Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Tuesday, August 19, 2014

Proxy Forces and Enemy Armies

Each lobby will start out future games with control over a unit of matching culture.

If these units belong to enemy lobbies, they might act as regular enemy units that you won't be able to placate easily through truces, though you will be able to spend a favour with that lobby to prevent the attack. Likewise, if they belong to an allied lobby, they'll be available for you to use in combat or projects by also spending one favour.

These units cannot be destroyed as long as the lobby itself is not destroyed, so using these forces to fight on your behalf is relatively risk free and will come in handy in dire situations.

Of course, there is a tradeoff for these niceties. The forces of enemy lobbies can now gang up on you and create an enemy army combining each lobby's forces if the Local Tension is at 100 or in some cases even slightly under that.

This will be a new powerful reason to seek to remove enemy lobbies whenever possible, as the more enemy lobbies there are, the stronger the combined enemy army will be.
  

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