29SEPT11 Moving Cities |
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GM ThunderCat
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Topic: 29SEPT11 Moving CitiesPosted: 29 Sep 2011 at 18:02 |
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MOVING CITIES It is now possible to move your cities via non-magical means. Moving a city is a massive undertaking and requires the deepest understanding of storage, inventory management and logistics - as well as sacrifice. It is also slow - a city moving will only move at 5 squares per hour.
You will carry over your military, diplomatic and trade units with you, as well as your research and currently stored storehouse/warehouse items. Before you choose a location to move to, you will be informed of the consequences of moving, both generally and specific to your city. Relocating cities move at a speed of 5 squares per hour. CHANGES DUE TO RELOCATION As well as obviously the town's location - unlike the current relocation spell - you will not take your underlying terrain resource distribution with you. Your city's terrain will change both for combat and resources to the new square's terrain. This allows you to change the resource distribution of your city. You will receive the new resource distribution of the new square that you move to, and will be able to exploit those resources accordingly. Your existing resource plots will be mapped over to the new resource plots. Those that do not match will be lost (ie if you move from a 7 Clay to a 5 Clay terrain, you will lose the 2 clay squares). Those resource squares that are new to your resource layout will start at level 0. SACRIFICES Moving city can potentially have significant penalties attached to it:
WARNINGS
RESTRICTIONS Moving to a new location in this way has the same restrictions as the Tenaril's Spell of Ultimate Teleportation (ie must have all your units at home, cannot move to a location that is within 10 squares of another alliance - unless you have sovereignty 5 claimed on the square etc). However it has additional restrictions:
FUTURE CONSIDERATIONS Moving the same city again will have the same restrictions as above and additionally will have to wait 5 days as per the diplomatic and military unit pause. Also you will not have to research the move city spell again as it will already be in this town. However, once the city move is complete, you will be able to immediately move another city that has the Exodus research complete and is able to move under the restrictions. Once we introduce unit interception, pathfinding and all the rest, it is entirely possible that a relocating city in motion could be destroyed outright - whilst it is in motion. Of course, the units moving with the city will defend the convoy - but you need to understand that this might become a risky proposition in the future. Edited by GM Stormcrow - 25 Oct 2011 at 18:57 |
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bow locks
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Joined: 09 Mar 2010 Status: Offline Points: 205 |
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Posted: 29 Sep 2011 at 18:14 |
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This is marvellous and all very well. Thank you.
But i have many cities on coastal zones, expecting for a long time the advantages of this. +7 food ABSOLUTELY OVERRIDES EVERYTHING. can you please advise whether some sort of balance will be enacted whereby non +7 food cities can get a similar benefit, eg by fishing? Bow
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Kilotov of DokGthung
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Joined: 07 Jun 2011 Status: Offline Points: 718 |
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Posted: 29 Sep 2011 at 18:17 |
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aww... special siege clean-up unit!
present yourself to report! |
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Kumomoto
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Posted: 29 Sep 2011 at 18:44 |
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So you can move your city if it is being attacked?
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HonoredMule
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Posted: 29 Sep 2011 at 18:50 |
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If that's true, it's a good idea. Every siege target has the choice of trying to weather the attack or, if he thinks he'll lose, fleeing the site. Territorial behavior will no longer require quite so absolute, uncompromising, and unforgiving stances.
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"Apparently, quoting me is a 'thing' now."
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Kumomoto
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Posted: 29 Sep 2011 at 18:53 |
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I agree, HM, once pathfinding is in place and you have a chance to intercept them... but without it?
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Torn Sky
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Posted: 29 Sep 2011 at 19:19 |
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Will tier 2 building upkeep pause or will it keep charging you during the move?
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tallica
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Joined: 27 Jun 2011 Location: Seattle, WA Status: Offline Points: 215 |
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Posted: 29 Sep 2011 at 20:43 |
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Since we can't have buildings or research queued during the move, can we continue producing units or adv res? Or will these queues also need to be finished prior to moving?
/me wishes he knew about needing level 20 warehouse for the research... |
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Uno
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Joined: 12 Sep 2011 Location: Torino Status: Offline Points: 45 |
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Posted: 29 Sep 2011 at 22:45 |
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Interesting. Needs clarification about the under siege condition. |
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Er�c of Caer Uisc
King of Dyfneint Indomiti Alliance |
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GM ThunderCat
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Posted: 29 Sep 2011 at 23:08 |
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4. PREPARING YOUR CITY:
With the difference that Research and building construction in your city cannot be still going on and all spells will be cancelled. Advance resource and unit production is ok - although it will pause during the move. |
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