Regional/State Council |
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1829 |
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Posted: 20 May 2017 at 08:15 |
+1 to Hydromoth & Ten Kulch.
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Ten Kulch
Postmaster Joined: 20 Jan 2017 Location: Fellandire Status: Offline Points: 678 |
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Yes. Making some kind of regional system has no incentive. For the devs, it might discourage the purchase of prestige for boosting resource production. For powerful alliances who dominate a region, it would encourage parasitic players to creep into their region to leech the bonuses. As an aside, if you think there aren't enough politics in Illyriad, then I don't know what game you're playing, but it probably isn't this one. |
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Check out my blog, Warmongering in Illyriad for self-defense techniques, military city construction, and PvP strategies.
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Galadrond
New Poster Joined: 01 Sep 2015 Location: VT Status: Offline Points: 1 |
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Perhaps a better idea would be the ability to found player run kingdoms/empires. A system that requires three or so different Alliances of at least 20 players each to actually control land in a X by Y sized area.
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NorthDakota
New Poster Joined: 16 May 2017 Location: Scotland Status: Offline Points: 7 |
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I did misunderstand! I actually quite like that idea. I do agree that it would require an overhaul of sorts to implement my suggestion but what you suggested seems to be rather simple in comparison. Would you be willing to create a proposal of sorts with me?
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Ruarc
Greenhorn Joined: 04 Dec 2015 Status: Offline Points: 61 |
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I think I may have been unclear. What I'm suggesting is that you consider adapting the suggestion so that alliances can invest in alliance-wide bonuses, and scrap the connection to the province system. Up to you of course, but I think it'll be very hard to find agreement amongst the playerbase for province-wide bonuses and a provincial political structure given that there are no existing mechanics in the game for distinguishing provinces, and land claims (the only player-defined process that involves provinces) are quite controversial.
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NorthDakota
New Poster Joined: 16 May 2017 Location: Scotland Status: Offline Points: 7 |
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Interesting idea, however in areas already 'claimed' by Alliances already exert a great deal of influence. I'd argue that making it alliances whom control regions would turn it into a 'Stronghold Kingdoms' approach. That's why I suggested having a balanced council to avoid domineering. That isn't radical it would allow balance :) But you did offer an interesting perspective :)
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Ruarc
Greenhorn Joined: 04 Dec 2015 Status: Offline Points: 61 |
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I think if you changed state to alliance this would be a significantly more interesting (and less radical) idea to build upon.
People in alliances already have an advantage over those who aren't - including access to resources, military support, training, the political environment, etc. It's not an unfair advantage, it's a question of whether those benefits outweigh the risks and costs involved in alliance membership. Implementing this through provinces rather than through alliances means that there's no choice for the player. He's simply subjected to it. That's not a good approach.
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NorthDakota
New Poster Joined: 16 May 2017 Location: Scotland Status: Offline Points: 7 |
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Alternatively I don't offer a 'Illryiad EU'. I offer the chance for new members to be able to be directly benefited from regional bonuses. I am not suggestions political parties or anything of the sort but simply a regional bonus system. You said Sovereign land allows such upgrades, yes you'd be correct but only for that player. I have heard of countering arguments that state 'sov land' costs more than is worth on some occasions and is a complex mechanic. There would not be a double tax, simply the tax already gathered by Alliances would be used to benefit members directly avoiding any 'hoarding' of funds. This proposal would benefit not only Training alliances but everyone by giving a production bonus. When discussing research I didn't mean the research speed, but the amount of research produced. I believe the way the game balances in that regard avoids Pay-to-win players. My suggestions were simply that, suggestions. In regards to Caravan Speed it was a suggestion not a firm belief. So to summarise I was not suggesting political union of any sort, but a way of improving the current tax systems to actually have a purpose other than funding wars. I value feedback and thank you for it :) |
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Yitshak
Wordsmith Joined: 28 Apr 2016 Status: Offline Points: 179 |
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No ! No political system for Illy please. There is enough in the way of diplomacy already.
I don't see the point of an "Illy EU", a layer of political BS with no apparent purpose except to raise taxes to provide something that can already be done. Caravan speed can be increased by upgrading market (to level 20 max) and further accelerated with prestige if required. All resource production can be increased by sovereign structures as well as specific buildings (carpenter - wood, kiln - clay etc). Besides, most fully grown cities produce more resources than they can use. Research takes a bit of patience - or capturing a city with some/most/all research already completed As for where alliance tax goes - that is up to the leadership of the alliance. So no - political talk is not allowed in global chat, don't bring it into the game Edited by Yitshak - 17 May 2017 at 01:17 |
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Remember to be nice to the squirrel.
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NorthDakota
New Poster Joined: 16 May 2017 Location: Scotland Status: Offline Points: 7 |
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You offer a very good point,
But if it was 'alliance bound' that would only benefit those members thus maybe giving an unfair advantage to others? Whereas if it were 'region-wide' it would allow a balance for all those living within the area. I'd be interested to know what the Alliance Tax goes towards as it does interest me
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