Sovereign squares:
I been thinking about new possibilities for sovereign squares which I feel are bit simplified at the moment. (Also quite buggy atm.) These are just some ideas for the future so claiming land could be much more interesting (and cause more conflict.) Discussion welcome, but if you got bunch of your own ideas please make a new thread.
1. Sovereign structures could look like structures or buildings in the map.
- Make map look more alive not just cities and gloving squares.
- Feeling of enlarging your towns.
2. Cities should be able to see units moving towards their sovereign squares.
- Protects against surprise siege with occupy.
- Grants another level of ownership to sov. squares.
- Makes 3. more reasonable.
3. Raiding or/and Siphoning of resources from sov. squares.
(Siphoning was never activated,
)
- Ads another level to the warfare.
4. Secondary sov. structures:
- chance to make 5 different 1 level sov. structures on level 5 square.
- Instead of sov. structure levels these could be level of sov. villages that have 5 different structures
- More options for developing cities.
- Possibility to have road and farm for example (when/if roads are introduced)
5. Defensive structures on sov. squares
- Tower able to see diplomatic movements in the area depending on the level of sov.
- Traps "defence minus" for foreign troops holding the square. Cheap structure.
- Fort "defence plus" for troops own and foreign troops holding the square. Medium priced structure
- Castle "large defence plus" and needs to be sieged to capture or destroy. Expensive structure uses all of the square.(See 4.)
6. Special NPC square structures
- Other sov. buildings could remove "NPC square status" meaning no army or resource spawn, but underlining resource terrain would stay.
- Harvesting building Sov. NPC squares are harvested automatically and sent to town once a week.
- Fighters pit: Gathers elevated x% gold by fighting spawning NPC:s with troops.
when/if introduced
- Apothecary/magicians building gather anatomical parts for spells/crafting.
- Mercenary building: possibility of hiring mercenaries that arrive to NPC squares.
- Tamers building: possibility of taming creatures/animals that arrive to the NPC square.
Edited by Thexion - 23 Nov 2011 at 12:15