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*To*: Xconq 7 Mailing List <xconq7@cygnus.com>*Subject*: Some proposals to implement *sieges**From*: Massimo Campostrini <campo@mailbox.difi.unipi.it>*Date*: 17 Apr 1998 17:09:08 +0200

Now that 7.2 is released it's the time to discuss all those wild ideas for 7.3. IMHO, one big fat feature missing from xconq is a way to implement sieges. In many historical periods sieges were a focal point of warfare; it is currently impossible to design a game approximating them even roughly. I have given some thought to the matter; here are some proposals: 1) Cities and/or fortresses at full strength should be (almost) impossible to capture and won't surrender. No new GDL needed. 2) Damaged units should be easier to capture and more likely to surrender. UnitTypeProperty: `capture-damage-effect' INTERPOLATION-LIST `capture-chance' is multiplied by this. UnitTypeProperty: `surrender-damage-effect' INTERPOLATION-LIST `surrender-chance' is multiplied by this. 3) We should be able to starve out the defenders. We need a way to decrease production of certain materials when hostile units are close. IMHO this is the most important and difficult point to be solved. One possibility is to use ZOCs; e.g., if a city is in the ZOC of an hostile infantry, its productivity is reduced; if it's in the ZOC of many hostile units, it drops to zero. We need a material-dependent productivity drop; e.g. pirate ships disrupt trade (gold production) but don't affect (as much) food production. To avoid a 3D table, let's factor it into two tables Table: `zoc-unit-prod' U1 U2 -> N Table: `zoc-material-prod' U1 M -> N The productivity of M by U1 is then productivity[U1,T] - sum(U2) zoc-unit-prod[U1,U2] * zoc-material-prod[U1,M] where the sum runs over all the units exerting a zoc over U1; the result is then corrected by `productivity-min' and `productivity-max'. 4) We could have explicit effects of materials over surrender Table: `surrender-material-effect' U M -> INTERPOLATION-LIST (are interpolation-list valued tables implemented?) 5) Morale would tie in nicely: Table: `morale-material-effect' U M -> INTERPOLATION-LIST UnitTypeProperty: `surrender-morale-effect' INTERPOLATION-LIST when food (or gold) gets scarce, morale drops and surrender is more likely. What do you think? De-lurk and contribute! ;-) Ciao, Massimo

**Follow-Ups**:**More proposals (was Re: Sieges...)***From:*Sami P Perttu <perttu@cc.helsinki.fi>

**Re: Some proposals to implement *sieges****From:*Stan Shebs <shebs@cygnus.com>

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