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tallica
Forum Warrior
Joined: 27 Jun 2011
Location: Seattle, WA
Status: Offline
Points: 383
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Posted: 29 Sep 2011 at 23:27 |
Uno wrote:
Interesting. Needs clarification about the under siege condition.
Tallica, did you read points 6 and 7 under sacrifices? |
Thanks, must have over-looked that in my excitement.
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GM ThunderCat
Moderator Group
GM
Joined: 11 Dec 2009
Location: Everywhere
Status: Offline
Points: 2183
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Posted: 29 Sep 2011 at 23:51 |
HonoredMule wrote:
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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Interesting idea, but it would probably have a higher penalty as the armies might well notice you slipping out with the whole city...
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Erik Dirk
Wordsmith
Joined: 01 Jun 2011
Status: Offline
Points: 158
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Posted: 30 Sep 2011 at 02:15 |
How about you take only basic buildings when under siege, Ie basic production, and store house.
On another note when is the new food V.s. tax system coming in. Could we have it in a few weeks from now, so that we've had time to re-set up our cities, geomancy etc. by the way, what happens to mana and research points?
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 30 Sep 2011 at 02:17 |
Good point...I think the wall should always be left behind, regardless of "environmental situations." Leaving that, one might argue that the exodus would have considerable cover, particularly if the army were required to attack any camps at (about) the same time (in reality, it could be attacks that must return before the city actually leaves, or they could return to the city's original location then disappear as "back in town").
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"Apparently, quoting me is a 'thing' now." - HonoredMule
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hydraa
Wordsmith
Joined: 15 Jan 2011
Status: Offline
Points: 108
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Posted: 30 Sep 2011 at 02:39 |
future considerations must mean faster siege equipment., it currently takes 12 hrs to set up a siege, the town would be 60 squares away, unless you are setting up leading the target
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Malpherion
New Poster
Joined: 02 Sep 2011
Status: Offline
Points: 41
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Posted: 30 Sep 2011 at 03:30 |
Level 20 Warehouse is crazy. Level 12 should be enough.
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hydraa
Wordsmith
Joined: 15 Jan 2011
Status: Offline
Points: 108
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Posted: 30 Sep 2011 at 03:30 |
also is the reduction a full loss of the level or does demolition have to be researched as well returning resources?
(should demolition be a preq for exodus?)
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Kilotov of DokGthung
Postmaster
Joined: 07 Jun 2011
Status: Offline
Points: 723
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Posted: 30 Sep 2011 at 03:53 |
you poor, poor people.... level 20 WH is a MUST for any civilized town. get some culture and build it. or stay where you are now for ever
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hydraa
Wordsmith
Joined: 15 Jan 2011
Status: Offline
Points: 108
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Posted: 30 Sep 2011 at 03:53 |
do spells cooldown during the move? can a moving city be targeted by diplos, spells while moving (could be used somewhat defensivied for smaller towns. Does it auto dispell blights that have been cast against the city? is there a setup time for the move is there a cooldown time from the previos move (looks like 5 days) Can caravans be sent to the moving city?
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 30 Sep 2011 at 04:26 |
So we build WH to 20 to get the tech only to have it knocked down to 12 when we move? Kinda pointless...
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"This is a bad idea and we shouldn't do it." - endorsement by HM
"a little name-calling is a positive thing." - Rill
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