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G0DsDestroyer View Drop Down
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Direct Link To This Post Posted: 11 Nov 2010 at 18:27
How about you make it available to only newly joined players?
 
Only the capitals of course as the other cities can be moved wherever with settlers, unless you capture another city, in that case the city should stay there.


Edited by G0DsDestroyer - 11 Nov 2010 at 19:00
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Direct Link To This Post Posted: 11 Nov 2010 at 18:46
well it would nice to build a city next to you, supply it with res till its self sufficient  then move it somewere more beneficial

or did you have just new players capitols in mind
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Direct Link To This Post Posted: 11 Nov 2010 at 18:57
Hm...build on 7 food plot tile, grow it, then teleport to place with loads of sovereignty bonuses.  Exploit to create unfairly optimal territories, or just good strategy?

Worse...create new city on a plot with desired sovereignty bonus, teleport it near another city, then siege the new one off the plot and claim sovereignty instead.  Rinse and repeat.
Exploit to custom-tailor your surroundings, waste of time because plot reverts to original tile (even located when adjacent to your older city), or (unlikely) acceptable strategy?
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Direct Link To This Post Posted: 11 Nov 2010 at 19:07
I made a city on an "abundant crops" square (5/3/5/5/7).  Then, being a dwarf, I moved it to a forested area with lots of good sov. squares (yes, forests are better for dwarves than mountains).  Suites me fine, so I'd call it a good strategy.   
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Direct Link To This Post Posted: 11 Nov 2010 at 21:35
Originally posted by HonoredMule HonoredMule wrote:

Hm...build on 7 food plot tile, grow it, then teleport to place with loads of sovereignty bonuses.  Exploit to create unfairly optimal territories, or just good strategy?

Worse...create new city on a plot with desired sovereignty bonus, teleport it near another city, then siege the new one off the plot and claim sovereignty instead.  Rinse and repeat.
Exploit to custom-tailor your surroundings, waste of time because plot reverts to original tile (even located when adjacent to your older city), or (unlikely) acceptable strategy?

I had to dig this back up from old topics, its would seam that you cann't modify your sov square the way you described. you only bring the underlying rescource destribution with you.

Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Akita Akita wrote:

Quote [...]

you are bringing your underlying resources with you

[...]

for the purposes of combat resolution, your city will now take on the new attributes of the terrain you have settled upon. (ie if you move from mountains to plains, for combat purposes you are now treated as living on plains)

[...]

Just to be 100% certain... this means the visible terrain type remains whatever it was before on that square, but the resource distribution changes to whatever you had before ?

So, for instance, your city was founded a "bountiful land" 5/5/3/5/7 square and you teleport it on a "mountains" square (normally 5/5/7/3/5 resources), the result will be that your city is now on a "mountain" square with a 5/5/3/5/7 resource distribution and mountain-like combat bonuses and penalties ?

Yes
Originally posted by Akita Akita wrote:

Also, the square you teleport out of, does it change or does it stay the same ?
It and the surrounding terrain and sovereignty squares will revert to what it would have been had your town not been there when the world changed - unless of course the square is adjacent to another active town - when it will remain the same.

Originally posted by Akita Akita wrote:

And when the now-on-mountain-but-with-bountiful-land-resources city is razed, does the terrain remain like that, or does it revert to a typical mountain resource distribution ?
If the city is razed or captured the square's resource distribution will remain the same - it is only the extreme magical disruption caused by Tenaril's Spell of Ultimate Teleportation that causes these side-effects


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Direct Link To This Post Posted: 11 Nov 2010 at 22:14
Ah, but resource distribution is a sovereignty factor.  Imagine if you replaced every nearby square that doesn't have some high valued sovereignty bonus you want and replaced it with a 7 food plot tile.  You could have a 7-tile food city at max pop and still have positive food income at generous taxation levels.  That's a pretty sweet deal, but it's also at the expense of hoarding resources from all over the map.  Enough cities performing this operation could steal 7-food plot tiles from all over the map and by this means either starve others of resources under their own nose (since you can settle any tile not under sovereignty claim without proximity limits), or--if the original tile stays the same--flood the map with 7-food tiles.

I'm in favor of being able to move, but I fear allowing one teleport (i.e. the current temporary implementation) per city permanently could have significant side effects in the long term, impacting the coherency of biomes, fair distribution of resources, and interaction with future features (eg what happens when you build a shipyard then move your city away from water?).


Edited by HonoredMule - 11 Nov 2010 at 22:15
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Direct Link To This Post Posted: 11 Nov 2010 at 22:49
if you build on a tile and move, the tile reverts to what it would have originally been after the biome reseeding

so it would stay a 7 food tile when you tele away

when a city is destroyed the tile reverts back to what it was originally

so the 7 food tile you tried to move would revert if you destroyed the city for sov claims

i had more in mind of building a new settlement maxing out its walls, stocking it with troops n supplies and moving it to one of the more dangerous factions to have a sparring match and see how strong they are
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Direct Link To This Post Posted: 11 Nov 2010 at 23:10
Originally posted by Torn Sky Torn Sky wrote:

so the 7 food tile you tried to move would revert if you destroyed the city for sov claims


Can you confirm that this is the case when the tile is adjacent to another city?  Recall that biome reseeding doesn't affect these locations, so unless it is explicitly tested or clarified by the devs I don't think we have enough previous information to know for sure how this specific case is handled.
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Direct Link To This Post Posted: 11 Nov 2010 at 23:25
they stated that the adjacent squares would not be affected by the biome reseeding, and that when a city is destroyed/moves and tiles it was affecting would reset to the biome reseeding code

since most active players have moved their cities they are no longer covered by the adjacent squares clause

but this is specualtion


also with terraforming a possibility in the future it will end up this way anyway
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Direct Link To This Post Posted: 12 Nov 2010 at 00:04
However terraforming will be more limited and balanced...and costly. Tongue
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