Velusion wrote:
Could you post what you think the actual wording should be?
The current draft rules (2.06-draft4) only cointains point 1 and 2 of my proposal, as well as my Naval Warefare proposal. For a clarification of them, please see the
Naval Warfare thread.
In the rest of this thread, I will address point 3 of my prior Advanced Military proposal, as well as expanding it to also adress Naval Warfare.
I'm not sure of the exact wording of point 3 I do want, as I'm not sertain of the game mechanism to use. The issue I want to adress is that in the current draft rules neither the attacker's nor the defender's posession of Advanced Military and/or Naval Warfare makes any difference to wheter a city is razed and replaced with 6 tokens or not.
Imho all of that should matter. I'm not sure of exactly how, but one option would be to state that a battle between token starts wheter the defender has tokens on the city or not. If the defender has no tokens on the city he will take causalties first, no matter who holds Metalworking. If, when the defender is to take causalties, he has no tokens on the city, he can decede if he wants to end the combat between tokens or take causalties somewhere else (tokens in an neighbouring area, or ships in the city area).
If, when the combat between tokens is over, the attacker still has at least one tokens in the city area, and can summon a force of at least 7 (tokens on city + tokens in neighbouring areas + ships in the city area), the city will be razed and replaced with 6 tokens, and a new, ordinary battle begins.
Compared to the current rules this does not make any difference if neither player has Advanced Military or Naval Warfare, but will allow the defender to use them for defence, and the attacker use them for offence, and if both has them the battle might become very devestating.
If neither or both has these advances (and the posibility to use them), razing a city is neither easier nor harder than currently, but if only the defender has the advances (or the possibility to use them), razing a city will be harder than with the current draft rules, as the attacker might have to take causalties before the city is razed at all, and if only the attacker has the advances (or the possibility to use them) it will be easier to raze a city, as he does not have to place 7 tokens in the city area itself.
However, the more I think on issue three, I think it is becomming more and more complicated, and perhaps we should just stick with point 1 and 2, as the current draft rules does.