goes idle for days then surely everything but his capital will be conquered. Leaving space for people still playing. Variability also helps....like if a city is 51% "colonized" pop you can get a 1% chance to conquer it with a button like "sow discord". A battle here would be nice too! (but you also have only one attempt per day.....draft troops, draft and replace pop, sow discord .....) The Draft population is already written...all you would need to do is change it slightly....draft pop then send some of your own to replace it.....actually "colonizing" it.
OR (I know this sounds crazy) actually allow idle capitals to be conquered (but much harder). Then a player who doesn't log on for weeks actually could be purged from a server. When/if he logs on weeks later..he owns a band of wandering refugees and can start over with BP....and a jump start depending how big his "refugee" band is and he still keeps items he paid for, at least one of his best heroes, as well as many amulets from the days he was gone. He would pop up in place of a NPC.....The level NPC would depend on his prestige before he went idle and was conquered.
SOOO many ways to handle these problems in age II...I can think of 10 more TOTALLY different ways already while writing this text wall! hahahahahahaha
PS...There really does need to be SOME kinda way to pillage resources and/or gold though. Otherwise age II is not much of a "wargame". More like a cheap version of sim city.


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