What I personally liked was the essence of the way
@UBERhelp1 joked how the %
could be implemented. Although the hard minimum of 2.000%
is imo too harsh it may could make sense depending on league. For example: copper 100%
, gold 1.000%
, etc. Another thing I liked was the idea of having it implemented like the old support pool but weakened the further away from the HQ. It would make it sought after and valuable. While not being a lazy repeat of GE5: just another coloured military buff used in a given map.
Though I could imagine it being better working in a way like the old support pool. Like provinces adjacent to HQ full %
support. The 2nd round of provinces at 50% but perhaps lowered with every additional province by X%. For example -10%
. The HQ adjacent provinces not included. For example 3 provinces 2 provinces away from HQ 2 extra provinces x -10%
= -20%
from the base 50%
= 30%
support in those provinces. So, if a guild is pushed back, its resistance increases. Making it progressively harder to push a guild back to their HQ.
To summarise my interpretation of how the essence can be held but made it more like a support pool:
Any province adjacent to HQ: 100%
support (no penalties)
2 provinces away from HQ: 50%
support
-10%
support penalty for every extra province
This makes it more important to battle for the center of the map. While it's making it harder to pushing back a guild. Depending on how much they've collectively invested into %
support. Personally I feel this is a way better option and something that would penalise younger players less. Than the way GE5 is structured. If GbG's %
where to be a lazy differently coloured military buff. Would just take away all meaning of defending bonuses. I can definitely see it also be implemented with negotiations to be affected too. By behaving like the equal neg. multiplier as attrition would've been at the given %
of the opposing armies in that specific province + regular attrition penalties.