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Showing results for tags 'Rebels'.
I wanted to tell the development team THANK you, This Game is bringing back some fun memories of "Civil War Generals II: Grant, Lee, Sherman" and "Sid Meier's Gettysburg!" I'd love to see the addition of a Scenario Creator/Editor in the future. I am looking forward to the future of this game Thanks again for all the hard work, this game has an incredible amount of potential
This collection of suggestions refers to: ---- Nations must be shaken by the fear of dissidents and rebellions ---- The lenient and somewhat social status of Nations might be shaken by groups not wanting to go along with the flow, as we have seen before and will see in the future. The options at the moment is to change nation or to go free mode with the black flag without any problems to the original nation except the loss of a member. What if that actually hits hard in the established flow of a nation ? These suggestions make sense after a map wipe given the necessity for neutral ports and initial nations expansion. >>>> As we have it, all Ports, after conquered, are assigned a Lord Protector. Nice and dandy. Suggestion #1 - For healthy distribution of power amongst a Nation's clans and organizations >>> any player status as Lord Protector to a maximum of 3 ports. Now that we have established various interests across the realm, with ports being under the protection of different Lords, we can move onwards. Suggestion #2 - Lord Protectors themselves can only craft flags against other Nations from their own Protected ports. Exception for Flags aimed at Neutral Ports, these can be crafted from anywhere. This will enable a more diverse and elastic expansion while relying on a solid social and community driven Nation. A Naval Action Nation must work together and not be reliant on one or two big clans or two or three Lords only. Eventually the Nation will expand, wars will be fought and treaties will be signed. Council meetings, consortiums, accords, meetings of lords, and all that stuff that some people love. >>>> But... what IF one group completely condemns a resolution and really wants to rebel ( basically changing nation ) ? What then ? Suggestion #3 - Loss of a port due to rebellious Lords Port will change to Neutral when a Lord Protector changes nation resulting also on a return to default state of Conquest regarding the Port. ____________________ Think the game as a whole without concerns for this or that nation nor considering your own interests. Read, connect, think and improve. Let's discuss.
The Rebels are still hugely overpowered in the game. I've had whole divisions overrun on high ground with cover and artillery support. Its almost as if all the Rebels have to do to win is charge. The only thing that seems to stop them is canister. I think giving the Rebels a charging bonus is drastically unfair. It makes defending as the Union impossible.