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Old 11-06-2009, 10:39   #21
firvalsry
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I would like to see some function that equates stealing the village with stealing some of the CP
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Old 11-14-2009, 14:41   #22
Darker
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My culture involves smashing people over heads with maces.

Spam aside, I like the creativity of the Idea, but then again it limits the potential of the "simmer" players. Its hard enough as it is for them.
By the way, it isn't a "war game" it's a "strategy game", get it right. Every play has their different strategies, so if you don't want to attack and defend, what do you get?
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Old 01-01-2010, 02:58   #23
Viridel
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Quote:
Originally Posted by Scary Man View Post
It's not a good idea.
It's not a bad idea either. Think of the Viking culture - one that rewarded great battles, and saw honor in battlefield deaths.

That said, I also agree with the thought that if attacking is further rewarded, it will just encourage more attacking - which will cause more people to leave the game.

So what if Culture was only given for being victorious in defense? Attack someone often enough, and you're actually making them stronger (if they defend successfully, of course)... That could add a really interesting dynamic. Take the Food-Troops Killed - Food-Troops Lost and divide by 25 or something for the Culture Gained for the victory... Then that epic battle will be "talked about for generations", which is the definition of Culture.
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