It's incredibly annoying when roaming monsters destroy your cities, which you've spent lots of time on. It just seems so cheap and random, sometimes you get these massive monster stacks that randomly move onto your city and then all your work goes down the drain + you can't even found another city on that tile anymore. It's massively frustrating.
Why don't monster attacks just reduce the population of the city? It would be much more fun that way (IMO). I hate it when there are a few Strong/Deadly stacks of monsters in my territory early/mid game, and there's no way for me to take them. It pretty much forces me to go Beastlord to save the frustration, as only then can I build up Strong/Deadly armies early game (if I'm lucky with the beast spawns).
I am not sure what you mean by that. I was speaking theoretically.
Not sure why this got kind of overlooked, but this strikes me as an excellent solution. When monsters invade, have them turn your former city in to their new lair that must be liberated. Even have them start spawning raiding groups over time if it is ignored.
Once you get the city back, after a repair cycle, the city itself is still functional and just must be repopulated. Certain monsters/events can still completely sack the city when the context makes sense.
Could even have it that certain buildings are "blacked out" or "closed" until the proper population is established. Where buildings slowly start to open and work again as the population grows back to its normal size.
Wait until I publish my Population Mod. It will do exactly this. Currently I am having some difficulties with the part of adding upkeep to units, but the part of requiring population to run buildings works perfectly
Does this imply that you will require X population to support Y troops?
If that's the case....that's AWESOME.
Will that be FE compatable?
Monsters go to town to dine: they eat their fill, and leave...(if they kill all their 'livestock' there will me none available when they are hungry later). Game effect: monsters go into town and consume 'some' of the population, and destroy (some) infrastructure. They leave, and wander around (or go to their lair) sated for a time <insert sated time here>. They will be back to nosh on the residents again later. Humanoid 'monsters (like bandits, maytrs, etc.) go to town, raid, steal, have fun. Again, destroying the settlement also destroys future food/fun/etc. Game effect: humanoid monsters damage settlement same way monsters do, OR, instead of killing (dining on) population, they 'take' resources that allow them to upgrade their weapons armor and increase the size of their band. They leave for their lair for a <inset time frame here> set amount of time. In either case, unrest increased. Game play intent: Player now has option/ more time to rescue the settlement, and go after the 'monsters.' But damage is done. Perhaps the 'maytrs' do go in and kill them all.
Like many of the ideas so far especially monster camping on outposts or resources to crate a new layer. As far as monster attacking towns how I like the idea of the town fighting the monster after the mob kills the defenders it takes say 5 damage per city level and does its some amount of damage to the population. Every turn they stay in the city they the same exchange happens with different monsters stay different lengths, a bear might leave after one season bandits will stay till at 50% strength dragons will stay till they or the town go down ect. Also would be cool if different types of monsters did different things to city's they destroyed, bandits and ogres make it a neutral city, dragons turn it into a layer escaped juggernauts just destroy it, and elemental lords convert it to their bad land.
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