Sep 13th 2010, 18:53:47
So, I saw a post on AT from QZ saying that his only real problem with suiciding is if it's done in a way that makes acres disappear. So, I thought to myself "Okay, let's have them not disappear"... here's the mechanics of my idea:
When a country drops land, those acres don't "disappear" -- they become abandoned but are still attached to the country. For the purposes of tech, building effectiveness, population, costs etc. those acres no longer exist. But when the country gets LGed, they do... and stolen acres are taken proportionally (so if a 2000 acre country abandons 500 acres, so it's 1500a/500a an LG will take 75% of the land from the built acres and 25% from the abandoned acres). Military losses work the same way, you don't take land more easily because some of it is abandoned. Think of it like the military is using the abandoned acres as a cushion to fall back through as they defend.
Of course, one of the legitimate purposes of dropping acres is to make you a less appealing target... so that strategy needs to still be possible.
First, please note that you already are a less appealing target. Abandoned acres won't have buildings, so it's more effective to LG countries who are entirely built up and steal buildings.
I do think that those acres should gradually disappear though... and my solution is to add a bonus to exploring and ghost acres. In both cases, if there's abandoned acres in the game, add a 25% bonus which gets taken from the abandoned acres (so if exploring would get you 40 turns, it now gets you 50 or if you would get 200 ghost acres, you now get 250) -- of course, these percentages can be changed to balance this properly, maybe a better figure would be 10%, or 20% for exploring and 10% for ghost acres. But the point is that, in this way, the abandoned acres will slowly be leached away... but it prevents an immediate and sudden change.
Anyway, that's my idea. I already realize that those who drop acres will organize with their alliances for LGs and exploring to happen right after and that only attentive (or lucky) players in other alliances will get in on it. But I have no problem with that, I think alliances should benefit from organization and I think that other players should benefit from attentiveness. Regardless, I think it solves a problem in an interesting way that would add a pretty cool new dynamic to the game.
-Fooglmog
Guy with no clue.
When a country drops land, those acres don't "disappear" -- they become abandoned but are still attached to the country. For the purposes of tech, building effectiveness, population, costs etc. those acres no longer exist. But when the country gets LGed, they do... and stolen acres are taken proportionally (so if a 2000 acre country abandons 500 acres, so it's 1500a/500a an LG will take 75% of the land from the built acres and 25% from the abandoned acres). Military losses work the same way, you don't take land more easily because some of it is abandoned. Think of it like the military is using the abandoned acres as a cushion to fall back through as they defend.
Of course, one of the legitimate purposes of dropping acres is to make you a less appealing target... so that strategy needs to still be possible.
First, please note that you already are a less appealing target. Abandoned acres won't have buildings, so it's more effective to LG countries who are entirely built up and steal buildings.
I do think that those acres should gradually disappear though... and my solution is to add a bonus to exploring and ghost acres. In both cases, if there's abandoned acres in the game, add a 25% bonus which gets taken from the abandoned acres (so if exploring would get you 40 turns, it now gets you 50 or if you would get 200 ghost acres, you now get 250) -- of course, these percentages can be changed to balance this properly, maybe a better figure would be 10%, or 20% for exploring and 10% for ghost acres. But the point is that, in this way, the abandoned acres will slowly be leached away... but it prevents an immediate and sudden change.
Anyway, that's my idea. I already realize that those who drop acres will organize with their alliances for LGs and exploring to happen right after and that only attentive (or lucky) players in other alliances will get in on it. But I have no problem with that, I think alliances should benefit from organization and I think that other players should benefit from attentiveness. Regardless, I think it solves a problem in an interesting way that would add a pretty cool new dynamic to the game.
-Fooglmog
Guy with no clue.