Pillager wrote:Warlords 5 is in the works? Hopefully its the warlords 3+ that never materialized. Warlords 4 never did much for me.
Pillager wrote:I wasn't really thinking about cities being grown and reduced (although that might be fun too). I see warlords as more of a war game and less of a civilization building game, and I wouldn't want to turn it into a game of building and micro-managing a civilization.
Pillager wrote:The idea of having different sized cities popped into my head while I was making the Westeros map. I was unable to differentiate epic cities (like kings landing and Oldtown) from the little towns and castles that scatter the map. A new player would have to go to each city, look at the defending unit and hold the cursor over it before they realized that one was worth 80 gold and another was worth 10.
It would be nice if a player could take in more information at a glance.... That is a big city, therefore it is worth lots of gold. It has big stone walls, so it is heavily fortified. That is a little village with no wall, so it has no defense bonus, but isn't worth much. That is a little castle, it isn't worth much gold, but is well fortified.
Pillager wrote:So much of warlords focuses around defending and attacking cities, it would be nice to have a variety of places to defend and attack.
KGB wrote:'m not sure I like the idea of production limited by size. Then you really limit the player who doesn't get a lot of the larger cities. If you aren't going to allow size upgrades that player can't do anything about his situation which quite frankly sucks.
Pillager wrote:A 1x1 city would be visibly different on the map, and players would treat them differently. If a player chooses to attack only small cities and ends up with no larger cities, then they deserve to have some problems.
Pillager wrote:If towers were added, I would also like to see villages. 1x1 clusters of houses that provide a small amount of gold each turn. A village would not be a terrain type, it would be superimposed over terrain (like a road). When your units occupy a village, they place your flag there claiming its income for your warlord.
KGB wrote:What you've described is the field site.
Pillager wrote:I don't think small cities pose any threat to mapmakers in search of fine balance. If a small city has (on average) half the income of a regular city, and produces troops at half the speed...then two small cities are probably not too much less valuable than a large one. Three small cities are likely more valuable than one large city.
What is the value of -1 production site? Would -1 production sites pose an insidious threat to map balance?
Pillager wrote:Not exactly. As I recall, the field site in warlords 3 was worth 1 gold/turn...and wasn't worth defending.[
Pillager wrote: Also, the control mechanic I described is different than that used in DLR.
I like many aspects of DLRs sites...but I don't like that control of the site was tied to the nearest city. You could burn an enemy site, but you couldn't take control of it unless you attacked the city it was tied to. I think there are already enough reasons to attack cities, no further incentives are needed. Having a separate location that can serve as a focal point for field battles would add a bit of variety to the game, and would encourage active defense as opposed to static city garrisons.
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