- Players are now allowed to found an outpost in any non-attached territory, even if there is already an outpost present. This generates a grievance.
- Any territory with more than one outpost is considered "contested"
- Players cannot have 2 owned outpost in a given region
- Outpost cannot be relocated nor attached if the territory is contested
- District cannot be bought with influence in contested territory
- Ransacking (destroying) all rival outposts removes the contested status (and allow for immediate annexation via attaching/promoting to a city)
- DMZ on a contested territory allows all players having an outpost to move, but attacks generate greivances.
- Influence cost to contest a territory (creating an outpost when a rival one already exists) increases with the number of outpost and proximity to the nearest rival outpost. This should prevent "spamming".
- Independant people may spawn in contested territories. Their lair may improve into an outpost (that contests the territory) and then in a city if all other outposts are destroyed. This make such independant people rather aggressive in thsi context. Gifting a "contested" outpost to them will yield a reduced bonus.
- Outposts in contested territories suffer stability issues and may revolt. Revolting outposts may become Independant People.
- Diplomatic affinity cultures can broker a deal between rivals over a contested territory, earning them leverage. Rejecting the deal will trigger grievances for the diplomat player. Terms of the deal involves gold, leverage, territory swap, takes into account cultural+religious dominance, population size, military presence, proximity to capital, etc.
- Militarist and Expansionist cultures should have bonuses (defensive and offensive) when fighting in contested territories. For example, Expansionnist should have a bonus to ransacking rival outposts to compensate the fact that they can't use their Under one banner ability (as it would grant them 2 outposts in the same territory).
- Maintaining an outpost in a contested territory requires an influence upkeep. May not apply to militarist (nor expansionnist) cultures.
- Spies could have the ability to setup a lair (hideout) in rival annexed territory. It could spawn partisans/rebels at the cost of leverage+gold until destroyed. Hideouts would incur an influence+gold upkeep.
- New civics related to contested territories (lower the cost of creating rival outposts, boost military might in contested territories, etc) would be added.
- Non-aggression pacts prevents the creation of rival outposts, but existing ones remain.
- Cannot offer alliance to someone sharing a contested territory with you. Allying with someone contesting a territory with another ally generates a grievance.
- "Humanitarian aid" agreement could apply to population in an outpost being disbanded (including in contested territory).
Contested territory mechanic (allow rival outposts on unattached territories)
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Tryford
Peaceful Officer
a year ago
Jul 7, 2023, 1:52:53 PM
Updated 4 days ago.
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