[0.914 suggestion] higher pioneer cost + self defending outposts

So, I've been playing this game a few times(finished 4 games so far). One of the things I've found kind of annoying is the AI spamming outposts and spamming them really rapidly, while the ability to do so often depends on, weather there are big creatures near the next sweet pots. AI often doesn't bother about that, they wake them, loose a few outposts etc. etc. and through that also disrupt my expansion as I might have done it much more carefully. Anyways my point is they seem kind of reckless in doing so, ofcourse, I kind of see why it is a good strategy as I find myself racing with them in a land grab sub-game at the beginning of the game, instead of focusing on the exploration and adventure as the more enjoyable aspect of the game(which allready by now feels really good).

Now, I kind of feel like one should put much more thought into the action of expanding. Increasing your borders should be the act of making civilized area, one that is safe and so on. Right now I feel like the problem is that pioneers are just too cheap and spammable while they should have the feeling of prepearing an expedition to create a new foothold that will be a long-term investment. I mean, militia should not be the same cost that a pioneer that helps making a city which starts out as a 1 militia as a protector. So, I'm suggesting a huge increase in pioneer cost. It should have the feel, that your really putting lots of effort into expanding your borders and might consider more between investing in your current territory vs. expanding.

Ofcourse this brings a topic what if I only want to make an outpost? When I first played this game and was introduced to the 9 tyle limit it sort of really created a fantasy feel, where your cities are far from each other and the land in between is populated by occasional outposts/villages. But it turned out to be just empty outposts that can be destroyed simply by moving onto them. I'm not sure if they right now provide a defensive bonus, but I think it would kind of feel much better if they had a few militia garrison like the cities + a small defensive bonus like the fort does in cities. I mean, if there are borders, then they are still civilized and populated places. Sure, cities with 9 distant limit makes them complete centers of power, but I'd like to imagine there is some life going on in outposts aswell.

Relating to the outposts, and if the pioneer's cost would go higher, then I think the automated razing of the places starts to become an issue. As it takes a lot of investment to make them, I think it would be a good idea, if the outposts would be capturable, and also, if you walk on resource places that are being produced, you shouldn't raze them unless you choose to. For example, on enemy territory on a resource a raze button appears at the left down corner, where right now is the build button when its inside your territory.

All in all, my suggestions were: significantly increase the pioneers cost(a 3 militia cost at least), outposts would have a starting militia garrison representing the populated nature of your dominion and when civilized factions take over outposts/resources they don't automatically raze them but get to choose if they want to raze or not.

Sorry about my english, it's not my native language.

With best regards

9,340 views 6 replies
Reply #1 Top


Just wanted to support this.

Actually I think that outposts should have that default militia as a defender, just like a starting city. It is not much, but combined with defense bonus, it should add to the defensive value of the outpost and make it more strategic element.

Reply #2 Top


Yes, but sometime I wonder default militia isn't good fighting with most common enemies without standed army and hero, so what a point? I find too often 3 militia dead to sprider, bear, can won if luck, but most case, often milita lose and wonder what point add them if they can't do a job of dended, now high level city is not bad, but early level city like one or 2 level city, it's just useless.

Reply #3 Top

If upgraded outposts are put in, how should they be upgraded?

 

Gold cost?  Other resources cost?  Pioneers?

 

I think techs should unlock militia improvements, which should cost resources:  Civ techs might increase the benefit of ZOC.

 

we really do need to reduce pioneer spam.

 

Reply #4 Top

Obviously without the reinforcements they cant stand against decent folks, which I think is why one should first defeat the lairs of strong creature before developing a zone of control around them. 

@humility, somewhy autocombat produces better results with 3 militias vs. something small like a 30 hp bear, spider. Though I don't think you could possibly increase the defensive capabilities of cities etc. before there is a possibility to make a combined attack with several armies.

Though a 2-3 militias to outposts would be a fair option making up that you can build a city with a same cost pioneer.

Also, question, does anyone know about customizing pioneers? I haven't seen any build city ability being able to add to units :P ?

Reply #5 Top

Quoting Alstein, reply 3
If upgraded outposts are put in, how should they be upgraded?

 

Gold cost?  Other resources cost?  Pioneers?

 

I think techs should unlock militia improvements, which should cost resources:  Civ techs might increase the benefit of ZOC.

 

we really do need to reduce pioneer spam.

 
End of Alstein's quote

Don't the militias currently auto-upgrade their best blunt weapons once you get them in tech anyways?

Reply #6 Top


What about thier armor? I would like to choice and design milita weapon and armor. LOL, that might be fun.