The Rise and Fall of Empires RULES & General Discussion
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Somehow it doesn't seem right that there is no option for hiring mercenary armies in the game. You could have them with standard strength/weakness levels, a lower cost than recruiting (you don't have to train them), but they only stay as long as you pay. How come there isn't something like that in the rules?
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You know, I was only thinking about this a few weeks ago. I'll implement the rules by the end of the weekend. Thanks, Murrin.Murrin wrote:Somehow it doesn't seem right that there is no option for hiring mercenary armies in the game. You could have them with standard strength/weakness levels, a lower cost than recruiting (you don't have to train them), but they only stay as long as you pay. How come there isn't something like that in the rules?
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Okay, I have updated the rules for tax and industry. Basically, I've come to the realisation that tax is not really realistic. For the entire game I have been concerned that populations mean nothing. Well, now they do. Plus, it's fairer for those empires that can't trade. Basically, income from tax and industry has grown significantly.
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I have two new game suggestions which you might be interested in implementing. The first is an alternative to Bread & Circuses. Though this may simply be a matter of semantics, it could be interesting to have a Repress Dissent order, which has the same effect as Bread & Circuses, essentially, though it might suit more draconian civilisations more.
The second suggestion is to allow a decoy factor in espionage missions. For instance, let's say that player A wants to sabotage player B's industry. He anticipates that player B will have Counter-Espionage going, so he sends a decoy mission in the same turn to do something else (such as an assassination etc), so as to to distract the counter-intelligence, from the real sabotage mission.
Furthermore, is there any provision for having double-agents?
The second suggestion is to allow a decoy factor in espionage missions. For instance, let's say that player A wants to sabotage player B's industry. He anticipates that player B will have Counter-Espionage going, so he sends a decoy mission in the same turn to do something else (such as an assassination etc), so as to to distract the counter-intelligence, from the real sabotage mission.
Furthermore, is there any provision for having double-agents?
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- Loredoctor
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- Loredoctor
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- Loredoctor
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I wont name who helped me come up with this rule, as it might give the empire away, but I've been assisted in creating a new rule - Piracy. Basically, you hire pirates to attack merchant lanes and steal money. There's a chance the trade route will shut down, too.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
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- Loredoctor
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Given that I don't calculate merchant vessel movement, I can't say destroyers are used for protecting them. At the moment, it's looking likely that you will have to pay between 6-11CCs to protect trade routes.Montressor wrote:Such as . . . ?Loremaster wrote:Yeah.Murrin wrote:Are there ways to counter that kind of action, or for the source to be discovered?
How about assigning destroyers to protect specific trade lanes?
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!