#Brutality of War and Sacking of Cities

10 messages · Page 1 of 1 (latest)

azure garden
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Hello, as the title states I was wondering about the brutality of war in this game, specifically that of sacking cities.

From what I have seen from a lot of creator videos and the tinto talks, it doesn’t seem like war is nearly as damaging in terms of population as it should be. I have gotten the impression that large population drops due to war is not really seen in the game.

This is a hard thing to simulate due to the fact that not all wars were like this, but a lot were.

My suggestion is to add a couple options during war. You should be able to sack cities, and your estates should encourage it. The AI should take this option a lot, especially if the opponent is a different religion. And this should be absolutely devastating. The city of Vijayangar was at one point one of the biggest cities in the world, it no longer exists today because it was thoroughly sacked. This should create more antagonism as the game progresses as well, so in the late game this would likely cause a coalition.

Another suggestion I have is to lose pops simply by letting enemies into your territory. The amount of pops lost should scale with the professionalism of an army, so a levy only army will be much more damaging than a fully professional army.

I think this would be a great way to simulate the devastation that wars like the 30 years war caused without having any railroaded mechanics to just kill pops in Germany.

I may have missed stuff so feel free to let me know if this is already in the game 👍

light canopy
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You could also add that if an army has a supply line to home territory, that the devastation will be a lot less because the army doesn’t have to live off the land. I agree with the realism of it but I don’t know how hard or easy it would be to implement it in such a way that you don’t get destroyed by AI tiny stacks roaming your land in every war.

azure garden
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Yea that’s what I’d be worried about. It seems like a fine line to walk with realism and fun, but your idea seems pretty good to mitigate that though.

warped raft
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Sacking should be allowed but should be somewhat difficult

fallen stream
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should definitely generate antagonism, sack of magdeburg pissed off half of germany

strong fossil
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The sack of rome and constantinople still upsets romaboos over 1500 and 800 years later

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It could be cool to include a city surrender mechanic where you'd keep more things but lose the location quicker in a war but I have no idea how you'd organise that with AI and balance etc

errant karma
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Really enjoyed that part of M&T as it allowed you to participate in wars without taking land, but sacking and getting rich. Loved descending on the Mamluks like a plague when they had a civil war and taking everything that wasn't nailed down, netting around 12k, injecting that into my economy.

ashen shoal
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Sacking cities could also depend on professionalism, and it should definitely basically ruin all buildings.