Basically this is a form of cutting off the enemy's supply lines. This is viable tactic and is often the ONLY option that the player has with a relatively small party, when the player is heavily outnumbered by large, roaming enemy armies.
The problem with this tactic is that because of limited options, our only option is to slaughter villagers and lose major rep. This is especially annoying when we're trying to take back territory that's belonged to our Kingdom from day one. Basically we're forced to slaughter our own people.
Option to escort and relocate civilians. Like a caravan.
A reality check in the scenario above would see these villagers working with us to be liberated. Perhaps an option to relocated villagers via escorting them from one town to another town? Minimal rep loss with the targeted town if there's no cultural conflict(relocating Sturgian civilians to a Sturgian town). This option would severely deplete, if not outright stop production in one town, while increasing production at the destination where we'd relocate the civilians.
It's especially annoying when we're trying to recapture territory that culturally belonged to our Kingdom when the campaign started. The problem is that these are either our own people and/or there's no option to avoid losing major rep with the villages involved. The rep loss and being forced to kill off our own villagers, or killing villagers in general, doesn't make sense. We really need a few "mid ground" options. Options that allow the player, or raiding AI, to hurt their enemy, while not totally destroying rep with locals and/or being forced to slaughter civilians.
Raiding in general needs to be tweaked so we can hurt our enemy financially and militarily, while not being forced to slaughter the populace every single raid. When given the option to hand over goods, most villagers are going to surrender or flee anyway when faced with armed professional soldiers. When the raiding AI/player is faced against an armed militia(that the attacking AI or player severely outnumber and outclass), a few parley options should be offered so the player or AI isn't forced to always slaughter the local populace. This is where Charm could come into play, but within a Charm system that's not so utterly broken as we have now. 84% chance of success failing 9/10 times isn't cutting it.
Yes I know war is hell and I'm well read on history. I've also served in combat, as a combatant, and I've had to deal first hand with civilians caught up in conflict. As far as the game goes, the player and/or honorable raiding AI needs a mid ground option where they might not get as much from the raid because they dont want to starve or harm the locals, while at the same time denying the enemy access to local goods and revenue.
The problem with this tactic is that because of limited options, our only option is to slaughter villagers and lose major rep. This is especially annoying when we're trying to take back territory that's belonged to our Kingdom from day one. Basically we're forced to slaughter our own people.
Option to escort and relocate civilians. Like a caravan.
A reality check in the scenario above would see these villagers working with us to be liberated. Perhaps an option to relocated villagers via escorting them from one town to another town? Minimal rep loss with the targeted town if there's no cultural conflict(relocating Sturgian civilians to a Sturgian town). This option would severely deplete, if not outright stop production in one town, while increasing production at the destination where we'd relocate the civilians.
It's especially annoying when we're trying to recapture territory that culturally belonged to our Kingdom when the campaign started. The problem is that these are either our own people and/or there's no option to avoid losing major rep with the villages involved. The rep loss and being forced to kill off our own villagers, or killing villagers in general, doesn't make sense. We really need a few "mid ground" options. Options that allow the player, or raiding AI, to hurt their enemy, while not totally destroying rep with locals and/or being forced to slaughter civilians.
Raiding in general needs to be tweaked so we can hurt our enemy financially and militarily, while not being forced to slaughter the populace every single raid. When given the option to hand over goods, most villagers are going to surrender or flee anyway when faced with armed professional soldiers. When the raiding AI/player is faced against an armed militia(that the attacking AI or player severely outnumber and outclass), a few parley options should be offered so the player or AI isn't forced to always slaughter the local populace. This is where Charm could come into play, but within a Charm system that's not so utterly broken as we have now. 84% chance of success failing 9/10 times isn't cutting it.
Yes I know war is hell and I'm well read on history. I've also served in combat, as a combatant, and I've had to deal first hand with civilians caught up in conflict. As far as the game goes, the player and/or honorable raiding AI needs a mid ground option where they might not get as much from the raid because they dont want to starve or harm the locals, while at the same time denying the enemy access to local goods and revenue.
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