Outposts can't project inluence

This is a problem

I feel like an out post should project the influence of it's closest city. In this situation two outposts are getting beaten by one level 2 city. I really think an outpost shouldn't be able to be beaten so easily. Also I have two cities relatively close....

9,011 views 17 replies
Reply #1 Top

Outpost influence will be tricky to tune I'm sure.  Being so close to the infrastructure of that city, I'd think the outpost shouldn't have much affect on the ownership of that resource. And the influence from your more distant cities, shouldn't add much if any to those outposts. I don't look forward to AI spamming these outposts to steal resources within established borders. I'd want it to make predictable sense when it does. 

And when Outposts do change resource ownership, that should be deemed a hostile action, resulting in a negative diplomacy modifier.

Reply #2 Top

I wasn't trying to steal the resource. I owned the resource the entire game, until his borders miraculous stole the resource from me, despite having only about 140 population in that city. Also, my cities aren't that far away from it. I built the original crystal mine...then another when it got destroyed...only to have it stolen.

Reply #3 Top

Time owned is another consideration for tile ownership. I'd be frustrated that another player plops down a city or outpost and nabs a long owned resource of mine.  It also doesn't make sense that a resource is lost just because another player moves nearby. Influence is tricky. In this case I would think that a border outpost should help secure the influence of tiles previously owned. Time owned should factor in. And on existing borders, I would agree that outposts should have an affect.

And the AI shouldn't build where it threatens resource ownership, until that AI is ready to war with the owner. The aggressiveness of that should be factored in.  If diplomacy modifiers deter the AI from war, then it should not build in that way.

Reply #4 Top

Outposts have no real population ("skeleton crew" at best), unlike any city. So it seems fine than a nearby city eventually takes over the area*. And altough an outpost can be used to cap stuff in fertile lands, they seem to shine in the barren lands where cities cannot be created.

The numbers may need tweaking but the idea seems fine to me.

 

* Bob, John and Pete (the "skeleton crew") cannot compete with the growing presence of outsiders

Reply #5 Top

I also found this mechanic annoying, more so because its not communicated when it will happen.  I like the idea behind the skeleton crew getting overwhelmed, but I want to know so I can respond appropriately, with fireballs and calvary.

 

What about a UI mechanic to show that your influence on a resource was being contested?  Something with each faction's color shading in different percentages abruptly competing over the resource, and after 5 turns Red beats Blue and your crystal mine goes away/ show up?

Reply #6 Top

There is no growing presence of outsiders. Their city hasn't been growing for the past 100 turns. It's been stuck at the same population for even longer...yet their influence expanded and nabbed my resource somehow. This is not how it should work. I really think influence should be based on population not where buildings are place.

Reply #7 Top

As far as influence goes, that is precisely the purpose of outposts. To exert influence. It is a fortification supporting a garrison, whose purpose it is to exert upon the lands within reach, the influence of the building nation. In FE: one outpost on the edge of a nations borders should help protect ownership of a tile that has been historically owned. In war, outposts should be able to exert some thieving influence. They do afterall represent a place from which troops can strike out to claim mines and farms and whatnot. But in peace, it should be difficult for an outpost to claim ownership of previously owned tiles. Particularly those belonging to large cities. Then it becomes a culture war of which side is most appealing, to those who reside on the outskirts of influence.

Reply #8 Top

Quoting WhiteElk, reply 7
As far as influence goes, that is precisely the purpose of outposts. To exert influence. It is a fortification supporting a garrison, whose purpose it is to exert upon the lands within reach, the influence of the building nation. In FE: one outpost on the edge of a nations borders should help protect ownership of a tile that has been historically owned. In war, outposts should be able to exert some thieving influence. They do afterall represent a place from which troops can strike out to claim mines and farms and whatnot. But in peace, it should be difficult for an outpost to claim ownership of previously owned tiles. Particularly those belonging to large cities. Then it becomes a culture war of which side is most appealing, to those who reside on the outskirts of influence.
End of WhiteElk's quote

Any Outpost in Fallen Enchantress falls to any enemy unit without a battle (unless you had an army there that you had sent previously). So I would not consider these outposts as "military type". They are just "starbases" (a la GalCiv). Oh, and as such, I hope that Stardock actually goes with the concept and allows Outposts to be upgraded of different ways: more influence, more military strength (so if it's attacked, it actually can kick some ass... or at least try) and stuff like that.

Reply #9 Top

Ya, I agree Winter. It be cool to be able to do some upgrades to the outposts in some ways so that they are more useful such as providing defense bonus to garrisoned units. Maybe even have a few different paths - Military Outpost - Diplomatic Outpost - Trade Outpost.

Reply #10 Top

It seems like outposts should be able to exert influence, but only if you have units garrisoned there to actually exert the influence.

 

It would make sense if they behaved the way they do now when no units are present. However it would be nice if they acted like influence repeaters for the nearest city when units are garrisoned there. It could even be a percentage of the city's influence depending on the type and quality of units stationed there.

Reply #11 Top

Quoting Dhuran, reply 10
It seems like outposts should be able to exert influence, but only if you have units garrisoned there to actually exert the influence.

 

It would make sense if they behaved the way they do now when no units are present. However it would be nice if they acted like influence repeaters for the nearest city when units are garrisoned there. It could even be a percentage of the city's influence depending on the type and quality of units stationed there.
End of Dhuran's quote

 

Exactly!!  The biggest problem with FE is that there is no need to protect anything and that everything works without units or heroes.  I'd like heroes to give cities big bonuses, I'd like outposts to have to be manned to provide value, I'd like all resources to be able to be razed or at least disabled by troops on them.  This game is too much about 1 big stack walking everywhere killing everything.  I would like many small stacks to pose a real threat to that huge killer stack... This would make the game much more complex and fun

Reply #12 Top

I don't want to be the bad guy here, but a quick sweep through with a few heroes would allow you to raze those pesky cities. Doesn't solve the underlying problem but at least you could relax in a pool of their presumptuous blood. Isn't that how real wars are started?

Reply #13 Top

I like the idea that Outpost's influence is projected and defended by it's city's level and proximity. I think that'd fix it.

Reply #14 Top

Here is why that resource should belong to me. Two large cities bordering it, another fairly close. Two outposts directly beside it....versus....one level 2 city with 140 people...plus I controlled that resource for the longest time.

and @seanw3 I am preparing an army as we speak :)

Reply #15 Top

Outposts are... a Problem.

They're not really well thought out in their current form, I think they need a serious design pass, as they have a lot of weird issues right now.

Reply #16 Top

idk, seeing the whole picture it seems that the enemy city has a dedicated couple of tiles that belong to them that overrule the outpost's influence.

Reply #17 Top

Ok, how this for even more proof that they need to be changed. This is an enemies outpost that has even lost influence over the tile it's on. Side note, at the time it wasn't in my influence, but slowly got taken over and is now just about useless.