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Nerfing Force Truce power of the Drakkens

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10 years ago
Sep 8, 2015, 9:52:06 PM
- I create this topic to attract the attention of the people and the devs about the big problem of force truce.



- Force truce totally break the game, in multiplayer especially.



- What is force truce ? Invulnerability. Drakkens are already one of the strongest civ, with this power, they can attack anywhere, stop the war when they want. They can protect themself from any attack. What is this power ? It's not made for a multiplayer game.



- Moreover, when you are under a forced truce, you cannot pillage the improvements, even from outside the territory, which normally you can when you are in cold war. So you got an immunity to war, and a immunity to pillage. You can initiate an aggressive war, and when the situation goes bad, you can stop the war when you want. Force truce should be a defensive superpower If I well understood the Drakkens, not a tool for warmongering.



- I think it's obvious to understand that it's totally unbalanced, and superpowerfull. If you are interestd by this subject, here are suggestions I did about Force Truce :



- Tweak the Drakkens force truce/peace : Drakkens force peace superpower is bad designed, today it does not correspond with their peacemonger peaceful, is not enough expansive in mid and late game, and is totally broken in MP. It give them the possibility to declare war, take a city then force peace. That is not diplomatic or peacemonger. And this power can be used any time without frequence limit, because multiplayer is in real time. These problems could be solved like that. Top priority problem.



*Suppression of force peace (not force truce). Because forcing truce is possible with their supernatural aura and mind control, but the peace cannot be forced and have to be accepted (and a diplomatic player have to really been diplomat and wise, not buying his diplomatic victory with package of influence).

*Force truce is only available 10 turns after the beginning of a war. Force truce is designed to give to drakkhons a way to make cease the war, and make the war short not long, but it should not give to them a full control of war and peace. So, during 10 turns, war must go on, but after drakkhons can make it stop when they want, even if they are the agressor (huge advantage).

*When force truce has been activated, it is possible to break it and make war, but it is very expansive during the first 10 turns (as it is now, I think the price is enough, but it may be increase during the first 10 turns only).

*After these 10 turns, the war can be declared for the normal price.

*So the design, it is if a player wants to make war to drakkhons, he will have an opportunity of 10 turns to strike, then he will be forced (unless he got a big amount of influence) to wait 10 turns. Same mechanism for the drakkhons, but they control when the truce happen.
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10 years ago
Sep 8, 2015, 10:57:30 PM
Not a big fan of force truce myself.



Replacing force truce with force cold war might go a long ways. Allows pillage, reduces the cost to re-wage war.



Reducing the power of force truce->close borders combo might be nice-- do it like the AI kindly do, deliver the close borders nicely at the beginning of the turn, while any armies still have movement. Gives a chance to re-declare war or move out of the territory without losing all of your movement.



Espionage and stealth give nice options for dealing with force truce, giving a real chance to ninja strike Drakken cities, but of course that's only under the Shadows expansion.
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10 years ago
Sep 9, 2015, 12:16:41 AM
I just think it´s too cheap. All other factions that use influence for special abilities require some decent planning and micromanagement in order to get enough for empire plans and have a leftover for abilities. Drakken doesn´t. A single ruin/city can sustain more empire plans than everyone else and have a leftover for abilities. There should at least be some effort involved there.
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10 years ago
Sep 12, 2015, 11:57:27 AM
Honestly, both the diplomatic special abilities, the Drakken's Force Truce and the Clans' Market Ban, need to be tweaked. I haven't play multiplayer games with or against them, but I can see how in the mid to late game, they would simply turn into a Influence race were players repeatedly declare and then break. Both powers should have timers in which it was impossible to break or re-declare, or at least so inordinately expensive that it is a real investment and can't be spammed. A timer of a few turns after a declaration of war might not be a terrible idea, either. It gives the other player a chance to (re)take a city.
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