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 Post subject: Revolts
PostPosted: May 27 2010 
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Location: Turunmaa/Turunseutu, Suomi
Hi,

I just came to think of a way to integrate a civil fighting/war feature. There is a victory condition where you have a command unit. most of the wars fought today are internal struggles. So I though, what if rebels could spawn in regions that seek(have agendas) something like independence(eg. Kashmir) or government change, tax max/min limits etc. Then the rebels would have a Command unit that would function as a sort of capital for the rebels and if it is destroyed, then no more rebels can spawn anymore and rebels are without supplies. But if the rebels manage to get hold of eg. a supply depot or a land fabrication, then they could continue their fight.

How does this sound?

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 Post subject: Re: Revolts
PostPosted: May 27 2010 
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Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
Too easy to defeat.

I still think it should work off of loyalty.That they should keep spawning as an "independent" faction, regardless of whether or not the region has fallen, til the loyalty reaches a certain high point.Hopefully next game in the series.....

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 Post subject: Re: Revolts
PostPosted: May 27 2010 
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I use command units in most all my games and they are not that easy to defeat unless you get them trapped so I think they would work pretty well IMO.

I agree with Tkobo, the factions should reflect the loyalties and also throw in the DAR and MAR of the current leadership into the mix somehow. If the leaderships is doing poorly and such and loyalties to certain factions might gain enough strength to allow a "command unit/leader" to spawn followed by units (based on MAR) switching sides or partisans/guerillas spawning in those areas loyal to that faction.

Quote:
Hopefully next game in the series.....


Ditto


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 Post subject: Re: Revolts
PostPosted: May 31 2010 
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Joined: Jun 03 2009
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Hundane wrote:
I use command units in most all my games and they are not that easy to defeat unless you get them trapped so I think they would work pretty well IMO.

I agree with Tkobo, the factions should reflect the loyalties and also throw in the DAR and MAR of the current leadership into the mix somehow. If the leaderships is doing poorly and such and loyalties to certain factions might gain enough strength to allow a "command unit/leader" to spawn followed by units (based on MAR) switching sides or partisans/guerillas spawning in those areas loyal to that faction.

Quote:
Hopefully next game in the series.....


Ditto


I have reviewed the specs for the Command unit - they are pretty tough units.

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 Post subject: Re: Revolts
PostPosted: Jun 01 2010 
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You could probably add a command unit specialized for rebel operations that has higher defense values and some basic attack values.

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 Post subject: Re: Revolts
PostPosted: Jun 01 2010 
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Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
It would still be a single unit spawned in unfriendly territory.Far too easy to take out.

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