14Jun14 - Tenaril's Capitals |
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Demonic Spoon
New Poster Joined: 12 Jun 2014 Status: Offline Points: 27 |
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I'm sorry but I'm just not quite getting what you're trying saying here. Rephrase? Guessing at you're meaning, to the best of my theoretical knowledge it's entirely possible to turn a 7 food square into a 1 food square if you tenaril a city you have settled on a 1-food square. |
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DeliciousJosh
Forum Warrior Joined: 14 Jun 2012 Location: Denmark Status: Offline Points: 464 |
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Good with some support.
I also like this function and see it as a positive factor in the world, making more things possible. It wasn't really that hard before either, just took a bit longer. |
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PublicRelations HumanResources |
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Thexion
Forum Warrior Joined: 17 Apr 2010 Status: Offline Points: 258 |
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I don't know something that needs starting a new account for doing it in the game is bit dubious in my opinion since its not really option withing the game world.
Instead I wish there would spells that could enchant or change terrain to your liking. Or option to just hire lot of serf to improve it. |
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Captain Kindly
Forum Warrior Joined: 19 Aug 2011 Location: Fremorn Status: Offline Points: 276 |
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Being a professional Terraformer, I can tell you this is true. I usually have my settler ready on day 5 or 6 (and that mainly because it takes 4 days to train one). Reaching 450 pop is done sooner. From that moment it's waiting until a siege army can be sent, which is when the rainbow drops. Demolishing buildings can be started as soon as the settler is on its way, by the way, since having 450 pop is no longer needed at that point. All in all, it only wins you two days, on average.
Edited by Captain Kindly - 20 Jun 2014 at 20:26 |
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Hora
Postmaster Joined: 10 May 2010 Status: Offline Points: 839 |
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+1 Thexion I'd really welcome a proper game mechanic, like you need a small village with >10 cotters working 10 days to switch a terrain type by +1/-1 That way, again small towns are favoured, but this time also established players with two VALID accounts can make use of that (when prepared to have a small terraforming village for some time...). That way, it makes far more sense, it eliminates one reason for "fake" accounts, it's still hard to do (with the right parameters of time, costs, etc...)... ... AND: The devs can brag with a really interactive worldmap in their advertisments
Edited by Hora - 20 Jun 2014 at 22:51 |
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Nesse
Forum Warrior Joined: 03 Oct 2010 Location: England Status: Offline Points: 406 |
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I second all of that. (Including the +1 to Thexion) |
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Nesse(Dwarven Druids) and Odd (Fairy Road Authority)
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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I talked to GM Stormcrow about what happens to squares that are Tenariled out to terraform. He reassured me on this point; the map has many "self-healing" qualities, and they are monitoring the distribution of 7-food squares. So my concerns about a great central desert was just me being a worrywart.
Although ... would that not have made an epic setup for a movie plot?
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Miklabjarnir
Greenhorn Joined: 07 Mar 2012 Status: Offline Points: 73 |
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I do not like the terraforming because it makes it too easy to settle places which ought to be difficult to settle. We are seeing this in the lava wastelands in the Broken Lands now, and we saw it in the ice wastes before. I am all in favour of some kind of game mechanism to make such places liveable, but it should take much more effort and need constant maintenance.
If maintaining the Tenaril effects on the land would cost mana and research per level of farm (or other production building) above the original limit of the square, that would help. Ideally, I would want to see some new magic research with a very high mana drain on the new geomancy spell but the possibility to also influence sovreign squares. Then we could get Tenaril changed to be the counterpart to Exodus: no Tenaril if you have more than one city.
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