Outposts

I think there needs to be a per tile penalty cost for constructing outpost facilities (ore, crystal, mana shard, horses, etc) beyond the associated cities zone of control.

I've had outposts 20 tiles away linked to a town and the town can build those outpost facilities just as fast as if it were in the backyard of the town.

Maybe it could be like CIV where roads are required to link an outpost with an owned town in order to build resources and harvest those resources. This makes much more sense to me since an army could blockade shipments by camping on the main roads.

('-')y

14,466 views 16 replies
Reply #1 Top

There is a new mechanic in Beta 4A where there's a penalty if a city isn't connected to the capital via the zone of control.

I wonder if something like that might be beneficial for resources.  I *personally* prefer using the ZOC because it represents the area that is supposed to be reasonably safe -- you've civilized it.

Reply #2 Top

My assumption is that if the outpost is far away from your city its harder to defend. Large empires should be easy to poke and prod while smaller compact nations should be fairly safe from minor assaults.

 

Perhaps things could be balanced to enhance that dynamic rather than simply apply a numeric penalty for not having lots of cities (which is already  not a good thing in this version). 

Reply #3 Top

I think it's kind of strange that an outpost 20 tiles away from the tied city can receive resources and labor and construct stuff just as fast as an outpost that is 4 tiles away from the tied city.

Concerning the ZoC gap between the outpost and the tied city, how about a % check (starting at 0) every turn that increases per uncivilized tile between the outpost and city ZoC. This would simulate the route being unsafe and unreliable for transport. If some random monster eats the caravan bringing the materials to the city, all physical transported material (iron, crystal) from that outpost is lost for that turn.

Maybe you could have the shortest route calculated between outpost and nearest friendly CITY ZoC. Each untamed tile for that route would have a % increase based on the tile type, say 1% for plains, 3% for desert, 5% for forests, 8% wastelands or something like that.

Looks like it would be a lot of work for something not so serious to the gameplay. But I do hope something is done to contrast distant outposts vs. nearby outposts beyond reinforcements.

('-')y

Reply #4 Top

I've never really understood ZoC's game mechanic in FE. I believe it's controlled by growth, but I have a hard time understanding how/when that changes. I think it's cool that some buildings increase it, but it's still a bit of a black box.

Anyone care to explain how it works? And is there any easy way to tell when it will increase on a city and/or in what fashion?

Without understanding how ZoC works, it's going to be hard for players to be intentional about hooking up outposts to them to reduce the penalty.

Reply #5 Top

Quoting Lord, reply 5
I've never really understood ZoC's game mechanic in FE. I believe it's controlled by growth, but I have a hard time understanding how/when that changes. I think it's cool that some buildings increase it, but it's still a bit of a black box.

Anyone care to explain how it works? And is there any easy way to tell when it will increase on a city and/or in what fashion?

Without understanding how ZoC works, it's going to be hard for players to be intentional about hooking up outposts to them to reduce the penalty.

Zone of control whenever you build a buildign that increases it (Town hall, Monument), or when you upgrade your cities to a town (city choice lvl 2).

Also the Zone of Control shapes around from each corner and angle from the city, so the bigger and more spread the city is, the bigger zone of control.

Sincerely
~ Kongdej

Reply #6 Top

I have one city that is a town, and the ZoC keeps expanding, but I can't figure out why that's happening (other than if I built a new building). A person might think it's related to influence, but that appears to be only used for diplomacy.

Reply #7 Top

ZoC is increased by population milestones. It can also be increased by buildings. 

Reply #8 Top

Quoting Frogboy, reply 1
There is a new mechanic in Beta 4A where there's a penalty if a city isn't connected to the capital via the zone of control.

I wonder if something like that might be beneficial for resources.  I *personally* prefer using the ZOC because it represents the area that is supposed to be reasonably safe -- you've civilized it.

I don't like this concept at all. City sites are hard enough to find already. We shouldn't be penalized for it when we finally get to build our civilization larger.

I'm still attaching myself to the 'fantasy' setting. In Lord of the Rings, Lothlorion and Rivendale weren't anywhere close to eachother, but they were both part of the same faction. They undoubtedly had 'safer' roads to travel, but those elves had to take a risk when they travelled to West Harbor.

Besides, using the ZoC to connect cities just creates MORE pioneer spam as you need many more outposts to connect your ZoC, whether or not those outposts are collecting resources...

 

Reply #9 Top

On the other hand, guerrilla warfare is much more refined when I can hurt your economy by breaking your supply lines between cities. So now you can't reinforce a city and its economy is hurt by my attacks. Add a slight gildar bonus to pillaging resources and we will really have a nice game for me. Of course when MP comes out it will increase the number of rage uninstalls, but it's a price we must be willing to pay. 

Reply #10 Top

Quoting seanw3, reply 10
On the other hand, guerrilla warfare is much more refined when I can hurt your economy by breaking your supply lines between cities. So now you can't reinforce a city and its economy is hurt by my attacks. Add a slight gildar bonus to pillaging resources and we will really have a nice game for me. Of course when MP comes out it will increase the number of rage uninstalls, but it's a price we must be willing to pay. 
Yes, it probably would.  I like this idea too, but at some point it will become too complex for the A.I. to do everything.  Instead of multiple A.I.'s using individual cores to do their "thinking/planing", it would result in a single A.I. re-tasking multiple cores and the game speed and turn change would suffer significantly.

Reply #11 Top

well, my take on this is that the zone of control represents the combined military, magical and political means a sovereign has on controlling the world around his territory. Resources are funnelled into towns, monsters walk out of your territory if they feel weaker than you, attack you if they feel stronger, and ai's ignore you and plop an outpost down right in the middle of your territory (jk on that one, but it fees that way).

It makes sense for settlements to send out a zone of control, but outposts and monolith's are problematic in that they have no inherent means of defending themselves, and can't be easily garrisoned in the current system nor do stationed troops get a bonus on outposts (although there is the outpost upgrades now).
so the outpost becomes merely a sort of capture the flag point - but i don't think the game mechanics really reflect that.

perhaps you could change the way wages are calculated so that only units not in a town or garrisoned in an outpost have to pay wages. Of course you would have to rebalance the idea of town militia, but then you already have to do that anyways. The option for wages in teh field might mean that people have larger standing armies and you could reduce the gold production values of economies to better control it. There are several ways you could handle gold in that situation, depends on how much you want armies moving around in the field..

 

EDIT: directed at frogboy, i think the main issue the OP has is that there is no mechanism for stealing from the ai's and slowing down their economies through warfare and dirty tricks. it's either declare war to  raze things and take over towns or casts spells on cites to lower their production. There aren't any other options and no thief style of hero options, as an assassion is a more specialized type of fighter to deal burst physical damage.

Reply #12 Top

Quoting Nasarog, reply 11
 I like this idea too, but at some point it will become too complex for the A.I. to do everything.

 

Currently the AI is smart enough to know when your cities are too strong, avoid them, focus the attacks on outposts and outlying resources, then send you a message to let you know what they are doing. The AI is specifically good at guerrilla warfare in my opinion. It is actually worse at city invasion and defense. I'd say it fits well into the current gameplay to continue on the current path.

Reply #13 Top

Quoting seanw3, reply 13

Quoting Nasarog, reply 11 I like this idea too, but at some point it will become too complex for the A.I. to do everything.

 

Currently the AI is smart enough to know when your cities are too strong, avoid them, focus the attacks on outposts and outlying resources, then send you a message to let you know what they are doing. The AI is specifically good at guerrilla warfare in my opinion. It is actually worse at city invasion and defense. I'd say it fits well into the current gameplay to continue on the current path.

 

Hmm, okay.  I'll have to test that.

Reply #14 Top

Quoting seanw3, reply 8
ZoC is increased by population milestones. It can also be increased by buildings. 

Sean, do you know what these population milestones are? And is there any way in the game to tell when they're coming or when they've been hit?

Reply #15 Top

In the game no. In the XML, yes. I would have posted the specifics, but I forget where they are. Could be Elemental Defs or some other obscure place. Might even be in Core Improvements on the cityhub. 

Reply #16 Top

Thanks, Sean. I'll create a separate post with ZoC info being requested. Knowing how/when/why ZoC works is pretty important since game mechanics surround it.