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Balancing them seems to be a challenge, with them being used as a means to quickly produce a massive army, they seem pretty strong. What if you couldn’t control your own Daggers though? Your Cloak is only inciting the rebellion, i’d think a rebellious mob would be hard to control. Essentially, my idea is to rework Cloaks so the Daggers they create are on their own separate AI team, they serve no one but themselves, and can be hostile towards anyone. This discourages filling your opponents lands with daggers, because you’ll eventually have to deal with them. Thanks for reading!

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over 2 years ago - /u/Zoythrus - Direct link

This was actually how we had them in development, but removed it because it was frustrating to play with.

over 2 years ago - /u/Zoythrus - Direct link

Originally posted by ComunistComrade

Maybe then instead of that, make them controlled by bots, but still be on your team

We tried this, too.

We also didn't like it. 😜

over 2 years ago - /u/Zoythrus - Direct link

Originally posted by BallWave

How about being controlled by the enemy whose town you're attacking? Let them choose their attack targets at the start of their own turn. Weird but maybe works?

Then they wouldn't do their job as no sane person would attack their own town with them.

over 2 years ago - /u/Zoythrus - Direct link

Originally posted by BallWave

Yes, but I'd say that's good if the goal is disruption rather than outright capturing cities (makes more sense for a revolt imo). You'd still be forced to attack your own units, just choosing targets.

The goal of Cloaks/Daggers since the beginning was disruption and capturing cities, as we wanted a way to break stalemates.

over 2 years ago - /u/Zoythrus - Direct link

Originally posted by BallWave

I mean the effect of disruption can be breaking stalemates if implemented properly without the overwhelming ability to capture cities. Many different ways to go about it. Getting a "sneaky" capture is bad design imo for many reasons, but it doesn't even have to be sneaky. AoE is very limited/non-existant for once.

But whatever, I disagree with many of the mechanics in the diplo update, and now kind of regret this game being the first where I bought anything after ~10 years of mobile gaming. These things only become seen after spending a couple hours playing, the basic design is limiting as well.

Originally, the Daggers couldn't capture cities (and could just be spawned in enemy territory, as Cloaks werent made yet), but we quickly realized that they really weren't worth the hassle without something powerful like that.

You couldn't control them, and they were frustrating because of it. They couldn't capture cities, and they weren't worth the effort to make. They are the way they are because we want Cloaks/Daggers to be high risk/high reward, and what's the highest reward out there than having the potential to capture an undefended city?