Sieges, food and pop growth

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

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pnoff
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 100
Joined: Mon Jul 15, 2019 2:39 pm

Sieges, food and pop growth

Post by pnoff »

Problem: Moving in for a siege next turn after pop growth can drastically disadvantage the besieged (see pics, the second one is when I moved in right after pop growth deliberately). This is unrealistic and creates unnecessary micro/cheesing.
siege_1.jpg
siege_1.jpg (86.65 KiB) Viewed 942 times
siege_2.jpg
siege_2.jpg (83.75 KiB) Viewed 942 times


Possible solution:

a) Increase pop growth requirements, keep half of food on pop growth (Looks like some food is already kept, but not nearly enough);

b) make stored food part of the fort building (scaling with city size), independent of growth food; disregard growth food for siege purposes.


Thanks all for your attention!
jimwinsor
Colonel - Fallschirmjäger
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Re: Sieges, food and pop growth

Post by jimwinsor »

That's actually WAD. I think there's some design for effect going on here, i.e., timing the start of a siege until right after a pop increase could be considered waiting until political conditions are ripe to get a city to surrender earlier.
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pnoff
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 100
Joined: Mon Jul 15, 2019 2:39 pm

Re: Sieges, food and pop growth

Post by pnoff »

jimwinsor wrote: Sat Aug 17, 2019 4:36 pm That's actually WAD. I think there's some design for effect going on here, i.e., timing the start of a siege until right after a pop increase could be considered waiting until political conditions are ripe to get a city to surrender earlier.
I would rather bet that it is common 4x food-pop mechanic that does not square well with more siege focused gameplay.

Why would my glorious city-state go from 12 years of food to 3 years of food because I produced too much food? Or important border fortress?

Then tie reduced food capacity to corrupt governor or plague events.
duirixuanyan
Corporal - Strongpoint
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Re: Sieges, food and pop growth

Post by duirixuanyan »

I'm glad someone notice this.
In my opinion, we can change the healthy buildings.
Instead of reducing food needed for pop growth, healthy buildings should return some percentage of food after pop growth.

For example, clear water reduce 5% of food needed for pop growth. So if the city needs 100 food for pop growth, it will only be 95 food with clear water.
Instead, if clear water returns 5% of food after pop growth, it will still be 100 food needed for pop growth. However, after pop growth, there will still be 5 food.
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