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Idea on city happiness effects on faction villages

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10 years ago
Dec 14, 2014, 6:35:00 AM
I am just thinking out loud.



What about having adjustable modifiers, possibly based on difficulty and adjustable manually on custom.



Say a cities happiness at fervent causes that regions villages in that region to produce a unit every ten turns. Out conversely, if a city is in rebellion causes that region's village to have a percentage of a chance to create an enemy army.



This would be with the frequency and percentage of chance for the unit production being the variables. Possibly even with the level of happiness that causes the effect to be variable.



I'm enjoying the game, but think this would add to the strategy without too much more micromanagement.
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10 years ago
Dec 14, 2014, 11:00:23 AM
nilkilla wrote:
Say a cities happiness at fervent causes that regions villages in that region to produce a unit every ten turns.




That's way too OP, especially late game when all your cities are at Fervent because of Tech researches, Hero bonuses and Booster effects. 10 turns go by in the blink of an eye and you would end up having a ton of extra units, which you would have to sale to prevent drowning in army upkeep costs, turning the whole mechanic into one big Dust cash cow. Not to mention that it would seriously unbalance the Cultists - either you take into account all the converted villages all over the map (too advantageous), or you only consider the one village in their only city's starting zone (too disadvantageous).



nilkilla wrote:
conversely, if a city is in rebellion causes that region's village to have a percentage of a chance to create an enemy army.




Now this, I can get behind. It create an actual gameplay action for "putting down the rebellion", and it addresses the issue of automatically inheriting pacified villages when you conquer a region from another faction, which I've always felt to be a little unrealistic. For instance, it could be a simple 3-step process:

1) A city entering Rebellion state "un-pacifies" one Minor Faction village in the same region per turn;

2) Neutral Minor Factions spawn hostile Roaming Armies as usual;

3) Minor Faction villages cannot be pacified again until the city has left Rebellion state - either Raze the city making the whole region neutral again, or raise its Approval to Unhappy or higher.
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10 years ago
Dec 15, 2014, 8:34:40 AM
How about basing it on something else for the beneficial part... Percent chance to spawn a unit could instead be based on how many minor faction villages of that type an empire controls.



I agree with the rebellion part... I also think that it would be far better if doing a quest for a minor faction only pacifies the individual village that gave the quest, and the payer will have to bribe, subdue or compete another quests for any additional villages in the region. We already know there are power struggles within the minor faction from other quests, so it's doesn't make sense that pacifying one village should automatically pacify all.



Please remove that and make us work to pacify every village in our region!!
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10 years ago
Dec 17, 2014, 10:21:32 PM
Enlil wrote:
How about basing it on something else for the beneficial part... Percent chance to spawn a unit could instead be based on how many minor faction villages of that type an empire controls.



I agree with the rebellion part... I also think that it would be far better if doing a quest for a minor faction only pacifies the individual village that gave the quest, and the payer will have to bribe, subdue or compete another quests for any additional villages in the region. We already know there are power struggles within the minor faction from other quests, so it's doesn't make sense that pacifying one village should automatically pacify all.



Please remove that and make us work to pacify every village in our region!!




That kind of makes the minor faction diplomacy tech useless, as well as getting rid of the advantages of dealing with the hassle of these quests. If this was added wouldn't everyone just use bribe or conquering to pacify villages?
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