Colonization

RushSkies

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Dec 23, 2014
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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
 
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T1g3rs65

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Feb 24, 2015
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I like this idea I like the idea of colonies however they could be implemented, another idea of mine was if they wanted more modern civilizations they could start off as a colony of your nation. But I think a cool thing for your idea. would be if your a colonial power if your attacked your current colonies (more like vassels since they were countries before). If you have a vassel some of there unique units would show up on a boat to defend you or you could decide to use them on offence but would lose the defensive part. Also if your a vassel your power will come to defend you but there is no option to use your power on offense.

Another idea of mine is for players to be able to request to be a vassel of a higher person in the alliance. This would be more to protect yourself but more permanent. You could revolt but since there higher then you that's not going to be good. The person could release you from being the vassel or if they leave the alliance you would automatically become free in 24 hours. This would be a option to newcomers with friends higher in the game. I have talked to some lower people in my clan alot of them friends and they wouldn't mind this. Because its really only helping and if you can always leave the alliance to get out of it)
 
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Outatime

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Apr 10, 2015
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While I think the idea of colonies is cool, I think a better way to implement this is to not have a nation be a colony of another nation, as France was never a colony of Britain (or maybe my history teacher was wrong ;).

Instead, why not have colonies be (somewhat) similar to Boom Beach's resource bases, with the different nations attacking over special "Colonies." Each colony could supply the owner with a resource or two, either gold and metals, food and cider, diamonds, oil, or leather and furs. This way, people can get much needed trade goods/resources without having to use citizens, but instead troops. Similar to Boom Beach resource bases, a colony could start out with very simple defenses, only a tower or two and possibly some walls. This could reflect the "native's" defenses, which were historically weaker than the armies that took them over. The buildings could have the style of bronze/Iron Age, or a new design to reflect the areas represented. When a colony is conquered by a nation, the defenses are upgraded accordingly, with the colony's level being half of the level of the new owner, reflecting that colonies weren't as strong at first militarily than their motherland. The buildings are also changed to reflect the nation/age of the motherland, to make it seem more connected. Once a colony is captured, it has a grace period of a day or two, so that the owner actually gets resources, and then it is open to attack from anyone around that level. If someone attacks a colony and wins, they conquer the colony and now can receive the resources. Also when a colony is conquered, he defenses are upgraded, even if the player is a lower level than the previous owner, as the colony now "realizes" their defenses are not enough and upgrade them to prevent future attack. The colony also has the buildings reflect the new owner's age/nation as well.
A player cannot upgrade buildings on a colony, the only way that buildings are upgraded is through getting attacked by enemies. The amount of resources are set, you can never get more than the original payout. Resources are collected in special boats that show up at a secondary dock, next to the league bonus one.

To get to the colony-conquering screen, another tab would be added to the battle screen, and when clicked, a map of the "world" ( similar to the WW screen) would show up, and different bases would be shown in different sections, showing their resource value, their age, and their nation. A person can then pick one based on what they are looking for.

These are my ideas to make the whole colonies idea more interesting and closer to real life colonization.

-Outatime
 

T1g3rs65

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Feb 24, 2015
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I like this idea alot but I think instead of mirroring the mother country they should be based off of historic colonies like the United states or Australia. But my idea would be that you actually found the colony everybody gets one. Then you can persuade your colony to attack another colony to get a percentage of that colonies resources. Each colonial nation would have its own unique unit and a resource that is plentiful there. The unique unit of the colony would come help the motherland when attacked and the unique of the motherland would patrol the colony and help defend it. You would have some control over your colony but it would be a delayed action because of the distance between the lands.

A battle from a colony would go like this first you pick from 3 colonies one being easy, medium and hard. Then you would deploy your units in formation or in multiple formations depending on the level of some building in your colony. Then you would mark important targets and the AI would do the rest. The ships would sail and in a hour or 2 you would know how it went.
 

Outatime

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@T1g3rs65
While I think a few of your good, there are a few things I want to talk about.
The thing about everyone getting a colony is that wasn't true over time, colonies would usually trade hands a few times, this was especially true in the Americas. Spain, Portugal, Germany, The Netherlands/Holland, France, and of course England all had colonies in the Americas at one point or another, which the colonies' owners changing hands multiple times over the course of history. With the "everyone gets a colony" mentality, the game wouldn't reflect real life, which is a goal of Dominations I feel. Colonies changing hands would be more realistic and true to Dominations form. Also, the delayed action would make some nation bonuses useless (specifically Germany's) during the battles. Part of the fun is attacking and strategy. I do like the unique colonies idea, based on their location on the map perhaps? This could tie in with my original idea, and even better the garrisons in the colonies could be either your unique unit or the colony's.

A new idea I came up with would be to have colonies be apart of war, potentially pitting one colony against another (with backing from the motherland of course) similar to the Seven Years War. That way, colonies have a use in WW other than just supplying a few troops or resources.
 

T1g3rs65

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Feb 24, 2015
Messages
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Yes but without everyone that is high enough to have a colony having one then it would make wars easily one sided depending on who has more colonies. A game trying to be balanced can't be 100% accurate as well. That's why I said if your colony is conquered the winning colony would get a portion of the colonies goods for a short time. Trying to balance it between realism and game balance. Also no one is going to want to put time into a strong colony if it can be taken away at any time. I would say depending on how many stars a colonies attacks gets would determine how much the losing colony would have to pay in valuable goods.

The delayed reaction wouldn't affect nation abilities because your home nation bonus would not be affecting the colony in the first place. All colonies would have there own unique abilities.

I like your idea I really do but I believe it could cause people to rage quit the game after losing a colony they spent hundred of hours on and then having to start over.

That's why thinking of war and balance and keeping ppl happy, I said instead of having a bunch of colonies or none everyone just has one. Just like when picking a nation you now pick a colony each having there ups and downs. To mimic losing a colony u would lose a portion of what you would normally get from that colony.
 

RushSkies

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Dec 23, 2014
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138
Look like you dug up some of my old suggestions.

This idea just came out of whim and this actually needs some polishing. I'll be back for some new updates!
 
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