[Suggestion] Conquered cities should keep their race...

The faction traits should change according to which faction currently owns the city, but the race should be the one that originally settled it. I understand that it means that unit design would be tied to cities rather than factions, but at the same time having cities of multiple races in the same faction would add a lot of depth to the game. An option to switch the city to the race of the sovereign would nicely round out the whole idea.

9,886 views 14 replies
Reply #1 Top

I've always loved this mechanic in any game I have played that has this, but I really doubt SD will be able/willing to make this change at this point.  It has always been weird when you conquer a city and the inhabitants magically change race/culture to yours and still have an occupation penalty.  I think it would be awesome if in some way you could keep the inhabitants race, but I doubt it will be changed.  One, it might not be possible to do, second if it is done, it might open up a Pandora's box of other problems.  

Reply #2 Top


YES!!!

PLEASE!!

:pout:

Reply #3 Top

Hm, some games did this ok, other games with this feature were ruined by this feature...

A game were this feature ruined the game for me is "Warlock: Master of the Arcane", since it completely killed re-playability for me being able to explore every single unit and feature on first playthrough, if you keep this mechanic out you can spend more time making each separate faction more interesting.

If you don't have time to make factions more interesting (I figure Stardock didn't have that for FE) you could run a feature similar to this, the only thing that bothers me is the current way "Unit Designs" work, I would have to design units around a stack of units with a different racial ability, this becomes rather obvious in difference when it comes to trog vs wraith units, will I be able to construct units with special traits only allowed to the Wraith faction, Will I be able to over-encumber my Wraith units due to Trog's unit designer thinking I have 50 weight capacity and not 30...

So while it might be an interesting idea, there is a whole river of features to build a bridge across.

Sincerely
~ Kongdej

Reply #4 Top

I like that. If i remember right Age of Wonders had that and Master of Orion 2 also. Dont know if it ever comes into FE but it would be a nice addition.

Reply #5 Top

Quoting Kongdej, reply 3
Hm, some games did this ok, other games with this feature were ruined by this feature...

A game were this feature ruined the game for me is "Warlock: Master of the Arcane", since it completely killed re-playability for me being able to explore every single unit and feature on first playthrough, if you keep this mechanic out you can spend more time making each separate faction more interesting.

If you don't have time to make factions more interesting (I figure Stardock didn't have that for FE) you could run a feature similar to this, the only thing that bothers me is the current way "Unit Designs" work, I would have to design units around a stack of units with a different racial ability, this becomes rather obvious in difference when it comes to trog vs wraith units, will I be able to construct units with special traits only allowed to the Wraith faction, Will I be able to over-encumber my Wraith units due to Trog's unit designer thinking I have 50 weight capacity and not 30...

So while it might be an interesting idea, there is a whole river of features to build a bridge across.

Sincerely
~ Kongdej
End of Kongdej's quote

 

I disagree, I loved the mechanic in Warlock, and was implemented well.  you could get access to other races, but those cities had penalties if they were not of the same race as your main.  Do you keep the city with penalties but access to other races, or do you raze it and build your own unpenalized city.  

Reply #6 Top

While I like this feature in most games that have it, I don´t think that it would be a good idea for FE.

 

It would end with all civilizations (including the player one) which have conquered a Yithril city fielding armies of Juggernauts, supported by maybe a few units of their own nation. All in all it would decrease the diversity of units you can encounter on the battlefield.

 

Reply #7 Top

Quoting ProteusJN, reply 7
While I like this feature in most games that have it, I don´t think that it would be a good idea for FE.

 

It would end with all civilizations (including the player one) which have conquered a Yithril city fielding armies of Juggernauts, supported by maybe a few units of their own nation. All in all it would decrease the diversity of units you can encounter on the battlefield.

 
End of ProteusJN's quote

 

Hm, I think the suggestion wasn't aiming toward their techtree (prereq for Juggernauts is, after all, to research that tech first) but rather towards the race bonuses. To use Trogs for heavy armoured infantry for example ;-).

Now, it's getting a little complicated but probably would be doable to produce the units of a given race only in that city. Basically, you could design a Trog unit, but you would only be able to build it in Trog city.

 

I like the idea, by the way. But there should also be an option to revert to your "starting" race in time if you so choose. And of course, some production and research penalty if you don't want to revert the city to your race.

Reply #8 Top

Quoting King_Felix, reply 8

Quoting ProteusJN, reply 7While I like this feature in most games that have it, I don´t think that it would be a good idea for FE.

 

It would end with all civilizations (including the player one) which have conquered a Yithril city fielding armies of Juggernauts, supported by maybe a few units of their own nation. All in all it would decrease the diversity of units you can encounter on the battlefield.

 

 

Hm, I think the suggestion wasn't aiming toward their techtree (prereq for Juggernauts is, after all, to research that tech first) but rather towards the race bonuses. To use Trogs for heavy armoured infantry for example .

Now, it's getting a little complicated but probably would be doable to produce the units of a given race only in that city. Basically, you could design a Trog unit, but you would only be able to build it in Trog city.

 

I like the idea, by the way. But there should also be an option to revert to your "starting" race in time if you so choose. And of course, some production and research penalty if you don't want to revert the city to your race.
End of King_Felix's quote

 

yes this.

Of course altarians shouldn't be able to build juggernauts. but they should be able to create trog footmen if they desire.

Perhaps troops created of a race other than yours through this manner, would come with a "Subjugated" trait, giving them minor penalties to a few things.

Reply #9 Top

I was under the impression that conquered cities remained the way they were. I think i've seen Fallen cities retain their art style after being conquered by my Kingdom faction. Or do you mean that you should be able to use the conquered peoples as army recruits?

Reply #10 Top

This was nice (and with lots of sense) in games like MoM or AoW. You could keep the original race by force (with many units to prevent unrest) and develop their own units, or you could after some turns, recolonize with your own people (migration). Even more, you could raze the city, send a pioner and fully reconstruct the city to your faction without having to wait (this had nonsense...but it was an option).

IDK if implementing this in FE could be possible, but for now, I don't see a good reason as there is little unit diferentiation between factions, only the juggs/henchmen and the blood trait. And the units are tied to the tech, so...could you train jugs if the tech was not available yet? Should you, even it it was? Mmm...very complicated to decide.

If you only train standar units from a conquered city, should they be 100% loyal, even more if you use them to kill their people? Should they have less morale? (wich is not a stat in FE). If they have a trait of "subjugated", to balance that, what sense in training that kind of units?

Although I miss that feature, I see more problems than benefits in doing that, at least for now...

MoM is what it is because it gave good solutions (better ones, acceptable other ones) to the different possibilities the game offered. But trying to import these features to FE without giving a good reason or mechanism can be more a mistake than an improvement, IMO.

Reply #11 Top

Hmm ... if you focus on race ONLY, and not special units attached to that race (ie Golems, Slaves, Juggernaughts, Henchmen) ... I think it could work! :)

 

I mean, you could have Tarth scouting parties, Trog heavy infantry, the works! :)

Reply #12 Top

Quoting Tasunke, reply 12
Hmm ... if you focus on race ONLY, and not special units attached to that race (ie Golems, Slaves, Juggernaughts, Henchmen) ... I think it could work!
End of Tasunke's quote

It'll have to be this way, since Golems, Juggs and Henchmen require research anyway.

Reply #13 Top

Quoting Tasunke, reply 12
I mean, you could have Tarth scouting parties, Trog heavy infantry, the works!
End of Tasunke's quote

For this to work properly
(properly as I would have it work, where your Tarth slaves are still able to move full speed through forests)
it would require some re-tooling of the mechanics, either that or it gets slightly odd, that said it would be fun to see a different blood ability being used due to having an excess amount of Tarth slaves.
It could even be limited to 1 faction to be able to use other faction's units as troopers.
(So its a unique faction ability to enslave other faction's population and use them in combat, think Magnar ;))

I like to think that I have the Tarth population still working for me, but its still "trog" troops I produce, since my empire can only really put its trust and weaponry on full-bloods.

Sincerely
~ Kongdej

Reply #14 Top

This was pretty fun in Distant Worlds. You even had the option to genocide the population of a world you conquer. You could tell your races not to intermingle and such depending on your races appreciation of other races.

Especially nice if your race was weak in combat and you managed to subdue one of the real strong races (Insects usually). And the races gave a % of their bonus to your empire.