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Old June 18th, 2007, 10:38 AM
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Default Re: Wish-List for Dominions 4

I would like to see in Dom4 a chance of being able to recruit another nations national units when you conquer there capital. I have outlined a system below:-

When you conquer another races capital, you have a 1 in 3 chance of being able to recruit that races national troop types/leaders. This always excludes that races sacreds.

So for example, I conquer MA Agarthas capital, a one off check then occurs for MA Agarthas national troops as follows:-

Agarthan scout 1 in 3 chance of still being recruitable.
Cave captain 1 in 3 chance of still being recruitable.
Pale one Captain 1 in 3 chance of still being recruitable.
Agarthan light infantry 1 in 3 chance of still being recruitable.
Agarthan infantry 1 in 3 chance of still being recruitable.
Argathan heavy infantry 1 in 3 chance of still being recruitable.
Pale one soldier 1 in 3 chance of still being recruitable.

Ancient one, attendant of oracles, earth reader, golem crafter, ancient lord and oracle of ancients are all sacred so can never be reruitable by another nation. Those units are dedicated to Agartha and there god only.

Should Agartha reconquer his capital all units are recruitable as normal. But should any other nation conquer it after, the original units who made the 1 in 3 are recruitable, another check is not made.

I believe this would stop all nations morphing into one problem but make capitals more tempting targets with a greater reward for the conquerer. It would also open up more tactics/strategies up for individual nations later in the game.

It would also reflect the nation being enslaved/conquered/ruled by the host nation. Its very unrealistic at the moment that a nations entire conquered population refuse to serve there conquerer. The Roman Empire for example had its armies made up more of auxilleries from conquered nations than soldiers from Rome/Italy.
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Old June 18th, 2007, 12:08 PM
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Default Re: Wish-List for Dominions 4

I like the idea of "capturing" a capital with a chance of building the units of an occupied country. Perhaps an increase of cost would be a good way to show that you've forced your new peoples to bend themselves to your will, i.e. 150% of the original price.
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Old June 18th, 2007, 04:08 PM
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Default Re: Wish-List for Dominions 4

For Agartha, I'd suggest just allowing the recruiting of Trogs and Trog captains. That's a nice reward in and of itself, and would be applicable for all 3 eras.
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Old June 20th, 2007, 06:55 PM

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Default Re: Wish-List for Dominions 4


An option for larger battle maps, selectable at game creation.

Large game where 400+ unit armies may be seen, large battle map.

Battlefield enchant dispel mechanism

Other past suggestions:
Casting script groups (buff self, buff all, offensive)

Editable spell book - ability edit the "realm" spell book so 0 mages can cast a certain spell, or more granular and change for each mage as scripting.

Battlefield placeables - either stationary summonable or via PD or gain via site; or move with army a la siege engines.
-towers (1 or 2 towers, higher quality towers with higher quality PD)
-Catapult/Ballistae/trebuchet/etc slow single purpose units, probably recruitable. Since there is no provision for breaking down a wall during a combat just having wide AOE single spell affects would work
-stationary archer shields(+prot)/small walls(restrict movement)/raised platforms(+range)

Option selectable at game creation to have max fort #, in conjunction with another build option for a training grounds - recruit but no defense.

improved PD choices beyond 20
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