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Author Topic:   Captured Leaders
ZuluMenace25 posted 08-15-99 08:11 PM ET   Click Here to See the Profile for ZuluMenace25  
Wouldn't it be neat if when you captured an enemy leader you could put them to work for you.

Example

If you captured morgan you get a bonus economically
Santiago....better military units
Yang....loyalty
prof Z. .....research
etc...

You could put the captured leader to act as governor in one of your bases so the effect is not faction wide.

MajiK6pt5 posted 08-15-99 09:11 PM ET     Click Here to See the Profile for MajiK6pt5  Click Here to Email MajiK6pt5     
ahem...
no offense, but that's totally unrealistic
Plato90s posted 08-16-99 09:03 AM ET     Click Here to See the Profile for Plato90s    
What?!

And miss the fun of putting them in a Punishment Sphere for the next couple of centuries??

Koshko posted 08-17-99 12:24 AM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Why would they want to work for you? Given the choice between working as a slave for all eternity or death, what would you choose.
Biddles posted 08-20-99 08:05 AM ET     Click Here to See the Profile for Biddles  Click Here to Email Biddles     
That was one of the ideas that came up in the first discussions about SMACX.
LenS posted 08-20-99 11:36 AM ET     Click Here to See the Profile for LenS  Click Here to Email LenS     
This discussion just gave me a good idea.
What if when a side surrenders to you,
the AI still runs them, but only if you let them, and they become part of your nation.
EXCEPT, they stay on their side, their units and cities keep the inherent abilities, not yours.
Thus if I as UOP capture the morgans and they surrender to me.
The morgan city stays morgan but under my control. Any units produced by them use morgans rules. Any colony pods they produce, BUILD MORGAN CITES! But the energy they produce goes into my total. And any morgan advantages apply to cities and units belonging to that sub-race. So they get the SE advantages for those cities.
This actually could be extended to a version that supported more than 7 races.
You could have neutral races with cities that were true pacifist, non-expanding.
Yet if you took over their city, they become a subservient yet selfcontained race. (if you decide not to obsorb them).
NoviceCEO posted 08-25-99 04:05 PM ET     Click Here to See the Profile for NoviceCEO  Click Here to Email NoviceCEO     
Oh yeah, little independent cities working like a faction would be nice, or also 14 factions at the same game.
Roland Sennholz posted 09-03-99 06:48 PM ET     Click Here to See the Profile for Roland Sennholz  Click Here to Email Roland Sennholz     
I like ZuluManace25's idea.
SMACTrek posted 09-05-99 05:03 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
It would depend on how willing the Faction leader is to give up their cause...
Zoetrope posted 09-07-99 07:57 PM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
SMACTrek: It would also depend on how well you treated them.

They might bide their time (like surrendered factions).

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