I don't see much reason for having scouts pop more slowly than archers, unless you're deliberately trying to keep it difficult for sides to gather intelligence.Kaed wrote:Thoughts?
I don't really support having infantry units get stat boosts based on city level. Popping more of them is already a huge asset; beyond that, in my opinion infantry are already statistically somewhat stronger than they should be relative to knights, warlords, and specials. That's not to say that I necessarily think popping better units is always terrible; I could see cities having a modular upgrade system where you have a certain number of points to use for city benefits based upon level- stronger walls, better tower, tunnels, garrison, etc. and one of the things that you could give your city might be upgrades such as popping slightly stronger versions of a certain unit, tending to give units popped there a certain type of statistical bonus, or popping a certain type of unit faster. But giving it as a blanket bonus based upon city level doesn't seem like a good choice to me.
Disclaimer: Wild tangent and completely new proposed rules follow.
Expanding on that idea slightly and generally consolidating the rules into a more readable form, here's a preliminary/example chart of city attributes and pop rates. Hopefully it displays correctly for all; feel free to modify with your own suggestions. Units figures are "number of units popped per turn". This might need some tweaking- it uses an identical pacing progression for all units as the city levels, and just starts them at different points. We can tweak the pacing as necessary, of course; as things currently stand infantry come in gigantic swarms and everything else doesn't. This may not be as imbalanced as it first appears, however, because if you're popping 32 stabbers per round you're increasing your upkeep by a whopping 960; no side can afford that kind of increase on a sustained basis.
- Code: Select all
Level Cost Income Points Stab Pike Arch Scou Knig Sp-A Sp-B Sp-C Sp-D Cour Warl Heir Sloo Galy Galn
1 7500 600 6 4 4 2 2 0.25 0.25 0.25 - - 0.5 - - 0.5 - -
2 5000 1200 12 8 8 4 4 0.33 0.33 0.33 0.25 - 1 0.2 - 1 0.33 -
3 15000 3000 30 16 16 8 8 0.5 0.5 0.5 0.33 0.125 2 0.25 0.02 2 0.5 0.25
4 30000 6000 60 24 24 16 16 1 1 1 0.5 0.2 4 0.33 0.04 4 1 0.33
5 50000 10000 100 32 32 24 24 2 2 2 1 0.25 8 0.5 0.08 8 2 0.5
The "points" column is the upgrade points available for city design. Instead of having set walls, towers, available upgrades for the surrounding, and so forth, cities are custom-designed by the one building or upgrading them. Dirtamancy or other effects may provide additional upgrade points, at the GM's discretion. Abilities would be something like this (numbers and ideas could use tweaking):
Garrison - +10 Hits, +2 Stacks/point
Walls - +20 Hits, +4 Stacks/point
Tower - +5 Hits, +1 Stack, +1 Spell Bonus/point
Tunnels - +10 Hits, +2 Stacks/point
Dungeon - +1 to turn captives/2 points
Armory - +1 Loose Materials each turn/2 points
[Upgrade] - +1 [Upgrade] can be built in the city's area of control/2 points (all listed upgrades are available only through the city points system instead of being free to construct)
Trapped [Zone] - [Zone] contains will automatically harm attacking enemies/2 points
Fortified [Zone] - [Zone] contains defenses and fortifications that provide defenders with +1 Combat and +1 Defense/4 points
Improved [Unit Type] - [Unit Type] pops here with random minor stat improvements or specials/5 points
Improved [Stat] - All units popped here have a chance of popping with slightly higher [Stat]/5 points
[Unit Type] Production - [Unit Type] has a build time here as though the city were one level higher than it is (at level 5, extrapolate; one purchase only)/5 points
So you could have, for example, two level 4 cities with completely different features and very different things that will need to be considered when attacking, defending, or controlling them:
Garrison 5, Walls 20, Tower 12, Farm 20
Garrison 50 Hits/10 stacks, Wall 400 Hits/80 stacks, Tower 60 Hits/12 stacks/+12 bonus, 10 Farms for +$1500 bonus income
Garrison 5, Walls 5, Tower 20, Fortified Tower 10, Improved Archers 15, Archer Production 5
Garrison 50 Hits/10 stacks, Wall 100 Hits/20 stacks, Tower 100 Hits/20 stacks/+20 bonus/+5 Combat and +5 Defense to all defenders, three random chances at popping slightly stronger Archers, Archers pop at level 5 city rate
The system as written here could obviously use some polishing, but I'd say that it resembles Erfworld quite a bit more than the largely identical cities we have right now.