I checked to see if there was a similar thrad but I couldn't find one. If I missed it please let me know. Some of this discussion will kind of mirror what others have said about city bulding.
There has been a lot of talk about how cities are kind of boring and eed to be imrpoved, I feel the same way about outposts. They just kind of sit there and don't do anything besides expand your border. I think they could be a lot more interesting.
Firstly, there should be several different kinds of outposts. For example, we could have a watch tower outpost with an increased sight range or a redoubt style outpost that adds defensive bonuses to a unit stationed there. There could also be civilian outposts like a hamlet that generates a small amount of gold or a trade outpost that could generate some gold through caravans. By adding in different types it would add a strategic desicion to what type of outpost goes where. Building a redoubt on the only path through the mountains would be a great way to block an enemy. At least until they flatten the mountains with some magic.
Secondly, Outposts should be captureable. Currently they are just annoyances to be rounded up in a war. If they were capturable that would add some strategic desicions. Do you head straight for the cities or take some of the enemies watch towers so you can move through an area unnoticed? This could add another layer to the resource war, instead of just destroying resources around a city, you could take a small forward base to build up for raids/an assault.
To balance this out outposts should have a cost imposed on them. Whether this is an upfront cost or upkeep or maybe both would need to be tested. There would also have to be a way to make sure that players aren't just spamming outposts, especially if they have the abilitiy to supply resources. Maybe make it so that only certain types of outposts can be built near their respective resources.
Any thoughts?
I like the idea of upgradable outposts, not sure if I feel that the game needs a economic and a military version. I guess it might depend on how much it takes to add these features and whether the AI can be taught to use them effectively. However, I would like to see these improvements:
Minimally
And as suggested, If developer resources exist:
Did I miss something?
Looks like I'm going to lose this argument for leaving the outposts alone so if you do make changes, please just make minimal changes. For example, each outpost can upgrade to an a.) guard tower that shoots trespassers b.) watch tower with greater line of sight or c.) economic outpost capable of receiving caravans. That's it.
I'm in the "minimal if any" changes camp with outposts.
Troops should disappear into them and heal better like in cities.
Heroes should have access to a limited and random (from city available goods) shop at them.
It would be ok if they could be upgraded once with an upkeep to +sight, +defense for stationed troops, or +1 ZOC. The other stuff sounds kinda neat, but would really muddy the purpose of cities vs outposts.
At the very least, they should definitely NOT have any capacity to actually produce anything requiring a build queue.
I think that's all we're talking about here. Not trying to turn them into powerhouses, just brainstorming ideas that might introduce a little choice into the equation.
I don't think anyone wants over powered outposts. I think most people would like them to be a defensive position for troops to heal up. Something that would add another strategic choice when going to war or protecting your land from roaming beasties. Additional items would just be icing on the cake.
Minimal > Maximal (they should house troops, perhaps a set # less than cities?)
The big thing I want with outposts is for them to defend improvements within their ZOC. Preventing a raze of something within the outpost's ZOC until you defeat the outpost seems like the best option.
I'd also want to see upgradable outposts.
Agree with OP and most of sentiments here
Adding my voice to more choice in outposts.
The OP has some nice ideas, but i would settle for the 'no razing in ZOC' suggestion.
I also agree with and support the ideas in this thread, but would like to reinforce that currently the outposts are too easy to spam. We need more cost involved in either setting up outposts (training settlers) or in outpost upkeep (gold or prestige)
edit: can settlers currently set up outposts even if monsters/enemy units are located within the desired outposts zoc? I think you should only be able to set up an outpost if you have a 5x5 area clear of hostile mobs.
I agree with Trojasmic, only minor changes please. My preference:
- Three types of outposts: Watchtower, Defensive and Trading
- No improvements to build in an Outpost. Once you have a trade outpost up and running, you're done with it unless it gets attacked. Same for all other types. Only thing you can do is destroy the outpost if you want.
- You can only build an outpost X tiles away from a City or another Outpost, no matter if yours or opponents to prevent spam. Ideally, you want to cover the ground with balanced amount of watchtower & trading outposts to maximize profit and visual coverage of your land.
- Outposts capturable. If someone marches in your territory and snags your outpost, they get to keep it.
- No razing in ZOC. If you want to destroy opponent's resources, you need to capture the outpost first. Resouces keep working even if they end up outside your ZOC.
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