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<blockquote data-quote="Ace" data-source="post: 690833" data-attributes="member: 944"><p>My world is very wierd in many ways, especially regarding cities. With my default assumption that magical offense is 3x better than defense cities become undefendable.</p><p></p><p>Big cities are surprisingly poorly defended IMC</p><p></p><p>Sure you could put up a big wall and spell reinforce it but why bother?</p><p> Someone will just fly over it and blast away with fireballs or use move earth or whatever to wreck it.</p><p></p><p>They might have walls to slow down entrance to the city but they offer little military advantage</p><p></p><p>Rural cities OTOH often have bandit problems or raider problems (from horse nomads) so they might be walled and are a lot more like a traditional middle ages city.</p><p></p><p>With these changes cities are basically just trade spots with army enough to protect the wealth therin. </p><p></p><p>Mustering power is an odd thing IMC as well. While cities and empires can produce more wealth than more primitive areas, the more primitive areas tend to have more higher level spell casters. </p><p></p><p>Essentially if you invade an opposing nation and do not destroy the Wizards/Sorcerers/Psions there, they will gain more xp than you will!</p><p></p><p>All of you material advantages actaully slow down the gain of EP</p><p></p><p>Sice the powerfull invader has it easier it means less challenges and lower levels overall</p><p></p><p>Also the role of clerics has a strong influence too. </p><p></p><p>Cities depend on Clerics for healing, purifing, keeping undead away and so on. </p><p></p><p> War is almost never equated to be a good act and clerics must be good (other than a handfull of them) Druids can't fill in, they don't do cities. Bard (and Sorcerers IMC) can heal but they often doen't have the spells needed.</p><p></p><p>The side effect of this is that any nation waging war risks having clerics depowered and having amazing carnage result. </p><p></p><p>No more cure disease spells is a disaster in a city!</p><p></p><p>Therfore cities are just trade spots and not fought over as much as in real life.</p><p></p><p>. Why risk divine backlash? </p><p></p><p>The biggest risks in cities are gangs, crime, organized crime, sewer monsters and sharp traders <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Plenty of opportunities there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Ace, post: 690833, member: 944"] My world is very wierd in many ways, especially regarding cities. With my default assumption that magical offense is 3x better than defense cities become undefendable. Big cities are surprisingly poorly defended IMC Sure you could put up a big wall and spell reinforce it but why bother? Someone will just fly over it and blast away with fireballs or use move earth or whatever to wreck it. They might have walls to slow down entrance to the city but they offer little military advantage Rural cities OTOH often have bandit problems or raider problems (from horse nomads) so they might be walled and are a lot more like a traditional middle ages city. With these changes cities are basically just trade spots with army enough to protect the wealth therin. Mustering power is an odd thing IMC as well. While cities and empires can produce more wealth than more primitive areas, the more primitive areas tend to have more higher level spell casters. Essentially if you invade an opposing nation and do not destroy the Wizards/Sorcerers/Psions there, they will gain more xp than you will! All of you material advantages actaully slow down the gain of EP Sice the powerfull invader has it easier it means less challenges and lower levels overall Also the role of clerics has a strong influence too. Cities depend on Clerics for healing, purifing, keeping undead away and so on. War is almost never equated to be a good act and clerics must be good (other than a handfull of them) Druids can't fill in, they don't do cities. Bard (and Sorcerers IMC) can heal but they often doen't have the spells needed. The side effect of this is that any nation waging war risks having clerics depowered and having amazing carnage result. No more cure disease spells is a disaster in a city! Therfore cities are just trade spots and not fought over as much as in real life. . Why risk divine backlash? The biggest risks in cities are gangs, crime, organized crime, sewer monsters and sharp traders :) Plenty of opportunities there :D [/QUOTE]
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