Light weight officer system to Prevent exponential growth

I am currently playing Romance of the 3 Kingdoms 6 and one of the important game play effect in this game is the fact you need officers to do all the work in the game. If you do not have enough officers, you will not be able to expand, because if you expand too large you will be too weak and people will bite you easily. So players expands slowly but surely, which is the opposite in civ like games where players expand exponentially.

My suggestion, is that it could be possible to limit exponential rapid growth by requiring officers to expand. But having a complex officer system like in R3K6 would be too much complex for elements. So I suggest that there could be more heroes and that each city requires a hero to be managed. Each mobile army would also require a hero to invade the enemy. A city without hero would mean that the player gather no income from that city. A player would only be able to attack other units if there is a hero in the stack.

It might also be possible to assign heroes to some imperial functions. In other words, make them minister of something to give bonus to your empire.

By using a system like this, it will make sure players will not populate like rabbits, especially computer players. Players will also have a choice between managing larger empires or managing larger armies.

Heroes would be acquired by exploring, searching cities, recruiting from other players, and making babies.

7,668 views 11 replies
Reply #1 Top

A player would only be able to attack other units if there is a hero in the stack.

I wouldn't mind your other suggestions, but this one would be really annoying. You have a hundred guys garrisoned somewhere, but no hero around; enter a few bandits pillaging your countryside, but you can't do anything about it because your guys need a hero to say 'go kill them'. I just don't think that would be any fun at all, just an overtly artificial limitation. Now, heroes giving bonuses to armies is a whole other story...

Reply #2 Top

I agree with Satrhan about requiring champions for any attack being a problem. But I've wanted non-combat roles for champions since before the first beta, and the idea of using them as a form of city-spam control seems brilliant to me.

Reply #3 Top

Re: Hero Suggestions

a. If a hero is not in a conquered city its production is capped at 50% of normal. If a hero is stationed in a city its production cap increases by 10% per turn to 100%. After 5 turns a hero is not required to increase production.

b. The commanding hero in an army give units access to more battle tactics (shield wall, charge) that affect combat. Each hero may have access to different unit tactics.

c. Only a hero can rally a paniced unit. The % to rally a paniced unit is based upon the hero's charisma. (5% per charisma point)

Reply #4 Top

The idea of hero required to attack is a way to simulate campaign armies. If it was for me, all troops would stay in cities and only get out when it's time to invade. But due to Elemental's current structure where many units can just wander on the board, one thing that could be done to simulate campaing armies is ask for a leader to be there. It's also nice because the unit stack figure is always the hero.

One of the advantage is that all roaming units of all players cannot be attacked while moving on the map or between cities. So they are safe. You could move an undefended settler surrounded by ennemy units and it will not get attacked. A stack of unit with a hero also gives a message that there is a possible invasion coming. Bandits would also require heroes too to be able to attack.

It has also the advantage of reducing the number of weenie battles. All battles becomes important. To avoid meaning less battles, I would even say that an army with a hero could have a zone of control of 1 or 2 square radius to prevent any units from passing through which again reduce the number of weenie battles. ONly an army with a hero will be able to enter the zone of control and challenge the opposing hero.

As for city management, It reminds me that in Gemfire, if you control a city without a lord, your control the city at 50% of your sovereign's capacity. It could be possible to do something similar so that you could expand more even if you do not have the personnel but will gain little benefit from it.

Reply #5 Top

I love the idea.  

Reply #6 Top

What you could do is stack limits on tiles unless you have a hero to command them, or they are in a city.  Overstacks that lose their hero will be controlled by the AI, and will try to head towards the nearest hero or town.

Reply #7 Top

Nice idea larienna sounds really interesting espacially in how it will change gameplay but what will happen with the army if your only hero dies in battle? Lets say you have traveled a long distance atacking a goodie hut or something like it you win but your hero dies.

I think this change will need some new rules that prevent player from just kill the hero out of an army with distance strike so that the army cann't attack any more.

 

Reply #8 Top

I really like this idea, in that it works without changing up the core gameplay too drastically.  Generally speaking, I keep one Champion in each city anyway, to really take advantage of their bonuses.
This could also change up City assaults, whereby Champions become the kind of "focus" for an attack, rather than all-out victory.  Killing a Champion leaves the city without its ruler, and it descends into chaos.  Grants an extra level of strategy to the proceedings, rather than just 'Stacks of Doom' that basically owns all. 

Reply #9 Top

If you do this, you need ways to auto-genning up champions though, like through battles, births, and quests.

 

 

Reply #10 Top

what will happen with the army if your only hero dies in battle?

 

Heroes don't die, they get wounded. Personally, I would not make hero take part of the battle, but rather have them has commanding officer. But if it's easier to just place them in battle, you just make dead heroes actually wounded. Once wounded, They cannot initiate battle but they can still move units on the field. If a unit gets attacked, the hero does not appear in battle, and any commanding bonus the hero would give will be ignored.

 

If you do this, you need ways to auto-genning up champions though, like through battles, births, and quests.

 

Yes, we need more hero input. In R3K, you gain them by searching your cities, by recruiting them from other players or sometimes heroes comes at your door to serve.

What you could do is stack limits on tiles unless you have a hero to command them

 

Stacking limit is another interesting option. Some hero stats could even determine the army size he can command. In R3K3, officer's leadership value determines the maximum number of soldier they can command.

 

 

Reply #11 Top

Another detail about officers, Stardocks wanted their game to be more personnel where every person count. I could say that a large portion of R3K's gameplay is actually personnel management and yes, it is hard to find good people. But that kind of personnel management is just much more interesting than managing regular population which are nobodies.