JRE
Recruit

I know other have proposed sieges as an enhancement. I just got to think how they could work from a playing perspective.
After a certain threshold, instead of a big War Party, a faction could randomly generate a "Siege Train", targeting one of the opponents cities.
All forces would avoid "siege trains" (as they should be twice the standard war party size) except for opponents War Parties and crazy players. Siege Trains would not care about moving parties, trudging along towards its target town.
Once a siege train reaches its target, the town becomes "Besieged". The only effect of that is that neutrals or allies of the besieger cannot enter the town, and enemies enter into "Sortie" combat. Any military unit spawned in the besieged city automatically engages the besiegers into "Sortie" combat.
Sieges are just a matter of attrition, so every week the Siege holds, there is a chance the town surrenders, dependent on towns. If the siege train falls below a certain force strength (that could be city dependent as well) it lifts the siege and returns home, defeated.
A city changing hands just has its label and count replaced, while all the other people remain. The tavern would hire its new overlords types.
If one of the capitals falls, the war ends but the city does not change hands.
The biggest problem would be in the sortie combat, if it is desired to fight close to the town, but a random map could be enough, with the besieger automatically having no choice to retreat without lifting the siege.
Player forces would be able to siege enemy towns, but few would like to spend weeks sitting around a city, attracting enemy War Parties. Of course some people would like just that...
A player trapped in a besieged city could just sit it up, or knowing the kind of people who play this, start an attrition campaign to lift the siege, even if it means a long series of defeats before they are low enough.
I think this captures the historical siege techniques of the time, dependent on betrayal and hunger rather than assault to capture big garrisoned places. And it would not change the flow and style of playing. The coding is a different story.
José
After a certain threshold, instead of a big War Party, a faction could randomly generate a "Siege Train", targeting one of the opponents cities.
All forces would avoid "siege trains" (as they should be twice the standard war party size) except for opponents War Parties and crazy players. Siege Trains would not care about moving parties, trudging along towards its target town.
Once a siege train reaches its target, the town becomes "Besieged". The only effect of that is that neutrals or allies of the besieger cannot enter the town, and enemies enter into "Sortie" combat. Any military unit spawned in the besieged city automatically engages the besiegers into "Sortie" combat.
Sieges are just a matter of attrition, so every week the Siege holds, there is a chance the town surrenders, dependent on towns. If the siege train falls below a certain force strength (that could be city dependent as well) it lifts the siege and returns home, defeated.
A city changing hands just has its label and count replaced, while all the other people remain. The tavern would hire its new overlords types.
If one of the capitals falls, the war ends but the city does not change hands.
The biggest problem would be in the sortie combat, if it is desired to fight close to the town, but a random map could be enough, with the besieger automatically having no choice to retreat without lifting the siege.
Player forces would be able to siege enemy towns, but few would like to spend weeks sitting around a city, attracting enemy War Parties. Of course some people would like just that...
A player trapped in a besieged city could just sit it up, or knowing the kind of people who play this, start an attrition campaign to lift the siege, even if it means a long series of defeats before they are low enough.
I think this captures the historical siege techniques of the time, dependent on betrayal and hunger rather than assault to capture big garrisoned places. And it would not change the flow and style of playing. The coding is a different story.
José