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Ruin's is protecting a city from ever being attacked.

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9 years ago
Jan 23, 2016, 12:50:27 PM
Issue: Can't attack city because ruins is blocking only path.

Version: 1.3.5 S3 (64-bit)

World Generation Seed: 699646776

Save File: Roving Clans - Turn 109.zip







Due to world generation, a ruins spawned in a location that created a choke point. The computer built a city on the other side of these ruins and put districts in every walkable part except for the ruins (Because it can't put them there).



And now as a result, the computer has a city that is completely impossible to attack in any way.



I feel like this could be solved if world generation handled ruin placement a little better. Such as preventing them from spawning next to any impassable terrain or cliff's, or at least not next to 2 separate chunks. This should also be included for the minor faction plots, as they have similar properties.



In this situation, it was just the computer's second city, but imagine if that was the computer's capital, that would make that computer completely immune to losing from domination as their capital can never be lost. And in a players case, they could really abuse this.



Also searching the forum, I found another issue of the exact same kind

https://www.games2gether.com/endless-legend/forum/22-gameplay-and-ai-issues/thread/6129-unasssilable-city



This can be a major problem if the territory spawned with some otherwise valuable stuff that now no-one else can get while that city is there.
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9 years ago
Jan 31, 2016, 4:37:36 AM
This city is similar to Constantinople.

In this case, this city is impregnable. I would pass through this city rather than conquer it...
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9 years ago
Feb 7, 2016, 3:07:16 AM
ashura wrote:
This city is similar to Constantinople.

In this case, this city is impregnable. I would pass through this city rather than conquer it...




It would be great if passing through was even an option. Despite how much of a choke this city would have in battle, it's lame that I can't even engage in battle to begin with.



Really though, world gen should get fixed to prevent this, I've played several games where ruins and minor faction areas have been in exploitable locations. I have to essentially house rule with my playgroup that they don't abuse it, mostly because it's just more lame than it is effective.



Simply making it so there has to be a walkable path to every adjacent tile that doesn't include the offender itself.
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