ernieschwitz
Posts: 3893
Joined: 9/15/2009 From: Denmark Status: offline
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Some of the updates I make here (most of them actually) is stuff that is well tested, and thus balanced. But it is also old news, so to speak. Today comes a very fresh item of news. In ancient times and well up into the napoleonic age, sieges were a common thing. Somehow this had to be represented in this scenario/game/mod. Ordinarily you would think that this is well represented by the fact that you can surround a city and thus keep it out it's main supply network. And sure you could do that, but, every city also acts as a place that produces supplies. This can make sieges take an awful lot of time, if not be impossible if the city has a HQ in it, already commanding the troops within. So I decided to take a different approach. If a unit is next to an opponents city, and has 100 APs (obviously this means, has not moved, and is at full readiness or almost full), then it can conduct a siege. Now technically such a unit would not be surrounding the city, but, for arguments sake lets either assume that it does, or this represents an assault on the city walls. Conducting a siege will cause damage to the city, and thus lower its structural points. This in turn will mean that it will have a tougher time producing stuff. This could solve the problem with having an HQ in the city. Of course there are casualties in such a siege. So I had to program that, as well as readiness loss, for both attacker and defender. In short, I had to reinvent combat, and I did an OK job, I think. Coming from me that would usually mean Good, but not Excellent. It took me about a day to complete the events involved. Here is the card that allows you to conduct a siege.
Note it doesn't select a unit to do this, rather it selects a city that has the requirements met, for you to play the card. I would have made it a unit, but, I have some cities that are 1 hex appart, and then I would have to make a 2nd card, to allow the first card to work, and that could mean doing something nobody has ever done... making a card that plays a second card, both requiring a selection. Simply put, not sure if that would work, at all. EDIT: Changed it to 90 APs, since that is almost having not moved, and could be just a slight readiness hit.
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< Message edited by ernieschwitz -- 10/23/2019 5:24:31 AM >
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