I think, to add diversity and more strategy to fights, there should be a couple more fighting options than "attack" and "support". I thought of one offensive and one defensive method.
1. Siege (not to be confused with the cats and rams): Sieging a city will order your troops to go to a Village aggressively and stay there. The village will be unable to send out troops until the offensive strength of the outgoing troops defeats the defensive strength of the siegers. Attacks can go through the siege line, but supports can't. When a village is under siege, everything costs twice the population in the sieged village. There must be at least 20 units to do a siege.
Pros (for attacker):
1. Doing a siege could help a noble train go through if used properly.
2. The village will be unable to farm while the siege is ongoing.
3. The opponent gains less resources during the siege.
4. Sieges increase population requirements for the defender (the villagers can't reach the farm outside their walls, meaning they have less food,) meaning that the sieged village will have troubles
5.If an attack is sent through your siege line, you will recieve a message describing who went through your siege line with what. the incoming attacker will also recieve a message telling what was in the line, but will not know who is sieging the village. This makes a siege useful for telling who's farming your farms.
Cons:
1. While the siege is ongoing, the attacker cannot use the units
2. Units that are sieging a village will occasionally lose a few units if there are archers in the defending village (though the siege will continue if there is less than 20 units)
3. Sieges take noticeably longer than normal to reach their target and siege units will take up 50% more population, making mounted units and artillery weapons unwise choices for a siege tactics.
4. coupled with the fact that population is increased, you have a minimum of 20 units per siege.
2. Field confrontation:
A field confrontation is when, instead of just sitting around, you send troops out towards an incoming attack. In this case, the attacker becomes the defender in terms of whether defensive or offensive stats are used. This is done by:
1. clicking the incoming attack in the rally point
2. clicking a "confront" button
3. selecting which units to send to the attack
4. clicking "attack".
The units will head for the incoming attack, meeting at the point where, logically, the two would meet. (if train a leaves colorado and train b leaves denver...)
Pros:
1. The opposition will turn into defense (the place the two meet essentially turns into a non-existent village where the original attacker defends the imaginary village and the confronters are attacking the imaginary village.) This is a pro because attacks normally don't contain defensive units, and the offensive units in a village turn into a tool of defense.
2. The attacker will not know their attack is being challenged until the battle ends, preventing them from dodging.
3. the battle knocks about 5 seconds off their attack, so it can throw off a (bad) noble train's timing.
4. If a scouting party is sent to confront and it doesn't die, you will know what the attacker is coming at you with.
Cons:
1. If an attack is within 100 milliseconds of a confronted attack, the two attacks will simultaniously attack the confronters. (this can be used to counter the noble train badness and it also helps to counter a confrontation.)
2. Noblemen are twice as powerful when confronted
(they might be a bit sloppy because I don't have time to get them all thought out piece by piece. I will try to fix them up when i have time to go through and do so.)
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