Well, sortof. Hawk based races would use their hawks to activate their specal ability. But industrial races would use this system.
Only problem might be keeping track of how long some operations should last. I'm not sure, but isn't there a specal DB feild for Raiders and Defences?
Ideas from topic Industry vrs. Hawk
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Command Post Ops (proposed):
Defencive Tatics-
Option 1, standard defencive setup. Basicly what we have.
Option 2, Scorched Earth, -5% defence points, +50% enemy losses, 2 addational health lost by attacker, all attacks cost defender food and money reguardless of objective.
Option 3, Organized Retreat (any more militery name for this?), -10% defence points, -50% your own losses of troops, land or goods, guards only worth 50% of normal value.
Option 4, Entrench. Guards worth +25%, overall defences worth +10%. +25% enemy gains if he does break, higher upkeep for turns played, and lower capacity for workers in guards, long time to deploy/un-deploy.
Option 5, To the last man, Your losses +50%, each attack on you costs you 1 point health, overall defences up 25%, enemy losses up 25%, enemy gains if they do break -25%
Defencive Tatics-
Option 1, standard defencive setup. Basicly what we have.
Option 2, Scorched Earth, -5% defence points, +50% enemy losses, 2 addational health lost by attacker, all attacks cost defender food and money reguardless of objective.
Option 3, Organized Retreat (any more militery name for this?), -10% defence points, -50% your own losses of troops, land or goods, guards only worth 50% of normal value.
Option 4, Entrench. Guards worth +25%, overall defences worth +10%. +25% enemy gains if he does break, higher upkeep for turns played, and lower capacity for workers in guards, long time to deploy/un-deploy.
Option 5, To the last man, Your losses +50%, each attack on you costs you 1 point health, overall defences up 25%, enemy losses up 25%, enemy gains if they do break -25%
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- Ruddertail
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A few questions.
These could be set by by players, and then changed later?
What do you mean "Lower capacity for workers in guards"? I don't think that workers have anything to do with guards, mice help strenthen them, but not workers.
By deploy, un-deploy, do you mean the time it takes this to take effect?
Other then that, sounds great!
These could be set by by players, and then changed later?
What do you mean "Lower capacity for workers in guards"? I don't think that workers have anything to do with guards, mice help strenthen them, but not workers.
By deploy, un-deploy, do you mean the time it takes this to take effect?
Other then that, sounds great!
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
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Yes, except doing so would consume both time and turns. This means that any running disadvantage (such as higher food consumption or upkeep costs or lower offence) still has an effect.
All types of buildings house a certain amount of workers. This would reduce the amount that guard towers can hold.
All types of buildings house a certain amount of workers. This would reduce the amount that guard towers can hold.
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- Ruddertail
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Ah, I see what you mean. So it would take, say, three hours for these to go into effect, and three hours for them to stop being in effect after being swiched off? And turns run during the time they were active would also have bonus/penalties?
Should we split the racial abilities off this topic, and leave this topic to discuss other special abilties? It's rather hard to discuss several difference things at once on the same topic.
Should we split the racial abilities off this topic, and leave this topic to discuss other special abilties? It's rather hard to discuss several difference things at once on the same topic.
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
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