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Siege
#1
Siege takes 3 turns. Assuming it's a comprehensive thing, from the military standpoint, and in game time it works out well.

Why only a 20% chance "key" people inside the pop center are captured?
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#2
(07-10-2013, 09:15 PM)Kalrex Wrote: Siege takes 3 turns. Assuming it's a comprehensive thing, from the military standpoint, and in game time it works out well.

Why only a 20% chance "key" people inside the pop center are captured?

Secret passageways, bribed siegers, three months to plan the escape.
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#3
Then why do nobles leaving the city have a 50% chance of being captured? It's skewed.
IMO 20% is too low, obv, from my point of view-

Consider a 50K army sieges a Village with 5K people- you think only 20% still?

50% might be too much to ask for but 20% is too low.

Your argument Rick is also one sided. How about the army on the other side sitting there. Gathering intelligence on who's inside the city. Paid informants. Talking with the -soon to be- new leadership...

Also what about the racial characteristics. GI/BL/RD nobles might not hide well in a crowd...
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#4
I think 20% sounds about right. Lots of ways for one person to sneak out of a city under siege.
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#5
He's just upset that he didn't catch either of my Ranger counts, and I am now proud owner of a DA Duchess. I hear she's spry.

What he's unaware of is that when The Deliverer is involved, The Deliverer always gets the best results possible. Because he, well, Delivers.
-The Deliverer
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#6
I felt this way during play test and I also have issues with Parlay/Threaten versus groups.

I think 20% sounds about right. Lots of ways for one person to sneak out of a city under siege.

So everyone leaves the city and 4 out of 5 will make it just fine is what you think? The armies of Alamaze are pretty pathetic then...

It makes sense in game terms for some things to work the way that they do but I think the military sure is dumbed down.
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#7
Even with the transfer orders and limitation of 4 groups the military aspect of the game has enough hindering issues.
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#8
Well, I don't have historical data on how successful sieges where in catching specific individuals. And it would depend on the type of siege - I never got the idea that the typical Alamaze siege was similar to Alesia. But I don't think the military is dumbed down because in the real world, it would often take much longer than three months to successfully siege a city the size of those in Alamaze into submission. Many of those cities are on the water, too - that would make it that much easier for an individual to escape. Plus, such places often had escape passages just for such an occasion. So I think 20% is both realistic and fair.
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#9
4/5 of the Emissaries escape, not 4/5 of everyone. Emissaries have money for bribes, armed bodyguards, knowledge of secret passages etc.
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#10
armed bodyguards

So your armed bodyguards defeat the army outside the gates??'

I understand what you guys are saying, truly. It's a one-sided argument though that you both have. What about from the military standpoint? Imagine what the army does as well as you can imagine what some lone guy is doing...

Count so and so is going to try and escape the town. What are the 60,000 guys sieging the town doing in the meantime?

Since the army isn't actually in the pop centers, per the logic of why parlay can easily be countered by a noble usurp order, you have 1000's or 100s of 1000's of troops all over the place outside the surrounding countryside and they aren't doing squat basically-
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