DeletedUser276
Proposal:
I have had tons of people go to attack my city and then retreat when they see the awesome site that is my army... then they come back the next day (I change my defending army unit formations daily) with a new setup built to take out my previous army but retreat again when they see a new unit formation. Now some dont even bother to stop by for tea and crumpets.
So I am suggesting a penalty to retreat from battle based on the age and type of units used in battle as a kind of administration and war fee.
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
I have checked.... and no it hasnt been suggested
Reason:
Well this gives players an advantage to attack another player and fine tune their troops to take down the defenses easily against a stupid AI who cant fight.
Details:
When a player retreats from a battle it should be a last case decision to save its troops in what is certain to be a doomed campaign. So basically to save 20+ hours in retraining and rebuilding his/her troops. But this should be a decision thats sort of hard to make. Not oh well lets retreat and try again later.
So based off of the age and type of unit the retreat feature would cost varying degrees.
10% happiness loss for 12 hours per age of unit.
Bronze age would be the start since there are no troops for Stone Age.
Bronze age: 10% happiness loss from total + 10% troop cost of remaining troops in battle. So if a unit costs 25 gold and 25 supplies (spearfighter) then it will cost the player 2 gold and 2 supply to retreat 1 spearfighter from battle.
Colonial age: 60% happiness loss from total + 10% troop cost of remaining troops in battle.
So for a Grenadiers cost of 760 gold to produce for each grenadier retreating from battle it would cost 76 gold.
Visual Aids:
not much of a visual guy but having a popup of "are you sure you want to surrender for a cost of XXXX amount of gold XXXX amount of supplies and XXX amount of happiness?" would work.
Balance:
Puts forth more strategy and more visualization of people checking out another players city to see what they "could have" then working the troops to try and defeat them.
Abuse Prevention:
this actually would prevent casual retreat (surrender) actions done by players.
Summary:
In summary making players fight a little more and maybe plan out their attacks a little more than just saying... oh well I will retreat and lose out on that one person for 24 hours.
I have had tons of people go to attack my city and then retreat when they see the awesome site that is my army... then they come back the next day (I change my defending army unit formations daily) with a new setup built to take out my previous army but retreat again when they see a new unit formation. Now some dont even bother to stop by for tea and crumpets.
So I am suggesting a penalty to retreat from battle based on the age and type of units used in battle as a kind of administration and war fee.
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
I have checked.... and no it hasnt been suggested
Reason:
Well this gives players an advantage to attack another player and fine tune their troops to take down the defenses easily against a stupid AI who cant fight.
Details:
When a player retreats from a battle it should be a last case decision to save its troops in what is certain to be a doomed campaign. So basically to save 20+ hours in retraining and rebuilding his/her troops. But this should be a decision thats sort of hard to make. Not oh well lets retreat and try again later.
So based off of the age and type of unit the retreat feature would cost varying degrees.
10% happiness loss for 12 hours per age of unit.
Bronze age would be the start since there are no troops for Stone Age.
Bronze age: 10% happiness loss from total + 10% troop cost of remaining troops in battle. So if a unit costs 25 gold and 25 supplies (spearfighter) then it will cost the player 2 gold and 2 supply to retreat 1 spearfighter from battle.
Colonial age: 60% happiness loss from total + 10% troop cost of remaining troops in battle.
So for a Grenadiers cost of 760 gold to produce for each grenadier retreating from battle it would cost 76 gold.
Visual Aids:
not much of a visual guy but having a popup of "are you sure you want to surrender for a cost of XXXX amount of gold XXXX amount of supplies and XXX amount of happiness?" would work.
Balance:
Puts forth more strategy and more visualization of people checking out another players city to see what they "could have" then working the troops to try and defeat them.
Abuse Prevention:
this actually would prevent casual retreat (surrender) actions done by players.
Summary:
In summary making players fight a little more and maybe plan out their attacks a little more than just saying... oh well I will retreat and lose out on that one person for 24 hours.