As we, and also many of you, have observed before, it would be nice if there was more fighting going on, which would make game worlds much more exciting in the long run. For now, we have identified two major issues that we want to specifically tackle with an upcoming combat-focused update:
- It is too scary to ever lose troops in battles, because the long-term repercussions are too severe and coming back after a big battle was lost can be very difficult.
- Walking distances to the “frontline” become prohibitively long later in the game. Attacks take forever and defenders have all the time in the world to prepare. Big armies built in older villages in the center of kingdoms are more or less useless most of the time.
Within the design team, we collected some ideas on how to go about those problems and want to present two concepts today to gather your thoughts. We are still in the conceptual phase on these features, so your feedback can really make a difference.
Feature Idea: Survivors
After a battle involving lost troops on your side, you will be offered the opportunity to look for scattered survivors by performing a “troop adventure” 7 days later. This new adventure type costs 2 adventure points, but does not reduce your hero’s HP. You will be able to recover 50% of your losses (except for settlers and chiefs) per battle through troop adventures.
This essentially means that you can get a “refund” on your combat investment. Therefore the feature should hopefully alleviate the severity of losing battles and incentivize taking risks from time to time.
Feature Idea: Troop Redeployment
The second idea is concerned with giving those large armies sitting in the middle of big kingdoms, far away from the frontlines, a purpose again. You have the possibility of permanently relocating troops to a new home village, as long as it is “younger” (i.e. was founded or conquered later), than the original village of the troops. Redeployed troops will be merged with any existing troops in the target village.
Of course we have to implement a few limitations to prevent exploitative strategies and also huge undefeatable hammers from forming. Firstly, in the target village you will need enough “free crop” = crop production – crop used by buildings – crop used by troops (wherever they currently are). You can only redeploy as many units as the target village’s free crop value allows you to supply. Also you obviously cannot redeploy settler or chief units.
On top of that, to not incentivize quickly building up new villages within enemy territory without giving the enemy sufficient time to react, it will not be possible to immediately deliver resources (via the respective premium feature) to villages that are not within your kingdom’s borders.
Update: Merging Kingdoms and Alliances
Last but not least, I want to give you an update on the idea of merging kingdoms and alliances that we discussed before. This approach has indeed become one of your focuses in development right now. Our programmers are already in the middle of implementing all the necessary changes to a local test version. So you can definitely look forward to trying it out yourselves in the future!
So, what do you think about our new ideas of survivors and troop adventures, as well as the strategic options opened up troop redeployment?