KGB wrote:This is a bad bad idea. Randomly losing stacks to another player has nothing to do with strategy. It's pure luck and if one player lost their best hero stack an entire game could change on an NAP ending rather than on the battlefield (in other words as an NAP ended if I was the weaker player I'd always attempt to stack my armies in the stronger players lands. If I lose them to luck, well I was going to lose anyway but if I don't lose them then I could well win by getting free strikes against his cities. The stronger player can't afford that risk). Other times you literally *have* to pass through the other players territory to reach a common enemy so losing armies/stacks in that case when the NAP ends would again be unfair.
Let me try and put it more in a Warbarons logic. It's not "randomly" losing stacks to another player. It's statiscally risking to lose your stack if it is "too" close to a friendly city. Which is (1) statistically the same and (2) thematically comparable to ambush. Would you say ambush has nothing to do with strategy? Strategy is both qualitative (go through water or land, build this or that, ..., expand this or that way, truce, ...) and quantitative (army size, strength statistics, ambush, ...).
(1) statistically the same: having x% chance risk to lose your stack, what's the difference with a unit's ambush skill?
(2) thematically comparable: putting it in Warbarons terms: like you have a unit's ambush, why not introduce City Ambush, i.e. each city has x% chance of convincing an opponent stack to migrate to the city owner in the very turn that the NAP ends and if the stack is within the city's influence zone. What's wrong about saying "stay away from a player if you have a truce with him, we don't want you to sit and wait till you can attack"? You don't randomly nor statistically lose your stack if you stick to that - in my eyes fair - rule.
KGB wrote:Then how are you going to figure out where the border line is? Without a mark on the map or some kind of color shading to indicate zones of control it won't be possible to know if you are within their zone or yours. So this adds a lot of extra coding to show where this would begin and end.
Is the visibility necessary? Yes and No.
But first, I think that comparing the distance between stack and opponent's city vs own city is not that good.
Reasoning and new definition of desertion:
- If both cities are close to each other, you might say that an army would not desert as it is still within the influence zone of its own city, regardless of whether he is that bit closer to the other city
- Similarly, if both cities are far from each other, you might say that the opponent's influence is too weak and your stack will not desert.
New definition:
Similar to a building's "view", install an "influence zone".
When a truce is over, calculate for each stack vs cities: "if stack is within opponent's influence zone AND not within own influence zone" then "ambush" roll of x %.
Now, back to the question how to make this visible and my reaction whether this is necessary, yes vs no.
No, you can easily count the tiles (thinking of an Influence Zone of +/- 10 tiles in each direction).
Yes, you might want to give this info to a player. I leave the "how to do this" to the developers as conceptually it's easy but coding-wise I have no clue how difficult this is. Giving it a shot and looking at what already exists to make it easy I would say it should look like a "mark" for the unit when it is at risk (comparable to the "set unit in attention until I move it again" dot or the elsewhere suggested "blessed" mark) or a mouse-over text "Risk of Desertion!) (mouse-over comparable to city information on mouse-over etc.) or on the right info screen for the units' blessings and moves etc.
Recap: introduce a new feature "Influence Zone" for cities
- what? In the first turn after a truce, all stacks that are within the influence zone of an fresh opponent's city might desert (x%) to this opponent unless the stack is within the influence zone of own city.
- why? To solve the issue of abusing a truce for sitting and "knocking" at the other player's door when the truce is over. Or thinking out of the box / issue: it's a cool new feature for the game. Desertion is an important element in warfare. And you might even further expand this feature and give "Influence" (or call it "Culture") a bigger part in the game. Ideas:
- Non-fixed "Culture" level:
- Smaller/Larger influence zones depending on city size (size to be defined, e.g. depending on income)
- Smaller/Bigger chance to get "influenced" depending on number of citizens, theaters, ... or so (or again, depending on income, if we don't want to use the existing elements)
- Give all cities at all times "Culture" skill, not only in the turn after the truce. Of course, compared to armies that have been partying with the opponent during the truce, in a war situation the level of influence should be rather small but still existing.
And if we are in the mood for more similar ideas:
- besides depending on income, a city's culture level increases when production is switched off
- stacks might desert also when not in an influence zone of an opponent's city but at any time, i.e. when they are too far from "home" or from "superior control". These stacks might turn into neutral (non-active) units or disappear completely (as opposed to hero offers and their allies who want to join you).
- units can die = similar to above but in this case of course they disappear, don't turn into a corpse (or maybe a ghost? :p). And this said, ghosts themselves cannot die of course, stacks can die from starvation in desert when no scout or sand unit is with them, lonely crows could die in mountains or on ridges (would solve "that other issue"
), they wouldn't live endlessly anyway, it's not that they only die when encountering an enemy. (This goes for all living units of course.)
Or what about giving cities Hero-like skills:
For walls you have to pay gold, but Culture could give a city points to spend on
- "City Boost" (1 point = +1 for all units in the city, max = +2)
- "City Panic" (1 point = -1 to all attacking units, max = +2)
- "City Go" (1 point = +1 move to all units leaving the city (only in that turn, unlike movement blessing), max = +4) (consider they get directions in the city on surrounding terrain etc.)