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So, what do you think would happen if there was some high-level ritual, maybe even a new function of Wish, that provided such a defense by way of growth or restoration? Something like a huge, powerful spell that constructively accelerates time, not like Burden of Time where people age while time itself remains normal, but that allows an large area to develop much more rapidly—perhaps thirty years in thirty days, to maintain game mechanics—birthing and rearing a whole new generation virtually overnight (and woe betide any units in the province when the spell takes effect!). Or, maybe something like a Wish for Mass Resurrection, restoring a ravaged or extinguished population to its initially generated levels; there are even real religious precedents for such events in Christianity, Judaism, Islam, and Zoroastrianism, wherein the collective dead are resurrected collectively, usually right before divine judgement, which would fit perfectly with the theme of Dominions.
Of course, justifying it in story terms is the easy part. The hard part is being able to predict how such a change would affect the game's overall balance—even if balance isn't the core design philosophy, it's still an important factor in its own measure, as dramatic unbalance often reduces enjoyment—as well as whether or not it would be exploitable, and if so, how. If it were too easy to do, it would trivialize popkill and the nations associated with it; and, if too difficult, it would be ineffectual to MP performance, the game having been won by the time the option becomes available (which would relegate it mostly to immersive SP, as in, not the kind of SP where you care about popkill).
Nevertheless, the notion that a player or group might still potentially gain from popkill nations at length by way of repopulation, or that a popkill nation may be able to work together with normal nations by way of extra effort dedicated to repopulation, seems to me to address some of the issues you mention. However, that brings me back to my starting point, in that I don't have experience enough to predict the ripples in the MP pond. So, to briefly restate, do you think a viable method of repopulation would be able to address these issues without upsetting the rest of the game?
We can conjure all sorts of monsters, why not humans?
Or thaumaturgy them from bones and dust? Maybe not the same humans, but close enough to learn, work, and procreate?
A summon that generates new pop in it's province every turn? An ability that is opposite to popkill?
As long as you exchange gems for it and it only works on one province at a time, it wouldn't be too OP. Popgen certainly shouldn't be spread by dominion or by a recruitable unit.
But how important is pop for income and resources? Let's say someone got a gem generator running and kept casting a popgen spell on their capital? Would they dominate the game or would it be a waste of gems?
The precise numbers above are less important than the concept: you're paying some token amount of gems to get x amount of population, where x is unlikely to be valuable unless the province is gutted by popkill. Maybe adjust the threshold by terrain (no 10k pop in desert etc).
I would like to see the dominion popkill effect tuned down and maybe give their commanders and some units popkill abilities instead. That would give the players on both sides more control. And normal nations won't be double penalized for having weak national priests.
I think the problem is often exaggerated, and is less severe in practice than it sounds in theory. Mainly because even when a normal nation is beaten the person who did the heavy lifting isn't always the main winner. In a war between A and B which A wins the biggest winner is often C, who joined in like a vulture to eat some of B's territory at the point they were already beaten. Often the vuture can do as well in terms of land as the person who actually lost troops fighting battles. You don't always get "paid" fairly for winning a war, even against normal nations.
I tent to play in smaller games, where the answer is: don't conquer the popkill nation (or the UW nation): just got for Thrones. The game is about thrones not conquest. In bigger games this doesn't work as much as you need to increase your territory for income so that you can possibly contest enough Thrones.
Where you say "Popkill nations will usually face coalitions for one simple reason: the longer they exist, the less income exists on the map. \ Because of this, in multiplayer, people will generally coalition popkill nations,"
I think this analysis is semi-flawed. Depending on who you are it can be nice to have a bit less income on the map. If you are Bandar Log your late game is all those awesome gem-summons with gear. Gold doesn't help those. So if you think Ermor is doomed anyway then them lasting longer can be good if it hurts other people more than it does you.
All that said I think a mechanic or spell that brought a zero-population province up to a few people would be fine. In another thread someone suggested a magic site in Ermor's capital that (when claimed by another player) gives that player a weaker version of Ermor's free-spawn in unpopulated provinces, which I thought was cool.
Yeah, you don't need to defeat the big bad popkill nation to win a match.
When I play MP games where there's a popkill nation, over half the time there's never any significant coalition and the winning player often just stays out of their way while going for the thrones indeed. I've seen plenty of Lemuria /MA Ermor with huge stacks of undead guarding their wastelands looking quite scary but trying to form a crusade to purge them doesn't win the game, taking thrones does. Let somebody else tackle the undead hordes, let them weaken each other, while you go for the real prize yourself. The power of death is nothing compared to the power of diplomacy.
Like when expanding against indies you should prioritize aiming first at big-pop farms and regular provinces over low-pop wastelands and swamps, when it comes to fighting other nations you should focus on conquering juicy living lands while evading any devastated dead deserts.
Certain popkill nations tend to spam infrastructure. When you take them out (but not after letting them turtle for 30 turns and kill all the pop) you gain the infrastructure. While there won't be stellar recruiting on half dead lands, saving gold on forts is an added benefit. If you consider them as a lump sum payment you will feel more motivated. You won't lack commander points.
what if you need to pay to restore them, but the pay-out is better after you spended it?
it could be either a direct payout in gold, a bigger population, a new magic site like a sanctuary or something that could give passive, like healing or whatever, or that zone could give free spawn....maybe even all these but randomly generated?
Parroting Dast further I don’t see a problem with the tweaks he mentioned either.
I don't *want* to fight ermor/lemuria. They pick fights with *me*.
Well I've seen both types. Sometimes the Lemuria/Ermor indeed appear content with just building up hordes of undead, a problem that to be fair happens to other players with other nations, they hesitate too much to push outward.
But I've also seen skilled Lemuria/Ermor players carefully diplo their neighbours to avoid a coalition against them then pick them out one by one until they manage to grow into a truly unstoppable horde of undeath. Mind you that was signifcantly easier in dom4 when you could tank all your scales along taking an imprisoned pretender for a N9/D9/B9 bless which was hard to stop even with magic, but dominions 5 new bless system makes that significantly harder. Plus Ermor starting with Death 3 default scales means even less bless points.
Now to prevent Ermor/Lemuria pick a fight with you, then as mazirian72 said you need a strategy of containment. Build forts near your borders, set up temples to stop their dominion, show them that you don't want to fight them but won't be easy prey either. Also try to point them at somebody else, although that's standard dominions diplomacy in ffa. And sometimes the map positioning is just unfavorable and you're the easiest target for the undead hordes and they'll come for you, in which case by all means cry to rally a coalition against the big bad Ermor/Lemuria before they kill the world, then just try to expend the least amount of your personal resources on the following crusade so that you come up ahead of the deal.