Chazar wrote:However, I see a practical drawback: People would then just move away all units except for one measly 1 turn unit (e.g. Scout, LightInf, Orc, etc.) so it would have almost no effect.
Chazar wrote:Maybe a solution could be to lower the gold cost of razing a city depending on the stack that does the razing? This would give players an interesting choice to save some gold in exchange for having an army stuck in the ruins of a razed city for one turn?!
One could then increase the cost for razing as well, meaning that a single Scout/Crow has a hard time to raze an owned city, whereas 2-4 Infantry or Orcs units should be able to raze a city at about the current price. (Not sure whether the price should be linked to Strength Score or Pillage Skill Sum.)
Chazar wrote:I really like the idea of losing movement points when razing or rebuilding a city!
However, I see a practical drawback: People would then just move away all units except for one measly 1 turn unit (e.g. Scout, LightInf, Orc, etc.) so it would have almost no effect.
Maybe a solution could be to lower the gold cost of razing a city depending on the stack that does the razing? This would give players an interesting choice to save some gold in exchange for having an army stuck in the ruins of a razed city for one turn?!
One could then increase the cost for razing as well, meaning that a single Scout/Crow has a hard time to raze an owned city, whereas 2-4 Infantry or Orcs units should be able to raze a city at about the current price. (Not sure whether the price should be linked to Strength Score or Pillage Skill Sum.)
Moonknight wrote:Or just make sure you're defending your cities. Why do we need to add complexity to the game to suit certain gamestyles?
Nothing makes me happier than a crow razing an opponent's city in the early turns
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