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Cerex Flikex View Drop Down
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Direct Link To This Post Topic: Guide to Exodus
    Posted: 26 May 2012 at 19:58
Guide to Exodus

What is Exodus?

Exodus Technology - At the castle under Relocation.

After much building and research you can use this to relocate your 
town. It has restrictions and can be a painful move, but it can be 
worth the effort.

Research needed

Under the City tab of the research tree, you will need to research 
Exodus. The chain for unlocking it is: Timekeeping > Bureaucracy > 
Pioneering > Inventory Management > Exodus.

Exodus will take 5 days to research. You only need to research Exodus 
in the town you want to move.

What about buildings?

First, you will need a second town to be able to use Exodus. This is 
because if you move your capital, the other city is changed to your 
capital.

One of the painful aspects of Exodus, is that all buildings excluding 
walls, will be leveled down to level 12. This is a reason to keep most 
buildings up to level 12 in any town you plan to use Exodus.

You will need to level Storehouse to 15 to get a warehouse unlocked. 
Then you will need to get the Warehouse to level 20 to unlock the 
exodus research. So if you plan ahead, only these two buildings should 
drop to level 12.

Benefits

What is different about this compared to Tenaril, is that you can 
change what amount of resource plots you have in your town. The main 
benefit, is you can take your 5 food town and relocate onto a 7 food 
square. Tenaril doesn't allow you to do this, as you keep what you 
started with while using it.

Another benefit can be to relocate after you no longer have use of 
tenaril. For example, if you settled somewhere by mistake, or wish to 
move to a better location for other reasons.

How much will it cost?

One cost as explained previously, are buildings dropping to level 12.

The storage capacity after exodus with a storehouse and warehouse 
both dropped to level 12 will be 94087 of everything, excluding gold, 
mana, and research points.

Another cost, is it takes a long time to have the town move.
It will move at a speed of 5 squares per hour.

Once you arrive at your destination square, you will not be able to 
send out diplomatic units or armies for a period of 5 days. You will 
still be able to defend.

All sovereignty owned by the city will be immediately removed.

All your advanced resource production will be paused during the move 
and continue at the point it left off once your city reaches its 
destination.

All your unit production will be paused during the move and continue at 
the point it left of once your city reaches its destination.

All the spells you have cast from this town will be cancelled. 
Spells cast on your town may not dissipate.

You will not receive any income for the moving city - either in gold, 
or in resources - during the move.

You will lose any resources and advanced resources your new level of 
storehouse and warehouse cannot hold.

All your current quests will be cancelled.

Restrictions

Moving to a new location in this way has the same restrictions as the 
Tenaril's Spell of Ultimate Teleportation (such as 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).
This means, if the square you want to move to is within 10 squares, you
can claim a level 5 sovereignty and still move to it.

Further additional restrictions:

You need enough gold to pay your units during the time of the move.

You may not move a city while it is an Alliance capital. You will need 
to change the capital to a new city before moving.

You may only have one city relocating at a time.  This includes (non-
relocating) settlers.  If you have a city relocating, or settlers in 
motion, and then try to relocate another city, you will be refused.

You cannot send settlers or exodus a town while you are currently actively
capturing another town after a successful siege.

Research needs to be complete to move a city.

You cannot have any building constructions or demolitions in progress 
and will need to wait until they complete to move your city.

Sitters may not relocate other players' cities, this is very much an 
"account-holder-only" function.

You cannot exodus to a square someone else has already sent settlers to.

All your units must be at home.  Trade, Military and Diplomatic units 
cannot be moving or stationed abroad.

You cannot have trade offers on the marketplace. These must be 
cancelled prior to move.

You cannot have reinforcements from another player in your city.  These 
must have left your town.

You cannot be currently under an active blockade or siege. You must 
break blockades and sieges before you can move. A blockade or siege 
that has landed (and/or set up) will hold the city.

Incoming units will not prevent a city move (unless they are a 
returning Sally Forth or a capturing/razing army).

Reinforcements already in the town will prevent a city move.

You cannot sally forth for 5 days after moving your city, or move your 
city for 5 days after moving your city. 

Incoming sieges and blockades will be changed to attacks on the square 
that they we going to set-up on, and return immediately after. The 
sieging/blockading army will be informed immediately via in-game mail 
that the city has moved.

Incoming reinforcements to the city will be changed to occupations of 
the square. The sieging/blockading army will be informed immediately 
via in-game mail that the city has moved.

What about my troops and spells?

If you have built beyond level 12, for example your barracks, and have
trained more diplomats or troops than a level 12 could train, you will
still retain all of your troops. You will not be able to train more however, until
you have built the barracks and consulate back to the needed levels.
Caravans and spells are not affected the same way. You will still retain all
trained caravans. To be able to train caravans, as long as you have the
research you only need a level 1 marketplace. This also applies to spells,
where with the right research, you'd only need a level 1 mage tower.
However, you will have very low spell power with a low level mage tower.

Thank you

Thanks goes towards the Illyriad community for helping me with some details
in this guide.

Many thanks for the dev posts here where a lot of this information comes from: 



Edited by Cerex Flikex - 06 Nov 2012 at 22:40
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Albatross View Drop Down
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Direct Link To This Post Posted: 26 May 2012 at 21:53
Originally posted by Cerex Flikex Cerex Flikex wrote:

You only need to research Exodus in the town you want to move.
Sure?
I thought you need another town to have the Exodus research too. e.g. You have towns "1" and "2", and have researched Exodus in both. If you want to move town 2, you need to be in Town 1, then select Relocate > Exodus, and then choose town 2 as the town to move.
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Direct Link To This Post Posted: 26 May 2012 at 22:07
Originally posted by Albatross Albatross wrote:

Originally posted by Cerex Flikex Cerex Flikex wrote:

You only need to research Exodus in the town you want to move.
Sure?
I thought you need another town to have the Exodus research too. e.g. You have towns "1" and "2", and have researched Exodus in both. If you want to move town 2, you need to be in Town 1, then select Relocate > Exodus, and then choose town 2 as the town to move.

You have the option to Exodus any town that has the Exodus technology research FROM any other city, whether the town from which you are operating the Exodus function has researched Exodus or not.  You can build a town with a level 20 warehouse, study Exodus and settle a new town with 0 population, then employ exodus from that 0 population town.  (Can't think of why one would want to do this, but it is possible to do so.  Maybe if the town you were Exodusing is your last remaining town and you're trying to escape an incoming siege?)
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Direct Link To This Post Posted: 26 May 2012 at 23:02
Originally posted by Rill Rill wrote:

You have the option to Exodus any town that has the Exodus technology research FROM any other city, whether the town from which you are operating the Exodus function has researched Exodus or not.
This was the one thing that confused me the most about exodus when I was learning how.  Also I have found time and time again that I am not alone in this.  The confusion has resulted in a few people I know of researching exodus in the wrong town, one of which nearly rage quitting after learning the error.

I think the portion of the dev post explaining this is hilariously ambiguous.  Kinda like "objects in mirror are closer than they appear."
...and miles to go before I sleep.
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Direct Link To This Post Posted: 27 May 2012 at 00:14
Indeed, regarding which towns needing the research. Myself and some others had been confused regarding this. This is one of the reasons I made this guide.

You only need the research in the town you want to move. You select the move command from another town, whether it has exodus or not.

Thanks to Rill for also answering this. :)
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Direct Link To This Post Posted: 27 May 2012 at 00:27
Originally posted by Rill Rill wrote:

 
You have the option to Exodus any town that has the Exodus technology research FROM any other city, whether the town from which you are operating the Exodus function has researched Exodus or not.  You can build a town with a level 20 warehouse, study Exodus and settle a new town with 0 population, then employ exodus from that 0 population town.  (Can't think of why one would want to do this, but it is possible to do so.  Maybe if the town you were Exodusing is your last remaining town and you're trying to escape an incoming siege?)

Just thought I'd mention that this strategy could be useful for a new player. Since they spawn with 5 food, they could then use exodus to a 7 food that way. As a result, the 0 pop town you settled becomes your Capital, hence you can Teleport it to wherever along with the 7 food you've settled on.
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Direct Link To This Post Posted: 27 May 2012 at 00:28
Thanks for answer; I researched ahead of needing it, so I didn't notice that the requirements were lower than I expected.
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Direct Link To This Post Posted: 27 May 2012 at 03:59
The new player might as well be building up that 0 population town while the other city is working toward Exodus, so it won't be 0 population at the time you teleport it, was sort of what I was getting at.
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Direct Link To This Post Posted: 27 May 2012 at 06:12
I feel fairly confident that you can have active research, just no active building.

Also a tip for more advanced players/alliance leaders resolving disputes, you can fake an exodus to see if someone else is moving to a spot.    Because it will tell you if a city is already exodusing to a location.  It similar to using a fake Tenaril's to tell if a player is active.

-Jane
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Direct Link To This Post Posted: 27 May 2012 at 06:27
Originally posted by Jane DarkMagic Jane DarkMagic wrote:

I feel fairly confident that you can have active research, just no active building.

Also a tip for more advanced players/alliance leaders resolving disputes, you can fake an exodus to see if someone else is moving to a spot.    Because it will tell you if a city is already exodusing to a location.  It similar to using a fake Tenaril's to tell if a player is active.

-Jane

Please see the link at the bottom of the guide. The research part comes from the dev post.

Edit: I will be using Exodus very shortly on my Capital. I'll be queueing the research tomorrow. After the 5 days I will be back after my test with my results.


Edited by Cerex Flikex - 27 May 2012 at 06:56
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