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August 06, 2012, 09:17 AM
#1
Civis
City Rebellions
This is something that bothered me alot in RTW1, in the civil revolt event your troops were just moved out of the city and that was that. What I would like to see is an event where if the population revolts, the gates of the city would be broken and there would be rebel troops (mainly light infantry) outside and within the city to simulate city goers and rebels from the country side attacking you.
So then to make it a bit more fair, a certain percentage of your allied militia troops would go turncoat(lower tier infantry) and join the rebels, while you're loyal soldiers defend half of the strategic locations in the city, and the rebels the other half. This would enable a sort of strategic city operation where you try and hold out your positions while jockeying troops into position to take control of the other places. In my opinion, this would be the best and funnest way to do rebellions and give the loyalist troops a chance to suppress the rebellion.
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August 06, 2012, 09:27 AM
#2
Re: City Rebellions
A rebel battle that starts inside of the walls could really be interesting and different apart from normal sieges. The rebels starts inside the city just like your loyal army does, and no wall climbing is needed. What makes sieges so boring is that they always plays out the same way. But if you part "rebellion uprising sieges" from "faction war sieges" that would really improve the gameplay variation.
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August 06, 2012, 09:31 AM
#3
Civis
Re: City Rebellions
That's what I was thinking, and it would also give you a chance to keep your city (unhappy as it is). Could make for some really interesting battles with troops getting separated in the cities also, and a sort of mad dash to either abandon them, or commit troops to rescue pockets of men.
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August 06, 2012, 11:58 AM
#4
Re: City Rebellions
Yes, this fits well with the new big cities and all it's ambush features, and also with the multiple capture points. Great idea!
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August 06, 2012, 12:18 PM
#5
Civis
Re: City Rebellions
This would be an excellent game feature. As pointed out it would be interesting to find your army scattered about the city and trying to create some mad dash to regroup or rescue surrounded pockets.
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August 06, 2012, 12:24 PM
#6
Libertus
Re: City Rebellions
I agree that this would add a nice variation to the city battles of previous games. I had posted an idea somewhere that would take this one step further than being just a battle. It would try to integrate this as part of the turn based campaign map. For example, say a rebellion pops up in a city where you have a few troops stationed. Instead of the army just being kicked out you can do what the OP says and fight out the rebellion with the troops you have stationed there.
You could also choose to not fight it personally and leave the troops there trying to contain the rebellion while you moved troops on the campaign map in that same turn. The rebellion's progress (good or bad) could be followed by like a timer and represented by one of those boarding action bars we see on top of ships when they are engaged in boarding actions. So you would have to try to move your troops to the rebelling city before the timer ran out. If you cant get troops there in that turn, and the timer runs out then you lose the city. The timer could even depend on and extend a couple of turns if you had enough troops in that city before it rebelled, giving you time to send reinforcements.
It would be an interesting way of integrating more real time elements to the turn based campaign.
Last edited by Rikx; August 06, 2012 at 12:37 PM.
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August 06, 2012, 12:53 PM
#7
Civis
Re: City Rebellions
Also, I was just thinking about routing and such also. If the rebel or your own army routes, it could go to either the nearest strong point to rally, or leave the map and once the battle is over form as a small stack outside the city. This would create more of a need to trap and kill as many as possible and 'quench' the city of its rebellious members. I did like the method in RTW1 where they retreated to the town square, though I would like to see the AI kick in a little bit more to navigate a little safer route(as they would run through hordes of enemy troops to get there before) and go through ally held zones.
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