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Topic ClosedCity Occupation

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GM Stormcrow View Drop Down
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Direct Link To This Post Posted: 25 Jan 2011 at 01:55
@Gnu - Interesting idea, and to be much applauded.

Not wanting to steal any thunder, it's related to one that's passed fleetingly across our minds already - the idea of a "Vassal" city of some description.

Our vague concept was that - once an alliance had "claimed enough" territory - that players could *choose* to place cities in the territories claimed by an alliance, and pay some kind of 'tribute' for doing so.  The flip side of the agreement would be peace/protection etc according to what the "rental" agreement was.

We shelved the idea pending the implementation of Pathfinding ingame - a concept that will change the game hugely (introducing risk of interception to unit motion as well as roads, territorialism such as unit/army patrol zones, claimed territory, garrison forts, even bounded areas such as walled empires).

What you're suggesting, though, is a more aggressive style of enforced-vassalage. 

I think it's an interesting concept, though I wonder if it passes our "fun test" any better than being sieged by an overwhelming force does.  I guess the spectre of hope is always there for someone 'forced into vassalage', but I wonder if there should be certain bounds (as we're also thinking about them for Sieges) on who exactly can siege whom, whether there should be protected zones for new players ingame etc.

Anyway, please carry on discussing - we're definitely interested.

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SC
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Direct Link To This Post Posted: 25 Jan 2011 at 01:57

Another idea would be to change what the seige does. Instead of destroying the city when a seige is over it weakens the city to where its easier to capture. The seige could kill the soldiers in the city but not a lot because that would be unfair. But it instead of destroying the city it would only make it easier to capture.

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Direct Link To This Post Posted: 25 Jan 2011 at 10:23
Originally posted by Zeus Zeus wrote:

Another idea would be to change what the seige does. Instead of destroying the city when a seige is over it weakens the city to where its easier to capture. The seige could kill the soldiers in the city but not a lot because that would be unfair. But it instead of destroying the city it would only make it easier to capture.


I think you misunderstand what seige does:

Once a seige has killed 75% of a city's population the seiger gets a choice between razing or capturing a city. The only way to capture a city is through seige.
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Direct Link To This Post Posted: 25 Jan 2011 at 22:04
I don't want buildings destroyed here! the whole reason for this was to have a way to hit someone where it hurts WITHOUT them loosing lots of valuble pop which will take months to rebuild!
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Direct Link To This Post Posted: 25 Jan 2011 at 23:26
Originally posted by GM Stormcrow GM Stormcrow wrote:


We shelved the idea pending the implementation of Pathfinding ingame - a concept that will change the game hugely (introducing risk of interception to unit motion as well as roads, territorialism such as unit/army patrol zones, claimed territory, garrison forts, even bounded areas such as walled empires).



i love this kind of parenthesis :p


Well, i must say i dont have new ideas to give for the moment, but im totally agree with Smocking GNU: no building destroyed with the occupation stratagem... in any way.

so i dont find Bartumeus's idea of becomming the sitter of the occupied city that weird :p

but it should't be possible to demolish the buildings.
and for the diplomatics units in the city, for me, the sitter of the city should be able to use them as if they where his diplo units.
the advantage of the sitter idea, is that as the sitter will be the master of the city (for a certain period) this is him who will empty the city himself, with his own caravans (and the city's caravans as well). there wont be automatic unkeep, etc...
so as he will use caravans to transport the goods from the sitted city to his cities, blockades would become a very intersting stratagem to limit the ressources loses.

after, for the general idea i gave about to have someone as one of his conquers if we occupied him long time enough (a conquer that would give some ressources hourly)... i agree that that would encourage stronger players to farm smaller ones.
but then, a limitation could be put regarding the population of the attacker/defender... exemple: someone can only conquer or be conquered (by) someone who has + or - 50% of his pop.
he could still occupy anybody (or with the same restrictions as the future ones for Sieges, as SC precised). also, there may be zones where you would be able to siege/occupy or not, as SC said.







Edited by Mandarins31 - 25 Jan 2011 at 23:30
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Direct Link To This Post Posted: 26 Jan 2011 at 01:39
I say keep it simple:  occupation of a city is the same as occupying a square, except it gives you control of the city's trade and prevents new military units from being recruited.  The occupying force then has the ability to manually ship all the resources to other cities (an operation which in future can be intercepted by other parties) and the defending party cannot mount an internal military revolt.  However, diplomatic operations continue as normal, and once diplomats can be attached to armies, assassination attempts can be made on occupying commanders.  And regardless of any manual intervention, regular automatic revolts make holding a city prohibitively expensive on anything but the very short term.  As an added kindness, disallow the occupying force access to as many resources as fit in the vault.

Occupation then becomes a favorable way to commandeer economic output, especially lucrative when large undefended stockpiles are found.  But defenses include a healthy military that enjoys full benefit of the walls and ability to limit and/or delay the benefit of an occupation.

With a mechanism this simple, think of all the means left to the vassal's disposal (depending on varying amounts of foreknowledge, quick reaction, or preparation):  ship away all the horses then disband all the caravans before the occupying force arrives (occupation will spend a long time/sustain high losses while facilitating all that transportation);  while caravan count is limited, tie them all up in long-distance drops of 1 stone; ship all high-value resources to another location before occupation; keep resource stockpiles at a single city constantly defended by multiple others; intercept (or have allies intercept) caravans sending goods back to the occupying force's home; blockade your own city for the same purpose; tie up all the resources in construction and production queues (which can still be controlled even after the occupying force arrives); ship away all gold then mess with taxation to ensure no monetary profit; attack or have other allies attack the occupation from other cities; and I'm sure there are others...

And yet it's still worthwhile a stratagem, because if the target is sloppy and/or loaded, you can get a quick payoff by holding a short term occupation just to clean out the resources.  Unprotected gold is an especially lucrative hit-and-run since it only requires a very short occupation and one caravan available.  But what you won't do is hold the city over a long-term basis or repeatedly (at least very frequently).  Those revolts will trash your troops and give you no experience, and there's nothing to gain by sticking around...especially if the taxation is low.
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Direct Link To This Post Posted: 26 Jan 2011 at 02:45

Nice points. the most simple ideas are often the best:) agree that seen like that, that's simple and efficient.

well, saying we stay in this idea, i will add some thoughts about technical details.

first, about the caravans, you are saying that the attacker will use the caravans he will find in the city he occupies (not his own caravanes). so as you say, if the defender saw the attack soon enough, he could destroy these caravanes not to be stealed. but then, that's pretty easy for someone to protect all his ressources in case of eventual occupations. he would jsut need to put regularily all his ressources in a same city, and always have 0 caravanes at his city. then he has nothing else to do not to be stealed...
So, i think that the attacker should have the ability to control the marketplace of the defender, and so he could produce caravanes for his own use (i didnt understand, when you were talking about shippind the horses away if you were meaning that the attacker could produce caravanes in the occupied city)

talking about production, the occupied player wont be abe to change his tax as he is occupied, as i suppose you meant. nor the attacker cant change the tax.

but the occupied player will still control his advanced ressource production (even if of course that would be weird to start new productions). and if the attacker can control the production... for the short time he would stay, that would be quite useless i think.
mabe if the defender has many livestock queued up for exemple, and many bonus on livestock production, he could cancel his sovs to slow down the production, as he would still be able to control his sov squares?

also, the defender can blockade his own city as we said, he can attack his own town to destroy the attacker, he will be able to send assassins... so the logic next question is: would he be able to send thieves to steal his own ressources?

your idea is the most simple, but there are always some details to clarify that shows this is a bit more complex than it seems to be.



Edited by Mandarins31 - 26 Jan 2011 at 02:49
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Direct Link To This Post Posted: 26 Jan 2011 at 04:44
I guess I wasn't overly explicit about this point, but the attacker would control caravan production.  It was implied in that he controls trade.  The occupied player still owns the city and can do anything he wants with it except: trade/ship resources, produce or destroy caravans, and form armies.  He can even still queue troops to tie up resources--he just doesn't get the troops until the occupying force leaves.  Everything else works as implicitly/intuitively defined.  The occupied player still owns the city, so he can set taxes, build/destroy stuff (except caravans), queue resources, queue troops, build and use diplomats (including recalling troops in the field which would then attack the occupying forces on return), control sovereignty, cast/recast spells, etc.  The occupying player can take liquid resources using existing caravans, or build caravans to do it.

You can send already thieves to steal your own resources now, so having the city occupied would be no different.  Another point I didn't clarify was attacking an occupying force and how the wall applies, and again, the normal/default behavior works and makes sense...the occupying army gets the benefit of the wall just the same as friendly troops would.


Edited by HonoredMule - 26 Jan 2011 at 04:49
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Direct Link To This Post Posted: 26 Jan 2011 at 08:48
HM, you read my mind... this was almost exactly what I was thinking about, but didn't dare to explain like you did from fear my english would annoy people enough not to read it, and also from fear giving out too many specific detail would make people reject the idea "cause it's too complicated"...
Just wanted to say; totaly behind you. let's keep it simple.

Also, I don't think smaller player would be occupied that much, since they don't have loads of rescources to steal.

Bartimeus, your very best friend.
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Direct Link To This Post Posted: 26 Jan 2011 at 12:24
Originally posted by HonoredMule HonoredMule wrote:

I say keep it simple:  occupation of a city is the same as occupying a square, except it gives you control of the city's trade and prevents new military units from being recruited.  The occupying force then has the ability to manually ship all the resources to other cities (an operation which in future can be intercepted by other parties) and the defending party cannot mount an internal military revolt.  However, diplomatic operations continue as normal, and once diplomats can be attached to armies, assassination attempts can be made on occupying commanders.  And regardless of any manual intervention, regular automatic revolts make holding a city prohibitively expensive on anything but the very short term.  As an added kindness, disallow the occupying force access to as many resources as fit in the vault.

Occupation then becomes a favorable way to commandeer economic output, especially lucrative when large undefended stockpiles are found.  But defenses include a healthy military that enjoys full benefit of the walls and ability to limit and/or delay the benefit of an occupation.

With a mechanism this simple, think of all the means left to the vassal's disposal (depending on varying amounts of foreknowledge, quick reaction, or preparation):  ship away all the horses then disband all the caravans before the occupying force arrives (occupation will spend a long time/sustain high losses while facilitating all that transportation);  while caravan count is limited, tie them all up in long-distance drops of 1 stone; ship all high-value resources to another location before occupation; keep resource stockpiles at a single city constantly defended by multiple others; intercept (or have allies intercept) caravans sending goods back to the occupying force's home; blockade your own city for the same purpose; tie up all the resources in construction and production queues (which can still be controlled even after the occupying force arrives); ship away all gold then mess with taxation to ensure no monetary profit; attack or have other allies attack the occupation from other cities; and I'm sure there are others...

And yet it's still worthwhile a stratagem, because if the target is sloppy and/or loaded, you can get a quick payoff by holding a short term occupation just to clean out the resources.  Unprotected gold is an especially lucrative hit-and-run since it only requires a very short occupation and one caravan available.  But what you won't do is hold the city over a long-term basis or repeatedly (at least very frequently).  Those revolts will trash your troops and give you no experience, and there's nothing to gain by sticking around...especially if the taxation is low.


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