[Discuss] Big Suggestion: Military region control
Eric Pigeon
eric at safe.ca
Sun Jan 14 15:52:06 CET 2007
Before I start, I know it's a big thing to add, especially after the allegience
refont... But it may be worth ton include...
This may be the solution to the " who get's the wall" headhache ( if it's still a pain).
Create a " Get military control of region " option that shows under the same condition a
normal TO shows up.
Basicly, a takeover, easier then a normal takover, resolve in 1 turn. Your army take
control of key military points (roads cross, Rrecruitement center and forts) of the
regions. Your mans get to patrol the street to prevent the locals from being too mad.
Every turn, a "rolls" happen to see if your man keep the control.
Effect: Well, you have the control of the walls (if any), recruitment center in the
region can't be used by ennemy (or you), tax collection stoped.
Side Effect (?) Some Infil actions and BlackMarketing are easier .. since you are
patroling the streets.
Failure effect: Well, local militia and partizant kicked your ass: Your Army have lose:
mans, moral, times. The locals won: Moral ( regional one, so next takeover is harder)
and some Instant pop-militia (maybe better then peasant hordes?).
Why?: There's currently a gap ... Betwen the moment your realm rules the region and the
moment you have 3000 mans in the region. Getting alot of mans in a single region
normally gives you some kind of control, not the one to tax the local, or get their
harvest but " I got military control here"
Note: I'm really thinking of something easier then a normal takeover, but not easy
enough for a raiding party to get. Therocly speeking, the military control could be keep
as long troops are in there. Even of the army hasn't the power to create a real takover.
Comments?
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