Here's another blatant rip, mentioned in passing by Alexander's Horse, but I thought it was a good idea:
Basically, I envisage the capturing/surrendering works like this:
*A unit (or maybe it has to be a STACK of units) is attacked.
*The unit must have no where to move to due to zone of control of the attacker - ie if 2 different civs were surrounding the defender, then it'll never surrender
*And if the unit then loses the battle with the attacking unit, then there is a chance that the unit will join the attacker's side with 1 hit point, otherwise the unit simply dies. The chance of the unit joining depends on how many units it's surrounded by, the power of the other civ, the relative strength of the attacking unit, the veteran-ness of the unit, etc
All this can be done in the background, so it won't be any micromanagement - if you're lucky, then the game'll simply announce that you've captured a unit.
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No, in Australia we don't live with kangaroos and koalas in our backyards...
quote: ...the loser's retreat is blocked by zones of control, therefore the stack is encircled and must surrender. |
Basically, I envisage the capturing/surrendering works like this:
*A unit (or maybe it has to be a STACK of units) is attacked.
*The unit must have no where to move to due to zone of control of the attacker - ie if 2 different civs were surrounding the defender, then it'll never surrender
*And if the unit then loses the battle with the attacking unit, then there is a chance that the unit will join the attacker's side with 1 hit point, otherwise the unit simply dies. The chance of the unit joining depends on how many units it's surrounded by, the power of the other civ, the relative strength of the attacking unit, the veteran-ness of the unit, etc
All this can be done in the background, so it won't be any micromanagement - if you're lucky, then the game'll simply announce that you've captured a unit.
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No, in Australia we don't live with kangaroos and koalas in our backyards...
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