It feels odd that a large city can be conquered by a single peasant if you are careless. Why would a city of 200 surrender to a lone peasant with a club? What about just converting a small percentage of your people to militia when you are attacked? They would just be a handful of crappy units but if you have city walls or the attacking force is very weak they could still win. Just base the number of these units off city size (or population). Maybe one per city size. The troops would be even worse then peasants so maybe give them 3 or 4 hitpoints and and attack of 1 with no armor. It would just offer a little realism and make cities a little more formidable.
Strongly agree that there needs to be something to make it harder to blitz cities in the early game. Think of how the Warrior and Archer unit make city conquest hard in the early game in Civ without a very large numerical advantage, and how there are city defender promotions that make it easier to defend a city than to fight in the field.
We are missing any similar mechanic.
Well, the example OP gave was a city with no defenders, which can also happen in Civ. But yes, early defenses are pretty weak, especially against a sovereign. There was a thread about how effective a sovereign rush is on a small map.
If the attacking force is weak, a defenseless city should be able to have the population rise up. It's kind of odd that 500 people can be conqurered by one guy with a pointy stick.
This is very interesting. Let me think about this.
i think this would be neat especially if the militia were a certain percentage of your total population. then assuming they won, after the battle you lost a certain amount of population based on the loses incurred in the battle.
say you have a pop of 1000(not sure what city level this is) then you might have 10 percent of your pop in a militia. this would be 100. i say make 5 20 unit stacks for combat. loose a stack and your pop drops 20 people after the battle.
edit: this would make a really cool tech advance in the warfare tech. it could get a little better with a couple upgrades. maybe go up the amount of population that can be in a battle. perhaps 1st level is 10% then second could be 15. max out at whatever you think is balanced.
Cool. I like your post.
Best regards,Steven.
I would suggest that one thing that would help is simply not to call the most basic unit a "peasant" because then people ask..."How can one peasant hold 30 peasants captive?". If you call him a "thug" or something, then at least it makes some sense that he might be able to intimidate some peace loving towns folk into doing his bidding.
You could argue that whether or not a city is conquerable by a guy with a pointy stick is possibly as much to do with alliegance to a sovereign than anything else. It's possibly a bit late to add new concepts such as cultural alliegance, but maybe having militia power being improved by the sovereigns charisma might make sense, and make Cha not the usual dump stat. A charming sovereign commands the devotion of his or her people, making it harder to take their cities without a fight.
One of the city upgrade options is currently "Spawn Random Guardian Unit". If you did add militia, this could be "upgrade militia" option instead. So a basic city starts with a fairly useless militia unit by default, but choosing the upgrade milita option each time the city grows would mean you would maintain pretty powerful garrison there, large enough to defend against moderate armies without a large expense. This would be pretty useful to border towns, and add some decision making and variety to cities, as you would have to chose this over gildar or tech production.
Good idea. Especially a tech to improve it. You could call it "town watch" or something. Maybe there's also a building where you can spend gold and metal (and building space) to create a town watch weapons locker and upgrade them a bit.
I mean, these should never be terribly good defenses. A group of knights backed by archers is going to take the city.
That's a good idea too. Definitely makes sense, people will try to fight for a leader they love. If you don't really care about whoever is in charge and someone else comes in and says they're in charge? Ho hum, whatever.
Maybe it also matters who it is? People might be more likely to fight if it's an Empire force attacking a Kingdom town (and vice versa), then if it's just Procepionee fighting against Relias.
+1 on the militia being an upgrade. But even without the upgrade there should be some defense from the city.
For instance with no tech involved, each time a city is attacked the gam ewould spawn some peasants and one or two sergeant.
A simple formulae like every 50 pop would get you a chance to have a militia and every 200 pop would get you a chance to get a sergeant.
A tech would replace militia by hardened battlers and sergeants by captains.
A city upgrade would change the numbers : a peasant for every 40 pop.
So a city with 200 pop would get 1D4 peasants to defend and 1D1 sergeant.
With the upgrade you get 1D5 peasants and 1D1 sergeant.
A watchtower would have some defenders with it. If you choose the upgrade for your city the soldiers are better trained.
You could put those two thoughts together and base a militia defense on charisma. Giving charisma a little more weight. Basically use charisma as a % to figure out the proportion of militia generated.
The problem is more pronounced than just needing population to fight as very weak militia. [Though, that's a good idea. See Empire:Total War for a nice example of implementing this.]
It needs to be harder to attack a city than it is to fight the enemy in the field, so that a weaker army can retreat to the safety of a city, while the stronger army pillages the countryside.Think of how this happens in HOMM with the castle defenses and arrow-towers.
This doesn't happen without fortification tech and an expensive and VERY long build-time building, and even then the bonus is minimal.
How about an arrow tower building, that acts as an archer (and scales up over time as you get parties, squads, etc.).
Or have on-map tactical features that provide cover vs ranged attacks and a defensive bonus for city defenders.
Militia should only come into play, though, if there's no garrison in the city, or the disparity between the attacker and defender's attack rating is huge. Otherwise, it's too imbalancing if the defender has a full army plus 10% of its population as militia, all with hp bonuses from city, against an attacking army of the same relative strength as the actual defender army.
It already is. Cities provide defensive bonuses.
Walls in tactical combat go a long way to doing that. If I can sit my ranged guys on a wall and snipe you while you have to breach the wall to fight back without LoS penalties, AND I get a millitia bonus, cities are a tough nut to crack. AoW 2 did tihs pretty well in a TBS style. Garrisoned units were tougher to fight, but they weren't invincible.
I agree that cities should be a big deal to attack, but they do need to be attackable. Going crazy on the defenses to the point where nothing but a dragon can actually attack a city is counterproductive.
Great idea! To tie it all together, you could use Charisma to determine those numbers (50 might go to 30 if you're a high charisma leader, showing that more people are willing to fight for you).
I would definitely like this feature to be implemented at some point, almost regardless of implementation, since the current situation of cities surrendering to a dude with an attitude seems bizarre.
In addition to making it more realistic and less bizarre, militia defended cities will make the steamroller strategy much harder. A very dominating army will then be weakened by each city conquered and can't continue conquering indefinately.
Complicating the steamroller strategy is a good design choice I think.
A good example is GalCiv II where planets are conquered by population from your own planets and usually a lot of people on both sides die. Such mechanics make it impossible to grow too fast by conquering.
Great idea!
Great ideas! Frogboy, what do you think?
Some great ideas here! I've got a few ideas, I'm pretty sure some of them are beyond what is going to be in the game, but I thought I'd share anyway.
There could be a faction trait that makes a larger percentage of the population take up arms when attacked, called 'strongly patriotic' or something. Same thing could be done for the sovereign, give him a talent like 'inspiring' that has a similar effect. Factions could also be 'militaristic', meaning more people have had some military training, giving better troops, and due to civilians owning weapons, stronger militia units. Ultimately, a militaristic, strongly patriotic, egalitarian faction led by an inspiring sovereign with high charisma would have a good advantage defending towns by spawning a larger, stronger militia when attacked.
There is no city morale or happinessmechanic in the game, and I don't think the dev's are planning on including it ATM, but it could have some nice effects if it was. A city with high morale would spawn more militia, and one with low morale less. So a strategic map spell that alters a city's morale would have an effect on combat.
The spawning of militia could depend on the strength and perceived intentions of the attacker. So if a necromancers undead horde attacks, intending to turn everyone into a zombie, the militia would fight. If there are no defensive units in the city, and a large enemy army of the same race attacks it, maybe the city just surrenders, hoping to only be occupied. Off course, if the city is then sacked the next town might put up more of a fight. And if an occupied city is attacked by a liberation force, maybe some militia are created inside the walls, hoping to drive off the occupying force.
Like I said, most of these things probably won't make it into the game, but maybe in an update/expansion/mod some day...
Great, great ideas here. I love putting the Charisma stat to use.
Cities are one of my biggest gripes with the game right now. Things like this would help quite a bit. I'm still miffed at the rather static nature of cities (ie: no happiness or other factors to really influence and drive gameplay). There were so many possibilities...instead cities are just unit construction and resource generation.
Agree that the AOW2 model was a good one. But those defenses were far cheaper and easier to access than they currently are in EOW2, and ranged units were also more accessible - everyone could build some basic archers right from the beginning.
Not sure I like the militia idea... The nobility of the middle ages didn't call peasants small folk without reason. While it makes little sense because our first unit literally is called peasant that they don't rise up.... Most people would rather be conquored and continue with their every day lives than get involved in government squabbles. At least I can see this being the case with the Kingdoms. The Empires on the other hand.....
As for where bows are in the tech tree right now, I agree that they have to come down. Or at least have a weaker or specialized vs light armor (slings?) option available in the basic equipment upgrade.
I suppose technically Bows are only what? three breakthroughs in? But when you consider that it's almost mandatory to do some Civilization research at the start of every game, three breakthroughs in can be just far enough where Bandits have them and you don't. And right now in the beta Archers are severely over powered in tactical if your opponents lack a sovereign or archers themselves. As you can kite units until they're dead.
Erm, yes they did. The rising of the North against William, the Great Rising of 1381, the Peasant's War of 1525, the Maid of Orleans herself. And those are just peasant uprisings, there's numerous occasions when Lords rebelled against a conqueror or their rightful monarch with the aid of their peasantry. The thing about the feudal system is that allegiance was to individuals rather than a concept of nation or country, seizing the land was only half the battle, you also had to come up with a "right" to rule in order to secure the loyalty of those who lived there (although often it was simply a case of making a generous donation to the church to get the local clergy to declare divine favour.)
Good idea.
If we were to use the K.I.S.S. principle, we could have the Peasant renamed to Militiamen. Then have the first Town upgrade bonus be for said Militia (provides Leather armor), and the second would be the Random spawn and its all good.
All that is really needed is to allow a Town to get to walls with 4-5 cheap Militia inside. No single dudes, with attitude. taking over.
Beyond that you should have to "DEFEND" your Cities and if you don't. Get RAZED sucker...
I think instant razing is a mistake. I'd really prefer something like the Civ5 system, in which cities being razed reduce 1 pop per turn until the city is gone.
Maybe: city loses 20% of its population per turn and one building at random, so it takes 5 turns until the city is gone completely.
Something that lets a defender retake a city rather than having it instantly annihilated.
(bolding is mine) -- so are there walls in tactical combat? I just fired up a game, built up some forces and waited to be attacked. In the 'final battle' at my city, there were no walls that I could see, even though I had built a hedge wall. I would hope that if walls in tactical combat city sieges aren't in the game now, they could get added. One of my favorite parts of Age of Wonders series was defending a garrisoned city against a numerically superior army, but from behind walls. The walls of Helms Deep or Minis Tirith ftw
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