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Cultists' converted villiages when attacked should start a war and other related stuff

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9 years ago
Oct 1, 2016, 11:55:59 PM

I played the Cultists a few times a long time ago and they were fun, but what bugged me is that their converted villages could be attacked by the other empires with impunity.


This does not make sense from many aspects such as loosing FIDS and certainly is out of kilter with how fanatics would react if one of their own was attacked.



I would also like to see that if the Cultists convert all villages withing a region that this region cannot be settled by another empire. If however only 2 of the 3 villages have been converted the other empire can settle the region.


The comes the question of wether attacking the villages will then result in no war and a lose of FIDS for the Cultists or if it would still result in a war or maybe over time they revert back a normal village.

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9 years ago
Oct 23, 2016, 5:55:40 PM

I think that attacking the cultist villages is indeed an act of aggression.

I did this during my last game - destroyed like 20 villages and crippled their economy ...

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8 years ago
Oct 25, 2016, 7:25:14 PM

If someone is attacking my converted villages, I prepare for war.  It is no different than other factions attacking my armies in neutral territory.  Both are equally aggressive and neither initiates an automatic declaration of war, nor should they.

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8 years ago
Oct 26, 2016, 8:06:52 AM
MadMyke2010 wrote:

If someone is attacking my converted villages, I prepare for war.  It is no different than other factions attacking my armies in neutral territory.  Both are equally aggressive and neither initiates an automatic declaration of war, nor should they.

Hi MadMyke2010,


The issue is it does not initiate an automatically declaration war which it should because the villages are your territory, they are not neutral territory though the region is which I think is an issue in itself.


As to being attacked in neutral territory, another questionable game mechanic.

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8 years ago
Oct 26, 2016, 8:34:52 AM
Capt.TeddyBear wrote:
MadMyke2010 wrote:

If someone is attacking my converted villages, I prepare for war.  It is no different than other factions attacking my armies in neutral territory.  Both are equally aggressive and neither initiates an automatic declaration of war, nor should they.

Hi MadMyke2010,


The issue is it does not initiate an automatically declaration war which it should because the villages are your territory, they are not neutral territory though the region is which I think is an issue in itself.


As to being attacked in neutral territory, another questionable game mechanic.

Considering you can convert villages in other factions' regions, the claim that the villages are "your territory" is debatable.  

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8 years ago
Oct 26, 2016, 2:51:53 PM

IMO, converting a village in another faction's region isn't an act of war. It's just ... wo-lo-lo ^^ (https://wakerwanders.files.wordpress.com/2015/02/en_top5_quote_aoe.jpg)

I wouldn't see that as an act of war, but rather similar to spying or so ... it should definitely degrade relations between the two parties, but not lead to a war declaration.

This is how I see things personally at least ...


Updated 8 years ago.
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8 years ago
Oct 29, 2016, 9:40:25 AM

Hi,


I agree with MadMyke, if someone start to destroy or plunder your converted villages you have to prepare for war. But it shouldn't be automatic, you have to take into account that declaring war cost influences. So yes, i understand that someone attacking your villages in neutral territory is crippling and an act of aggression. Convert a village in an ennemy territory is the same. Converted villages produce armies and ressources, convert other players villages in their territory is a casus belli, but you don't need to declare war to do it as a cultist. So why a player getting rid of those converted village should ? 


Imagine, you convert a village in another player territory, he can't get rid of it unless declaring war on you. It would be ludicrous. Converted village isn't spying, vision is too small to be useful, it is their armies that serve as scout. Armies. 


It is a weakness of the cultist, a necessary evil to preserve the balance in the game.

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