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The more militant orders will gravitate out of the neutral cities anyway out of either disgust with the neutrality, or to avoid bringing conflict to people with no interest in it. Probably the former.
I think the ideal solution would be for raiding groups to seek out interesting fights over guaranteed win ones (like 80% of Ashtan's raids)But that's really unlikely to happen.
Honourable, knight eternal,
Darkly evil, cruel infernal.
Dance with death forever more.
Hirst said:1. Further reduce guard cap -and- limit the number of guards between rooms to prevent people from placing guards everywhere to defend every area 10 rooms in from city gates.2. Reduce the strength of guards. Their differing abilities is fine but they do a lot of damage. Guards should be a supplement to defense, not the defense itself.
Lots of fun and exciting things you could come up with for cities that refuse to fight like a tax on gold moving in/out of the city accounts, a negative experience modifier for citizens, reduced guard strength/count, reduced health/mana sipping. Deactivation of city improvements (that were supposed to be destructable but that part of the system was never added). Whatever. A war grace period after a loss/refusal would be an easy enough way to prevent abuse.
War Points:A new tally system that acts as an end-goal for mutual hostilities, more details interspersed throughout the proposalWhen hostile relations are declared, the first city to declare will specify a war point goal as well as a gold bounty/wager for the war. The second city will then either accept or decline and a different wager can be set.The bounty/wager is then held in escrow for both cities, and granted to the victor upon reaching the war point goal.War points are accumulated in the following ways:Killing enemy soldiers.Destroying enemy rooms.(Potentially) Sanctioned raid time.Foiling a sanctioned raid - dismantling/capturing an enemy tank.City Destruction:Tanks become a new form of resource available to cities, they're checked out by an appropriately ranked citizen.There is a limit of (5) tanks at any one time still, but this can be supplemented by capturing enemy tanks in sanctioned raids (up to a maximum of (3).The tanks would regenerate (up to the maximum) every Achaean year.Instead of summoning a spark, a tank is placed in the room with the raiders, it feeds of the hostile energy to charge the tank.Each defender death in the city causes the tank to charge up, with three cumulative levels of effectiveness:Level 1: Destroys the current roomLevel 2: Destroys the current room and one room in each direction.Level 3: Destroys the current room and all rooms in line-of-sight from the current room.There would need to be some slow buildup on it's own to provide reason for the defending forces to want to defend.Tanks need to be manually detonated by the attacking forces (an instant ability)Victory experience scales based on the number of rooms destroyed.Defending forces can route the attackers by clearing them out of the room, either by killing them or forcing them to move. Once they control the room with the tank, they can:Dismantle the tank, granting a similar experience bonus as attackers do upon destroying a room.Capture the tank, granting a smaller/no experience bonus, but adding an additional tank to the defending city's arsenal.Manual city room repairs are removed.Rooms are repaired at the rate of one every (3) Achaean months, at a fixed cost to the city.Empowered fonts:Potentially new powers added to the font arsenal:Something to speed up the decay of enemy room effects inside the city.Something to provide a city-wide "indoor" protection for a very limited duration.