View Full Version : City militia's and resource production
Mercury 04-15-2011, 11:57 AM Someone might have suggested this in the many years I was gone for...so I apologize for not searching for it.
I've noticed that a lot of cities are being defended with only 100-1000 troops.
I realize that people keep few troops in cities due to economic reasons...you make more money with a lot of cities and fewer troops. However, this is GEwar and not GEeconomy...
I think it would be a good idea to have army militia's never completely disappear from a city when you take it. Allow them to grow over time and randomly attack a city once a week or once a month or something. Or allow the city owner to "pay off" the militia to not attack the city.
Also...We're making insane amounts of geos off resources these days...yeah everyone is making a lot...but people with a number of cities and the resources are banking!! Why not impose a resource tax of some type...Think of it this way...if you own a lot of cities it should take a lot of resources to keep them up and running...(maybe you need to pay off your militia's with resources)...so if you own more than 10 cities you should have a 20% reduction in the production of your resources. If you own more than 20 cities a 40% reduction...and so on...
Now...everyone come and destroy this!!:focus
Spywareagen7 04-15-2011, 01:04 PM Yeah punish people for owning cities... good idea, NOT. Of course that would come from someone who's alliance is zero'd except for a lone holdout who'll quickly be struck down unless of course he's been jeweling all reset, in which case I may need to take the weekend off haha.
Until you can start building economy in cities again you can't start imposing taxes, having militarial revolts, or anything like that, in fact, I'd think that if someone took control of a city, held it for a long time, built up the economy etc the militia would be less likely to try and re-gain the city, it would be the cities in constant turmoil that would have to be most likely to revolt.
Prophet 04-15-2011, 06:10 PM Yeah some coder had this idea many years ago. He even figured out how to write the code for it, put it in place, and then had a backlash of whining that was epic...It lasted 6 hours, and the coder finally took it out. It was his welcoming party to the life of a staff member for geWAH.
...I still think it's the best idea for the game, and as soon as I write the "Ignore All Players" feature...It'll come back.
Edit: the idea I came up with was a militia of 5 members. If the player army size equals 60% of the city tax or less it starts growing (the lower the percentage the faster the growth). Once the militia gets to 110% of the total troop size of the player's army they attack. If they overthrow...They overthrow. If not then the process starts over.
Spywareagen7 04-15-2011, 07:38 PM no geWAH here!
RagingMongoose 04-15-2011, 09:23 PM Yeah some coder had this idea many years ago. He even figured out how to write the code for it, put it in place, and then had a backlash of whining that was epic...It lasted 6 hours, and the coder finally took it out. It was his welcoming party to the life of a staff member for geWAH.
...I still think it's the best idea for the game, and as soon as I write the "Ignore All Players" feature...It'll come back.
Edit: the idea I came up with was a militia of 5 members. If the player army size equals 60% of the city tax or less it starts growing (the lower the percentage the faster the growth). Once the militia gets to 110% of the total troop size of the player's army they attack. If they overthrow...They overthrow. If not then the process starts over.
Great idea. I suggested something similar a couple of rounds ago, as have others before and since, all likely not realising that you'd already come up with it Prophet.
Who the hell moaned about the idea? What is there to moan about? I mean it's a pretty standard concept in city based strategy/war games to have militia or the city's residents rise up against the occupier if not strongly enough defended.
The problem was that the militia never responded to PMs asking for the return of the city :cheesy
thomas85 04-15-2011, 09:39 PM The problem was that the militia never responded to PMs asking for the return of the city :cheesy
:rofl hahaha post of the day!
I also like the idea of militia starting rebellions against weak armies in cities.
Peonboss 04-15-2011, 09:51 PM Where is that like button. hahaha
Mercury 04-15-2011, 11:15 PM Yeah I don't think that either of these ideas that I posted will punish people from owning cities...It just gets whining and moaning from people who don't want to really work to keep their cities...
Anyways... I thought that the original intention of adding some of the resources, like fishing, was going to be to set up some sort of infrastructure for cities.
If we have to use Oil to move armies, and uranium to build nukes, then why not spend cotton and fish on the upkeep of cities?? you should be feeding and clothing your residents and maybe even your militias...
So perhaps it's not a "tax" on how many cities you have...but that cotton and fish go to city upkeep and if you run out of resources the cities militias start to uprise! :vinsent
You will still have diamonds to cash in on to make geos...Might also make the market a great place for people without cities...they could sell their cotton and fishes to people with cities and make geos doing that...
It just adds a slightly different dimension to the game...and the militia uprisings would make people think twice about army sizes vs city sizes...
Spywareagen7 04-16-2011, 04:25 AM you'd have to set up trade though mercury, otherwise no empire could support enough cities as people currently want. Unless of course all cities had a bonus import percentage...
RagingMongoose 04-16-2011, 07:42 AM Yeah I don't think that either of these ideas that I posted will punish people from owning cities...It just gets whining and moaning from people who don't want to really work to keep their cities...
Anyways... I thought that the original intention of adding some of the resources, like fishing, was going to be to set up some sort of infrastructure for cities.
If we have to use Oil to move armies, and uranium to build nukes, then why not spend cotton and fish on the upkeep of cities?? you should be feeding and clothing your residents and maybe even your militias...
So perhaps it's not a "tax" on how many cities you have...but that cotton and fish go to city upkeep and if you run out of resources the cities militias start to uprise! :vinsent
You will still have diamonds to cash in on to make geos...Might also make the market a great place for people without cities...they could sell their cotton and fishes to people with cities and make geos doing that...
It just adds a slightly different dimension to the game...and the militia uprisings would make people think twice about army sizes vs city sizes...
The ideas you post are good Mercury. They've also been posted by some others during your time away and I seem to remember Luke once responding that Staff were reviewing the whole resources area of the game, with one of the areas they were looking at being the removal of the concept of geos and instead using resources to "fund" everything. From what I could tell this would mean oil to move armies, uranium for nukes, cotton for army clothing, fish to feed armies (pay upkeep), and so on.
Can't remember the thread now but I'm sure I saw it. Prophet has also commented on resources and the changes he'd like to see. I think we all agree it isn't perfect at the moment, but at least there's some great ideas floating around on how this area of the game could be improved.
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