RushSkies
Approved user
- Joined
- Dec 23, 2014
- Messages
- 138
Colonization Battles
I would like to suggest a Colonization system in Dominations.
Colonization shall be comprised of two factions the Colonial power (the invader) and the Colonials (the indigenous people)
A player/nation can acquire colonies in multiplayer battles. The player can decide to colonize another player/nation if he managed to
at least 3-4 stars victory during raids. If a player decided to colonize the nation they won't gain any MEDALS.
All Colonial power menus will be in the Command Post such as the list of colony, names, level, nation, etc.
A Colonial power can only have 5 slots of colony per player. A Colonial will be held by a Colonial power
for 12 hours. After 12 hours the Colonial will become independent.
A Colonial power can have different types of bonuses of every nation he conquered.
Chinese - +10% from farm collection +5% cider chance
Japanese- +10% from farm collection +5% metal chance
Korean - +10% from farm collection +5% furs chance
British - +10% from caravan collection +5% metal chance
German - +10% from caravan collection +5% leather chance
French - +10% from caravan collection +5% cider chance
Greeks - +10% from farm collection +5% leather chance
Romans - +10% from caravan collection +5% fur chance
Combi Bonus:
East Indies bonus - colonizing 5 Asian nations (Chinese, Japanese or Korean) gain another +50% farm collection
European bonus - colonizing 5 Nothern European nations (British, German or French) gain another +50% caravan collection
Mediterranean bonus - colonizing 5 Mediterranean nations (Romans or Greek) gain another +5% leather and +5 fur chance.
But it is not really bad for Colonials for they will have some protection perks and bonuses from by their masters:
Asian Powers - +5% attack on defending towers and ballista towers
European Powers - +5% attack and +10% hp on defending cavalry
Meditteranean Powers - +5% attack and +10% hp on defending soldiers
*Colonials can still freely raid nations in multiplater battles.
*Colonials are immune from being colonize by another nation but still susceptible by being raided if no peace treaty.
Although bonus seems to be enticing and overwhelming for Colonial power should be wary for the Colonials can REVOLT!
The Colonials have the option to REVOLT in the Command Post. The revolt can take place inside the 12-hour colonization mark. Revolt option should also be like the Revenge option.
Colonial revolts are immune from peace treaties by their Colonial masters thus Colonial power should be wary who to conquer. A successful revolt only need
1-star victory and the colonial can have a guarantee 1 diamond in this battle (2 diamonds if a colonial manage 3-5 stars[default chance base]). Also after a successful revolt
a Colonial master cannot colonize another nation for 3 hours. The 3 hours that just mentioned is cumulative so if 5 of your colonies have a successfully revolted you cannot colonize another nation for 15 hours (ouch). Unsuccessful revolt result if the Colonial didn't manage to get any star. Unsuccessful revolt by Colonial would extend its occupation by another 12 hours and cease all its protection bonuses. This also why Colonials should think twice if revolution is worth fighting for.
Colonial power however can also be still colonize by another if they don't have peace treaties. They will still however retain there colonies and bonuses until they decide to revolt or wait it out till independence.
Disclaimer
Since this is just a suggestion I don't really expect this would be in game. I just hope the creative team would have hand-pick this and take ideas as a grain of salt.
Also fix the close app exploit if you have intentionsto make this happen.
RushSkies
I would like to suggest a Colonization system in Dominations.
Colonization shall be comprised of two factions the Colonial power (the invader) and the Colonials (the indigenous people)
A player/nation can acquire colonies in multiplayer battles. The player can decide to colonize another player/nation if he managed to
at least 3-4 stars victory during raids. If a player decided to colonize the nation they won't gain any MEDALS.
All Colonial power menus will be in the Command Post such as the list of colony, names, level, nation, etc.
A Colonial power can only have 5 slots of colony per player. A Colonial will be held by a Colonial power
for 12 hours. After 12 hours the Colonial will become independent.
A Colonial power can have different types of bonuses of every nation he conquered.
Chinese - +10% from farm collection +5% cider chance
Japanese- +10% from farm collection +5% metal chance
Korean - +10% from farm collection +5% furs chance
British - +10% from caravan collection +5% metal chance
German - +10% from caravan collection +5% leather chance
French - +10% from caravan collection +5% cider chance
Greeks - +10% from farm collection +5% leather chance
Romans - +10% from caravan collection +5% fur chance
Combi Bonus:
East Indies bonus - colonizing 5 Asian nations (Chinese, Japanese or Korean) gain another +50% farm collection
European bonus - colonizing 5 Nothern European nations (British, German or French) gain another +50% caravan collection
Mediterranean bonus - colonizing 5 Mediterranean nations (Romans or Greek) gain another +5% leather and +5 fur chance.
But it is not really bad for Colonials for they will have some protection perks and bonuses from by their masters:
Asian Powers - +5% attack on defending towers and ballista towers
European Powers - +5% attack and +10% hp on defending cavalry
Meditteranean Powers - +5% attack and +10% hp on defending soldiers
*Colonials can still freely raid nations in multiplater battles.
*Colonials are immune from being colonize by another nation but still susceptible by being raided if no peace treaty.
Although bonus seems to be enticing and overwhelming for Colonial power should be wary for the Colonials can REVOLT!
The Colonials have the option to REVOLT in the Command Post. The revolt can take place inside the 12-hour colonization mark. Revolt option should also be like the Revenge option.
Colonial revolts are immune from peace treaties by their Colonial masters thus Colonial power should be wary who to conquer. A successful revolt only need
1-star victory and the colonial can have a guarantee 1 diamond in this battle (2 diamonds if a colonial manage 3-5 stars[default chance base]). Also after a successful revolt
a Colonial master cannot colonize another nation for 3 hours. The 3 hours that just mentioned is cumulative so if 5 of your colonies have a successfully revolted you cannot colonize another nation for 15 hours (ouch). Unsuccessful revolt result if the Colonial didn't manage to get any star. Unsuccessful revolt by Colonial would extend its occupation by another 12 hours and cease all its protection bonuses. This also why Colonials should think twice if revolution is worth fighting for.
Colonial power however can also be still colonize by another if they don't have peace treaties. They will still however retain there colonies and bonuses until they decide to revolt or wait it out till independence.
Disclaimer
Since this is just a suggestion I don't really expect this would be in game. I just hope the creative team would have hand-pick this and take ideas as a grain of salt.
Also fix the close app exploit if you have intentionsto make this happen.
RushSkies
Last edited: