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G0DsDestroyer
Postmaster
Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
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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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Torn Sky
Forum Warrior
Joined: 28 Apr 2010
Location: Texas
Status: Offline
Points: 402
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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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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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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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some random guy
Forum Warrior
Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
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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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Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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bartimeus
Forum Warrior
Joined: 09 Jul 2010
Location: Right behind U
Status: Offline
Points: 222
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Posted: 11 Nov 2010 at 21:35 |
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?
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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.
GM ThunderCat wrote:
Akita wrote:
[...] 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
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.
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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Bartimeus, your very best friend.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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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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Torn Sky
Forum Warrior
Joined: 28 Apr 2010
Location: Texas
Status: Offline
Points: 402
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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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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 11 Nov 2010 at 23:10 |
Torn Sky wrote:
so the 7 food tile you tried to move would revert if you destroyed the city for sov claims
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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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Torn Sky
Forum Warrior
Joined: 28 Apr 2010
Location: Texas
Status: Offline
Points: 402
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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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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 12 Nov 2010 at 00:04 |
However terraforming will be more limited and balanced...and costly.
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