I think the real solution to this problem is to fix topfeeding gains in war so that gains are not ridiculous and to bring back raze to destroying buildings only
Raze destroys acres in war.
Raze destroys acres in war, stopping at 200 acres.
Raze only destroys buildings in war.
I think the real solution to this problem is to fix topfeeding gains in war so that gains are not ridiculous and to bring back raze to destroying buildings only
My war-oriented kd likes destroying your acres.
Make the razes back to the way that they were originally. This whole razes destroy acres removes my incentive to be an attacker. If I don't gain anything out of a war then why be an attacker? I could just be a T/M and whore for honor all age.
This is not true.
In the past, Raze was used as a method to prevent the enemy from gaining your land so that you can in turn better gain theirs.
The word phrase of choice is:
Destruction leads to a very rough road but it also breads creation.
A more proper solution would be to have half the amount of acres razed from a province automatically return to the province at the wars end, be it in full force acres or explore credits. I'd prefer the full force acres ofc. For a few reasons. One, even if you come out fat after 48h of having a chance to recover, and get hit a couple times. You still come out bigger and in better shape than you would have otherwise, with a better chance of recovery etc.
This decision, btw, is rather superfluous. After this age (unless they mess up again terribly) it will go back to option 3.
raze buildings only for the first 48 hours, then raze acres after the 48 hour war mark.
Raze makes wars end more decisively, more rapidly, and probably with more net acres gained for the winning kingdom.
morbid:
The credits would have to decay.
no explore credits, people can just horde up credits and use them when they are big.
Razes/wars are suppose to be destructive, i don't see the logic of having acres returned to you after you get battered.
the most fun i have in the game is when im razed to 200 acres and i get to plunderrape all the inactive smallies OOW while having absurd science figures
dont take that away from me :( its already more work than play
1. Make razes destroy buildings the first 48 hours of war.
2. At and after the 48 hours of war mark, make razes destroy acres, without a cap.
Give more options to the table
Give raze a networth based attack time, and then I wouldn't care which one we end up with.
You don't understand.
In order for Catwalk's fatties to be useful in war, it was necessary that raze was made to destroy acres again, and that attacks no longer take differing networths into consideration.
That was a fun 'experiment,' indeed.
Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.
Step one: replace everything that works.
Step two: blame the predictable epic fail on outside forces.
Step three: keep the community informed that no progress has been made since the last update.
Step four: thank you for your patience.
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