Take city

Started by Firetooth, August 09, 2011, 07:02:21 AM

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Shadow

Quote from: Holby on August 09, 2011, 05:25:36 PM
Quote from: Kilkenne on August 09, 2011, 12:33:31 PM
I don't see why that would give anyone any kind of power, as cities are largely worthless anyhow, unless you've got heaps of them and you're a wildcat. Then you can build 1 hut and pressgang skiffs for a bunch of net, sort of, even though it would only take 2% of your workers as opposed to 10% because of the modifiers involved with pressgang (You'd lose 10% of your workers every time you pushed the button, but only receive 2% of your worker value of skiffs, 3% for stoats, 6% weasels...and somehow 60% of the 10% pressganged clone themselves so you get 16% of the value for rats somehow). Maybe you could cash really hard as a magpie with like 100 taken cities. I really don't know.

I haven't seen a city used for anything other than defense, and at one point I ran numbers to see if I could make wildcat relevant by simming out 100 cities (still doesn't make it very good).

Just for those that are unawares of the take city mechanic, it's basically total offense points for the attacker plus 10 more offense points for each leader, versus total defense points for the defender plus 22 defense points for each of the defending leaders. It's a spell just because it involves leaders, but it involves them in a wildly different way than most leader spells do, as it is actually already much easier for an indy to take a city from a leader player than vice versa (assuming relatively equal net, and current strategies)
Hmm.

I thought when it came to taking cities, the leader bit was just "whoever has more wins, yaaay". But they actually count as offense and defense points?


city steal is basically a standard attack where leaders count as normal troops with 10-22, and an extra 50% defense bonus to the defender.
<=holbs-.. ..-holbs=> <=holbs-..