[Idea] Simulate Corruption and Inefficiency

Just throwing this out there for possible inclusion.

As city influence expands, the number of potential resources increase exponentially and it feels a little too powerful. How about simulating something like trade route inefficiency/petty theft/whatever by reducing output based on distance from the related city. Further to that, how about simulating corruption by applying income variance based on distance from the captial city?

There could of course also be more researchable techs to supplement this system.

 

EDIT: While not directly related to the subject i just had another idea about resource availability. Make resource nodes of variable quality. This could potentially encourage "shopping around" rather than just grabbing every resource you can find, especially if combined with the maintenance costs GoaGalneGbilski mentions below.

 

6,931 views 7 replies
Reply #1 Top

General maintenance imo. Buildings and cities should cost maintenance. Not only in gold, but also in materials. Furthermore, you would have revolts, rebellions, and brigands in a larger nation. This is not in the game in any way right now.

Reply #2 Top

Well, Rebel units and Brigand units should really spawn with MORE frequency as your empire gets larger ... :/

Reply #3 Top

I got really tired of corruption & rebel-spawning in Rome Total-War.  Please don't go there.

And they don't need rebels spawning much if they have monster-spawning.

Reply #4 Top

well ... monsters  (could) still spawn in the uncivilized areas under your infuence, however Bandits, Thieves and Brigands could spawn within your influence more readily.

Think of it that ... monsters are still spawning within ur borders, only more likely than not they are human opponents.

Reply #5 Top

Quoting Lord, reply 3
I got really tired of corruption & rebel-spawning in Rome Total-War.
End of Lord's quote

It was annoying. As soon as you took out a rebel another one popped up. The rebels were always a small force, so it was always auto resolved. And it was constant and boring. I rather fight larger but less frequent rebel armies. Its less pain in the ass, and more intense battles.

 

Reply #6 Top

Yeah, having to deal with lots of little rebel armies here and there would get very annoying, very quickly.  A better system would be to make it more abstract, and perhaps devote some units to policing the area, keeping rebellions down (and if there are no such units, you pay a penalty that represents the lost resources to small rebellions).  Then maybe you can have a real rebel force come if you neglect it for too long.

Reply #7 Top

Part of the reason Rebels were so annoying was because your empire was so big. And there were 20 different countries to fight.

In the (relatively smaller) maps of elemental, without rebels, bandits, and thieves ... you won't have anything to do.

 

I agree that bandits and rebels shouldn't be a constant pain in the arse ... there should be bandit camps in the Swamps and forests ... where bandits, highwaymen, theives, and brigands are spawned.

For the most part, your units are only in danger if they roam near the bandit camp, but occasionally they could make forrays to destroy your improvements. Or attempt to take a city.

 

As I said, I've played Rediculous difficulty ... and while the individual Super Power monsters were nice, I feel that the weaker creatures didn't spawn in large enough armies.

I mean, I'd like just 1 super power per 9x9 area ... while perhaps an army of 30 or so bandits or goblins.