Outposts

Post here any ideas or suggestions you have for improving Valor.
Collynm
Knight
Posts: 61
Joined: Mon Feb 13, 2012 5:43 am

Outposts

Postby Collynm » Tue Jun 05, 2012 8:23 pm

I think that there should be a 25% chance that instead of turning into barb cities inactive cities turn into outposts (a place you could garrison and controll troops from). An outpost would be basically a miniaturised city (one building that acted as a city hall, reasorce producer, warehouse, and wall all in wall, you would just go to the outpost and upgrade it like a normal city). You could controll these outposts by taking over them with the brute force of killing all the enemies inside, the garrisoning it with your own troops. Each outpost could contain up to a certain number of troops (say it could support up to a population of 5000 troops. These troops would still count as their city of origins population too). outpost would not be able to contain scholars, only infantry, stable, and workshop units. Lastly outposts could be scouted like a city.

Collynm
Knight
Posts: 61
Joined: Mon Feb 13, 2012 5:43 am

Postby Collynm » Tue Jun 05, 2012 8:25 pm

All in one not all in wall :)

Duke24
Guardian
Posts: 155
Joined: Sat Feb 04, 2012 5:08 am
Location: World 4

Postby Duke24 » Tue Jun 05, 2012 8:39 pm

Most inactive cities only have 10 or 15 troops inside so it would be fairly easy to take over. Then the guy with a bunch of troops has a bunch of points.

Collynm
Knight
Posts: 61
Joined: Mon Feb 13, 2012 5:43 am

Postby Collynm » Tue Jun 05, 2012 8:47 pm

Yes but you wouldn't need scholar to take over outposts like you do cities

Fire820
Scholar
Posts: 602
Joined: Sun Jun 03, 2012 7:57 pm

Postby Fire820 » Tue Jun 05, 2012 9:12 pm

Have the outpost able to build its own farm with a population of more than 5k. I agree not normal but maybe about half. 12k? 13k? And have it independent of the player's normal city or cities


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