A Guide to Sovereignty |
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Manannan
Postmaster Joined: 22 Mar 2011 Location: Mystical Mists Status: Offline Points: 576 |
Topic: A Guide to Sovereignty Posted: 26 May 2011 at 04:19 |
Like the New Player Guide I
posted this was not written entirely by myself. It is a collection of several
forums threads I organised into what it is now about 3 months ago as a guide
for WoT alliance. Credit I believe for the content goes to the Illyriad All-Stars,
StormCrow and the Content Team. (Yes I realise this sounds like a bad
70's pop group.)
There have been many people
asking about sovereignty, so I have decided to share my notes with the
community. Many thanks to ScottFitz for checking my information before
publishing, hopefully I have corrected all errors properly. I know I'll hear
about it soon enough if I haven't. Due to its size I’ve had to post in several
parts... ENJOY
SOVEREIGNTY
WHAT IS IT?
Sovereignty is an in game
mechanism whereby player cities may stake a claim to territory on the map
outside their city. Essentially, you are extending your empire outside the
walls of your city, and getting the denizens of these squares to bend to your
will, and support your city. Sovereignty is owned by the city that the
claiming player claims his or her Sovereignty from.
There are different levels of
Sovereignty, each providing additional benefits, options and bonuses to the
holding city, player and/or alliance. Players may compete for Sovereignty
over a square, either by putting in a competing claim of Sovereignty, or by
capturing the city that holds Sovereignty, in which case whatever Sovereignty
remains after the Siege is complete is transferred to the capturing
player.
WHAT BENEFITS DO I GET FROM SOVEREIGNTY
There are some inherent
benefits to Sovereignty:
New Players
will not have their first city seeded on a Sovereign square
Existing Players (except the
Sovereignty holder) may not settle a new city on a Sovereign square
The Sovereignty holder may
build Sovereign Structures on these squares that provide benefits to the owning
city (more on these Structures below)
Different levels of
Sovereignty on a square also provide defensive benefits to the player (and
alliance) that holds Sovereignty.
WHAT SQUARES CAN I CLAIM SOVEREIGNTY ON?
You may claim Sovereignty on
any square in the game with the exception of
a) Settled Squares (Squares
with Towns on them)
b) the Impassable squares
(Lake, Loch, Volcanic peak, Fiery mountain, Canyon & Swampland).
Different types of map square
have different benefits and bonuses for Sovereign Structures. You may
claim NPC Map squares for the purposes of Sovereignty and Sovereign Structures,
and these have more exceptional bonuses.
WHAT ARE THE LEVELS OF SOVEREIGNTY?
There are 5 Levels of
Sovereignty:
SOVEREIGNTY I
·
Only the
Sovereign city may settle a new city on the square
·
Occupying,
Blockading and Sieging (Hostile) Armies receive a 1% Penalty to Defense
·
Sovereign
Structures Level I may be built
SOVEREIGNTY II
·
Only the
Sovereign city may settle a new city on the square
·
Occupying,
Blockading and Sieging (Hostile) Armies receive a 2% Penalty to Defense
·
Sovereign
Structures Level II may be built
SOVEREIGNTY III
·
Only the
Sovereign city may settle a new city on the square
·
Occupying,
Blockading and Sieging (Hostile) Armies receive a 3% Penalty to Defense
·
Sovereign
Structures Level III may be built
SOVEREIGNTY IV
·
Only the
Sovereign city may settle a new city on the square
·
Occupying,
Blockading and Sieging (Hostile) Armies receive a 4% Penalty to Defense
·
Sovereign
Structures Level IV may be built
SOVEREIGNTY V
·
Only the
Sovereign city may settle a new city on the square
·
Occupying,
Blockading and Sieging (Hostile) Armies receive a 5% Penalty to Defense
·
Sovereign
Structures Level V may be built
WHAT ARE THE COSTS OF CLAIMING SOVEREIGNTY?
I'm glad you asked. Nothing
is for free. To claim Sovereignty on a square you have to win the hearts
and minds of the NPC residents who reside on that square to work for your
cause. n practical terms, this means providing them with Cultural and
Scientific values (represented by Research Points) as well as hard, cold cash
(represented by Gold). Claiming and maintaining Sovereignty will cost the
claiming city an hourly upkeep of Gold and Research Points. This hourly
upkeep is modified by two things:
a)
The level of
Sovereignty you claim, and
b)
The distance of
the Sovereign square from the claiming city
COST OF SOVEREIGNTY CLAIM
The formula for calculating
the costs of a Sovereignty claim is as follows:
10 Research Points (RP) per
Hour, and
100 Gold Per Hour
Each number multiplied by
Sovereignty Level being claimed
Each number multiplied by
Distance from the claiming City
EXAMPLES
Claiming Sovereignty II on
the square directly to the North of your City will cost the following:
Distance: 1 Square
Sovereignty Level: 2
Research Points: 10 x
1(Distance) x 2 (Sov lvl) = 20 RP p/hr
Gold Cost: 100 x 1 (Distance)
x 2 (Sov lvl) = 200 Gold p/hr
Claiming Sovereignty IV on a
square 2 squares North and one square West will cost:
Distance: 2.23 Squares
Sovereignty Level: 4
Research Points: 10 x 2.23
(Distance) x 4(Sov Lvl) = 89.2 RP p/hr (Rounded to 89)
Gold Cost: 100 x 2.23
(Distance) x 4 (Sov Lvl)= 892 Gold p/hr
Before you initiate a new
Sovereignty claim or (an upgraded Sovereignty claim) on a square you will be
informed of the hourly costs.
HOW DO I INITIATE A SOVEREIGNTY CLAIM?
Well, firstly you'll need to
research some new Skills.
There are then 5 skills
relating to how many Sovereign Squares you may claim from a particular
city:
There are also new skills
relating to the Level of Sovereignty you may claim:
To start a claim for
Sovereignty you will need to stamp your authority on a square - and this means
sending an army to Occupy the square. The army does not need to remain on
the square during the time it takes to claim sovereignty, it just needs to be
there for the initial claim or Sovereignty upgrade. However, if you leave
the army on the square, the time it takes to claim Sovereignty is
halved. To start your claim, simply click on the Occupying Army and select
"Claim Sovereignty".
HOW LONG DOES IT TAKE TO CLAIM SOVEREIGNTY?
Sovereignty takes time to
claim.
Sov I:
24hrs
Sov II: 48hrs
Sov III: 72hrs
Sov IV: 96hrs
Sov V: 120hrs
These are additive, and you
must complete the claim for Sovereignty I before you can claim for Sovereignty
II. Therefore Sovereignty V will take 15 days to achieve if you are not
occupying the square with an army, and 7.5 days to achieve if you are occupying
the square with an army.
During this period your
Sovereign Claim on the square will slowly increase from 0% to 100%. Once 100%
is reached, the square will take on the new Sovereignty level.
HOW CAN I SEE SOVEREIGNTY ON THE MAP?
Mousing over or clicking on a
square on the World Map will display information about:
Who owns (or is
claiming/competing for) Sovereignty there
What the Sovereignty level is
(and progression towards a new level, if appropriate)
What Sovereign Structures
have been built there
The "Influence
Borders" option on the World Map will also highlight claimed
territory.
The developers are looking at
putting icons onto Sovereign squares once structures have been built on
them.
HOW DO I GIVE UP SOVEREIGNTY/CANCEL A CLAIM?
Go to the New
"Sovereignty" tab in your Castle
Select the square you wish to
give up sovereignty on from the list
Select "Cease
Claim"
Your Sovereign percentage
will begin dropping (from 100% to 0%) at twice the speed it took to claim
Sovereignty in the first place.
When it reaches 0%, the
Sovereignty level will be lost, and any Sovereign Structures built on the
square that relied on the Sovereignty level being in place will be levelled
down as well.
NOTE: If either gold or
resource points ever drop to zero in that town, ALL SOV claims are immediately
rescinded and begin to drop to zero automatically.
HOW DO I COMPETE FOR SOVEREIGNTY WITH ANOTHER
PLAYER?
If the player has Sovereignty
on the square already you must remove their Sovereignty before you can claim
your own. You will need to match the Sovereignty Upkeep amount for that
particular Sovereignty level, with - of course - your own Distance modifier
applied, so players closer to the Sovereign square claim Sovereignty more
cheaply.
In the event of 2 (or more)
identical claims for Sovereignty on a square without anyone's army on the
square, the Sovereign ownership %age is "blocked" and will remain
unchanged.
However, whilst an army from
one of the claimants is occupying the square, their claim for Sovereignty will
be paramount, and Sovereignty will be lost by the current player at twice the
normal claim speed.
So, the procedure to sieze
Sovereignty is:
Park an army on the
square
Initiate your Sovereign
counter-claim by clicking on the Army and choosing "Claim
Sovereignty"
You will see how much this
claim will cost you to compete, if you wish to proceed, select "Claim
Sovereignty"
Hold the Square to remove
your opponent's Current Sovereignty Level until the Square returns to being
non-Sovereign again. As your opponent's Sovereignty levels fall, it becomes
cheaper to maintain your counter-claim
Re-Initiate your own claim to
build your own Sovereignty
WHAT OTHER EFFECTS ARE THERE FOR PLANTING A HOSTILE OR
NEUTRAL ARMY ON A SOVEREIGN SQUARE?
We're also glad you
asked. Whilst a Hostile or Neutral Army is in Occupation of a Sovereign
Square:
a)
The Sovereign
Square holder will immediately cease to gain any Sovereign Structure Benefits
from that square
b)
The Hostile or
Neutral Army will siphon off the resources (being generated by a Resource
Sovereign Structure) or the resources being pumped in (in the case of a
Production Sovereign Structure) - see the post below for more details on
Sovereign Structures.
The Army will fill to its
carrying capacity, after which the additional resources are simply lost.
So, planting an occupying
hostile army on someone else's Sovereign Square is not only a method of
siphoning substantial resources from the owning City, it can also be used to
halt or reverse Sovereign claims.
WHAT NOTIFICATIONS DO I GET WHEN MY SOVEREIGN SQUARES
ARE AFFECTED?
Players will receive email
notifications regarding Sovereignty Claims that involve them, as well as when
hostile armies take posession of Sovereign Squares. Because the residents
of that Sovereign Square are under your sway, they will also report the player
name and town name that the hostile or neutral army belongs to, but they're not
educated enough to make a guess at military numbers - for that you will still
need to scout the army's location.
SOVEREIGNTY STRUCTURES
WHAT ARE THESE?
They are the meat between the
resource-buns of the Sovereign sandwich. They allow cities to specialise in
different production and support roles. When you have Sovereignty on a Square,
you may build a Sovereign Structure on it, providing you have the required
skill. These Sovereign Structures may be levelled up, but only to the same
level as the underlying Sovereignty you currently hold.
You cannot build a Level V Structure on a square that you only hold
Sovereignty Level IV at. Once a Sovereign Structure is built, the serfs
and peasants who live on the square set to work in the type of Sovereign
Structure you built, providing additional benefits to the holding
city. You may only build one Sovereign Structure on a Sovereign Square,
and if you wish to build a different type, you will have to tear down the
current structure first and rebuild from scratch.
Sovereign Structures fall
into 2 Main Categories:
There are 5 Levels of each
Sovereign Structure, indicated as I through V. Taking them in turn:
RESOURCE SOVEREIGN STRUCTURES
These are:
Building one of these
Structures provides %age bonuses to resource production in the holding city for
the relevant basic resource type.
HOW MUCH BONUS DOES A RESOURCE SOVEREIGN STRUCTURE
GIVE?
This depends on the resource
distribution of the underlying terrain on which they are built.
The formula is:
[Sovereignty Structure Level]
x [Relevant Resource Distribution] x 0.2 = %age Bonus
So, building a Logging Camp I
on a square that has 5 wood underlying it will give:
1 x 5 x 0.2 = +1% bonus…
… to Wood Production in
the holding city.
On the same square, a Logging
Camp V will give +5% bonus to Wood production in the holding city. Building a
Logging Camp IV on a square with 7 wood will give +5.6% bonus.
Again, players will be
informed of what bonus the Structure will provide before they build the
Structure.
WHAT KIND OF BONUS WILL BUILDING A RESOURCE STRUCTURE
ON AN NPC SQUARE GIVE?
These Squares have
historically always been 0|0|0|0|0 squares (ie zero wood, zero clay etc). They
have now been reseeded with semi-random permutations given 25 available 'plots'
and you can see these permutations on the map now. By semi-random, we mean
that certain square types have had a propensity towards a certain resource
abundance:
So one might find an NPC
square with (eg) 20 Food on it, and building a Farming Community V here would
provide:
5 x 20 x 0.2 = +20% Food
Bonus to the holding city
***NPC squares remain
unsettlable to new towns.*** NPC Faction spawns (and NPC resource spawns)
on these Sovereign-held NPC squares will continue as usual, and will co-exist
peacefully.
WHAT DO RESOURCE STRUCTURES COST TO UPKEEP?
Resource Structures do not
cost any additional upkeep, beyond the cost of maintaining Sovereignty on the
square (Gold and Research Points).
PRODUCTION SOVEREIGN STRUCTURES
These are:
These Structures provide
bonuses to the speed at which your city produces items and units. The
speed increase is an increase to the number of items produced per hour in that
city, and it therefore slighty differs from upgrading the underlying building,
although the net effect (things get built faster) remains the same. On the
production menus for each building in your city you will be given additional
information on "Items Produced Per Hour", and how Sovereign
Structures are affecting this number. Please note that we do not currently
have Production Structures that increase either Mana, Gold or Research Points -
although this may change in the future.
HOW MUCH BONUS DOES A PRODUCTION SOVEREIGN STRUCTURE
GIVE?
Depending on the focus taken
by the city, the Square Chosen, Sovereignty Level claimed and Structure Level
built... "a lot". Cities can now specialise in production areas
- both of secondary resources (Livestock, Swords etc) as well as unit types
(Cavalry, Diplomats etc).
All Production Sovereign
Structures give an increase to the hourly production speed of the Sovereign
Holding town for the Structure's bonus type, according to the following
formula:
( 5 + [Additional Terrain
Bonus] ) * [Sovereignty Structure Level]= %age Bonus
Whilst you can build any
Production Structure on any Sovereign Square, different Terrain Types give an
additional 1%, 2% or 3% bonus to the per Structure Level figure. So instead of
the %age Bonus running from 5% to 25% (for Sovereignty Structure I through V),
it can also run from 6% to 30%, 7% to 35%, or 8% to 40%.
These Terrain Types and Extra
Bonuses are:
Terrain
Type -
Structure -
Production Bonus
Rocky
outcrop -
Farrier - Horses +3% per lvl
Fertile
ground -
Farrier - Horses +1% per lvl
Bountiful
land - Cattle Rancher - Cattle +3% per lvl
Alluvial
plain - Cattle Rancher - Cattle +1% per lvl
Abundant
crops - Brewer's Yard - Beer +3% per lvl
Treacherous mountains -
Brewer's Yard -
Beer +2% per lvl
Fertile
orchard - Brewer's Yard - Beer +1% per lvl
Rich Clay
Seam -
Papermill - Books +3% per lvl
Abundant
Clay -
Papermill - Books +2% per lvl
Wooded
land -
Poleturner - Spears +3% per lvl
Light
woods -
Poleturner - Spears +1% per lvl
Sharp crags -
Bladesmith - Swords +3% per lvl
Mountains -
Bladesmith - Swords +1% per lvl
Thick
Forest -
Bowyer - Bows +3% per lvl
Forested
hilltop -
Bowyer - Bows +1% per lvl
Turned Clay -
Bridlemaker -
Saddles +2% per lvl
Heavy Clay
Seam -
Bridlemaker -
Saddles +1% per lvl
Clay
seam -
Renderer -
Leather Armour +3%
Exposed
Clay -
Renderer -
Leather Armour +1%
Craggy
peaks -
Armourer - Chainmail +3% per lvl
Stony
ground -
Armourer - Chainmail +1% per lvl
Abundant
Quarry - Plate Forger - Plate Armour +3%
Lonely
peaks - Plate
Forger -
Plate Armour +1%
Bleak
mountains - Finishing School - Diplomats +2% per lvl
Scrubland - Finishing School - Diplomats +1% per lvl
Wooded
Glade - Training Ground - Spearmen +2% per lvl
Tundra - Training
Ground - Spearmen +1%
per lvl
Dense
Forest - Target
Range -
Archers +2% per lvl
Clearing - Target
Range -
Archers +1% per lvl
Moor - Military Academy - Swordsmen +1% per lvl
Rich
quarry - Military Academy - Swordsmen +2% per lvl
Fertile
pasture - Jousting Yard - Cavalry +2% per lvl
Open
Plains - Jousting
Yard -
Cavalry +1% per lvl
Landslip - Assembly
Yard - Seige
Engines +2%
Wooded
Quarry - Assembly
Yard - Seige
Engines +1%
For anyone interested, these
bonuses have been (apparently) allocated to square types based on what makes
sense (ie Woods for Bows etc) as well as abundance/scarcity. The higher the
bonus, the more scarce the square.
WHAT DO PRODUCTION STRUCTURES COST TO UPKEEP?
Unlike Resource Structures,
which simply cost whatever the Sovereignty Claim Cost is, Production Structures
cost more. You need to supply these Production Structures with materials
from the Sovereignty-holding City to keep them assisting you in building the
final product faster. These resource upkeep costs are instantaneous: ie
you don't need to ship them via caravan to the Sovereign Square, they're
debited from your City's resource income automatically.
These additional resource
costs for Production Structures are fixed rate by Structure Level, and do
not vary by distance.
Production Level
I: 150 of each Wood, Clay, Iron & Stone p/hr
Production Level II:
300 of each Wood, Clay, Iron & Stone p/hr
Production Level III: 600 of
each Wood, Clay, Iron & Stone p/hr
Production Level IV: 1200 of
each Wood, Clay, Iron & Stone p/hr
Production Level V:
2400 of each Wood, Clay, Iron & Stone p/hr
WHAT SKILLS DO I NEED TO BUILD A SOVEREIGN
STRUCTURE?
There are new skills: lots of
them. I'm not listing them all here, but there are 5 skills per Structure
- one for each Structure Level - and the city that wishes to build the
Structure will need to have researched the appropriate skill for that
Structure.
These new skills will be
underneath the appropriate research type and have the appropriate
pre-requisite. As examples:
The 5 skills required to
build a Logging Camp V will appear under Carpentry in the City research
menu.
The 5 skills required to
build a Training Ground will appear under Spear Mastery in the Military
research menu.
HOW DO I BUILD OR TEAR DOWN A SOVEREIGN STRUCTURE OF
MY OWN?
Go to the Sovereignty submenu
in the Holding City's Castle, and provided you have:
The appropriate skills
researched,
Sufficient resources to
build,
The appropriate level of
Sovereignty on the Square for the level of Structure you are constructing
... you will be able to start
the building your Structure here.
Sovereign Structure
construction does not appear in your building queue, nor does it take up a
building queue slot - as the construction is being built elsewhere by your
denizens on the Sovereign Square. You can however see progress towards
completion in the Sovereignty submenu.
The cost (and time) to build
a Sovereign Structure at a particular level is given on the Sovereignty submenu
in the Castle, but broadly follows the appropriate city building pairing
(eg):
Logging Camp I - same as
Lumberjack at Level 1
Logging Camp II - same as
Lumberjack at Level 5
Logging Camp III - same as
Lumberjack at Level 10
Logging Camp IV - same as
Lumberjack at Level 15
Logging Camp V - same as
Lumberjack at Level 20
SOVEREIGNTY Q & A
Q. Will I see incoming
Hostile or Neutral Armies that are attacking my Sovereign square on the Events
Timer?
A. No. No, you won't. You
will, however, get an ingame mail when the army arrives at the location, and
your denizens will report on which player and town the army belongs to.
Q. How do I destroy another
player's Sovereign Structure?
A. By competing with that
player for Sovereignty on the Square (see above). For the avoidance of doubt,
you cannot Siege or Blockade Sovereign structures. An alternative route is to
destroy the city that holds the Sovereignty. When a Sovereignty-holding city is
razed, all Sovereignty and Sovereign structures are lost. When it is captured,
Sovereignty (and its benefits/costs) transfer to the player who captured the
city.
Q. Where will the emails
regarding Sovereignty changes, challenges and Hostile Occupations go?
A. They will be in your
Inbox, and there will be a new filter category called "Sovereignty".
When we revamp the mail system in its entirety, these will be filterable by
town, as well as have blanket rules applied to them (such as "I don't want
emails regarding X").
Q. Can I defend my Sovereign
Square?
A. Of course! To all intents
and purposes it is just another square on the map, but with some special bits
plugged on top.
Q. When will the Sovereign
Square graphics arrive?
A. Soon.
Q. More than 100 new skills?
Are they insane?
A. Yes. Although they add
that many of these additional skills are going to feed into the Crafting update
which will follow along in the fullness of time.
Q. My, those hourly resource
costs for Production Structures look high! You must have minmaxed the numbers
in your model when you designed this system, so what can a very large, focused
city produce if it specialises massively?
A. Well, it does depend on a
lot of variables. We like variables. But a production speed increase of more
than 250% in a particular production area is very (self-sustainably)
achievable. More so, if suitable supplies are made to the focused city. Further
opportunities to specialise cities will be forthcoming.
Q. Isn't that going to
completely change the Illyriad Economy?
A. Yes indeed. It's the first
book in a trilogy of books entitled "Whither Illyriad's Economy?".
This update addresses many (but not all) of the imbalances that currently
affect Illyriad's economy, whilst simultaneously spurring additional
opportunities for conflict via strategically important terrain squares, as well
as providing additional requirements and incentives for players to specialise
in particular areas - and therefore to also work together. Part 2 will be the
Trade overhaul, and Part 3 will be Crafting.
Q. Isn't this going to cause
a lot of conflict, especially over the mega-food and production bonus
squares?
A. Gosh yes, we hope
so.
Q. Are you planning to allow
Caravans to accompany armies? I could totally clean out City X by siphoning off
2,400 x 4 = 9,600 resources per hour by occupying a square with a single
Sovereign V Structure!
A. Yes we are, as part of the
Trade overhaul. But City X might be unimpressed by your siphoning. And he'll
know who you are.
Q. Gosh. With both food
constraints and military production bottlenecks being lifted, doesn't this mean
a City could whack taxes up to 100% and support a really huge army?
A. Yes it does. Bear in mind,
though, that - at the moment - the city would have to both produce and support
the army as well, as there is currently no means of transferring soldiers from
City to City and there are costs for producing soldiers (with the Gold cost for
Sovereignty V). This will change in the Trade overhaul where units will become
a tradable commodity, andentirely military-upkeep-focused cities will become a
reality. You would be wise to keep this in mind when planning what Sovereign
Structures to build.
Q. Doesn't this system of
Sovereignty penalise players & Alliances who have built cities next to one
another (aka "Powerblocs" or "clusters")?
A. In some ways it does, and
in other ways it doesn't. The penalty is relatively small, in that the cities
in the Powerbloc cluster can't claim the cheapest Sovereignty on squares next to
them, so they have to claim their Sovereignty further afield - which will cost
them more to maintain. We feel that the benefit of a Powerbloc (for
siege/blockade defense, travel times, etc) more than compensates - and it is
reality that there should be competition for scarce resources in an
overpopulated area. Plus the fact that a powerbloc is going to be able to
*really* claim some chunky territory around it, even if it costs more. This
will become highly valuable in the fullness of time, especially when we
introduce Fog of War / Visibility further down the road.
Q. Are there future plans for
other Sovereign Structures?
A. Yes, very much so. These
may range from new standalone structures for other production benefits such as
Mana, Research & Gold, to crafting structures and - once we have Fog of War
and Pathfinding in place - additive structures (such as roads) and military
structures such as Watchtowers, Garrisons etc.
Q. So, what are the next dev
biggies after the Sovereignty release?
A. The long-promised new
spell schools are next, followed by a focus on overhauling the Trade system.
During this period we will also take delivery of the fantastic new City Map
graphics and design, plus put some new reports, bugfixes and updates in place
for items that people have been clamouring for (further reducing clicks, unit
arrival times, military strength summaries, mail system revamp etc).
Q. What happens if I run out
of resources to support my Production Sovereign Structure costs?
A. When you run out of basic
resources (wood, clay etc) the server will:
a) Choose the most recent
Production Sovereign Structure built
b) Stop the bonus from it
(and apply this lack of bonus to the remains of existing production
orders)
c) Cancel your Sovereignty
Claim on that square, and Sovereignty begins heading down
d) If this is insufficient to
return your city to Positive resources, it moves onto the next most recently
claimed Sovereign square and repeats
To get the building
functioning again you'll need to put an army back on the square and reinitiate
your sovereignty claim. Once it gets back up to 100% and the correct level of
Sovereignty is re-established, the Production Structure will provide its bonus
again. If you don't re-establish Sovereignty it will continue to drop, and when
it reaches zero, sovereignty will level down entirely and the Sovereign
Structure will also level down to the maximum supported level. Sovereignty will
continue to drop down through the levels, until re-established. So, running out
of resources is managable - but also potentially very dangerous.
|
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Doesn't look good... doesn't look bad either!
"Manananananananananan, so long Sir, and thanks for all the fish." ~ St.Jude |
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Createure
Postmaster General Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 26 May 2011 at 10:52 |
Nice guide, good to have all the basic information in one place. Saves alot of pouring through old announcements to find the relevent release notes.
If anyone starting out on sov discovers any bugs/glitches or thinks of basic improvements to the existing system they would like to see please read this thread before submitting a petition: http://forum.illyriad.co.uk/sovereignty-improvements_topic1832.html Chances are your bug/glitch will already be on that thread and on the dev-team's "to do" list, if not then post your problem in there and I'll add it to the list. |
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3926 |
Posted: 26 May 2011 at 15:52 |
"Illyriad All-Stars, Stormcrow & The Content Team..."; love it.
Just one clarification I know for sure: "b) The Hostile or Neutral Army will siphon off the resources (being generated by a Resource Sovereign Structure) or the resources being pumped in (in the case of a Production Sovereign Structure) - see the post below for more details on Sovereign Structures. The Army will fill to its
carrying capacity, after which the additional resources are simply lost.
So, planting an occupying
hostile army on someone else's Sovereign Square is not only a method of
siphoning substantial resources from the owning City, it can also be used to
halt or reverse Sovereign claims. "
^^ This is not ingame. Occupying someone else's sovereign square does not siphon off resources to the occupying army. You can, however, issue a counter-claim on someone else's sovereign square and start reducing their sovereignty. Regards, SC |
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Manannan
Postmaster Joined: 22 Mar 2011 Location: Mystical Mists Status: Offline Points: 576 |
Posted: 27 May 2011 at 14:54 |
Thanks SC. It took me 4 hours to post it for some reason (the forum kept crashing and you were going to get a petition about it). I wasn't too happy with the formatting so was going to go back and do that at some point and I'll correct that too. Looking and re-reading it in the light of day and not 4am would you like me to change the tone of it too as it appears like I'm a member of the team in some points, or it the disclaimer at the top enough?
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Doesn't look good... doesn't look bad either!
"Manananananananananan, so long Sir, and thanks for all the fish." ~ St.Jude |
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Createure
Postmaster General Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 27 May 2011 at 16:32 |
I think if he had a problem with it he'd have mentioned before and you'd already know... in various ways:
'A stampede of angry mammoths is descending upon your towns... strangely, pulling catapults and battering rams on wooden carts behind them... you hope they don't know how to use them.' |
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Nokigon
Postmaster General Player Council - Historian Joined: 07 Nov 2010 Status: Offline Points: 1452 |
Posted: 27 May 2011 at 17:48 |
I've heard tell that SC had discarded the Mammoths, and is now using the even more fearful SAURIANS!
It even sounds a tiny bit like SC.
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Manannan
Postmaster Joined: 22 Mar 2011 Location: Mystical Mists Status: Offline Points: 576 |
Posted: 27 May 2011 at 17:59 |
Very true Createure, just wanted to check though before the mammoths or saurians head my way! LOL
Last thing I want is to be inundated with questions from people thinking I'm a member of the Illyriad team when I'm not. Hopefully the disclaimer pointing the finger to SC and the team is enough...
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Doesn't look good... doesn't look bad either!
"Manananananananananan, so long Sir, and thanks for all the fish." ~ St.Jude |
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Kurfist
Postmaster Joined: 14 Apr 2011 Status: Offline Points: 824 |
Posted: 27 May 2011 at 18:06 |
He made a comment a few days ago that Saurians have a desire for human flesh that leads trading alliances. /me quakes in fear |
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Patience is a virtue, resource giving is a sin
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Createure
Postmaster General Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 27 May 2011 at 20:00 |
Humans should be afraid... me and my Dwarf buddies will sit back and enjoy the show... we don't taste as nice as lovely succulent humans.
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tallica
Forum Warrior Joined: 27 Jun 2011 Location: Seattle, WA Status: Offline Points: 383 |
Posted: 06 Jul 2011 at 17:38 |
I didn't see this question answered, but I may have overlooked it.
What happens if I have 2 Sov Squares each with level 5 Bladesmith on it. One plot has no bonus for swords and the other has 3%. So my % increase in production time would be 25% and 40%. Are these added straight up or not? Will my overall production be 65% faster? Also, is there a max to the production increase you can have for one type of item? |
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