Broken Loyalties Exploit

As it is implemented now, Broken Loyalties invites the following exploit. Cast the spell and take the best city of an opponent on the other side of the map. You won't be able to keep the city because you have no armies near it. However, what you can do is raze it or destroy every single improvement in it. Rinse and repeat. Perhaps it would be best to make the probability of success of the spell contingent upon the unrest and development in the city.

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Reply #1 Top

As it is implemented now, Broken Loyalties invites the following exploit. Cast the spell and take the best city of an opponent on the other side of the map. You won't be able to keep the city because you have no armies near it. However, what you can do is raze it or destroy every single improvement in it. Rinse and repeat. Perhaps it would be best to make the probability of success of the spell contingent upon the unrest and development in the city.
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I support this. i find this spell extremely annoying

Reply #2 Top
How about that it takes a while to raze a city? Say every turn there are -20 population and 1 building destroyed until there are 0 population and 0 buildings, when the city is completely destroyed. During this time there are no city defenders (unless regular troops are there) and no zone of influence.
Reply #3 Top

Quoting random_thoughts_7, reply 2
How about that it takes a while to raze a city? Say every turn there are -20 population and 1 building destroyed until there are 0 population and 0 buildings, when the city is completely destroyed. During this time there are no city defenders (unless regular troops are there) and no zone of influence.
End of random_thoughts_7's quote

LOL.

Reply #4 Top

seems like a huge waste of gildar. for 1000 gildar, you could probably rush several units and just conquer (and raze) as many cities as you want. i fail to see how this is an "exploit" that needs to be fixed.