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Direct Link To This Post Topic: Moving Cities - a heads up 16SEP10
    Posted: 16 Sep 2010 at 16:21
MOVING YOUR CITIES - DATE TO BE CONFIRMED

We've had a number of questions about what the mechanic will be for moving cities once the biomes and faction seeding have been completed.

WHO CAN MOVE CITIES?
All cities belonging to any player up until the point we have finished releasing Factions onto the map, which is expected around the first week of October.  We will give at least 24hrs warning before the cutoff.

WHEN YOU RELEASE IT, HOW DO I MOVE CITIES?
What we're doing for the "free relocation" offer is a grant of a one-shot Tenaril's Spell of Ultimate Teleportation spell, granted with the completion of the biomes and factions.

  • Prepare to Cast the Spell:
  1. All your units must be at home - you cannot have any units abroad. This includes trade units, diplomatic units, or military units attacking, occupying, reinforcing or whatever

  2. You must have cancelled all your trade offers

  3. You cannot have any reinforcements in your city

  4. You cannot be under siege or blockade

  5. You will auto-rescind any sovereignty claims you have from that city when you teleport, and any Sovereign Square Structures you have built will be lost

  6. You must cast the spell within 4 weeks of being granted it; it's not something you can save up for a rainy day :)

  7. You cast the spell from your Castle Summary page
  • Casting the spell:
  1. Will not cost mana or resources

  2. Will take time to cast, and the time taken to cast will have a minimum time, and then extra time depending on size of city. We're anticipating somewhere between 3 and 48 hours for smallest to largest cities. You will be told of the casting time before you cast.

  3. Whilst the spell is casting you cannot dispatch units or accept trade offers, and you can be attacked. Your troops will defend as usual

  4. To begin casting the spell, simply press the "Cast Tenaril's Spell of Ultimate Teleportation"button which will be on the Castle Summary page
  • When the spell has completed casting:
  1. You will be able to enter the co-ordinates of a square to teleport to.

    You will need to do this very carefully. If you miss out the minus sign and end up in the wrong location, or make a typo in the X|Y co-ordinates, there is no undo button and we won't be accepting petitions about mistakes.

  2. The target square you choose cannot be within 10 squares of another player who is either a) neutral, or b) is in any alliance other than yours - though you can put your city next to another player's city in your alliance, or one of your own "other" cities.  You also cannot target a square that has someone else's sovereignty claim on it.

    Exceptions to this rule are:
    • you can settle near another non-allied player's town if it is at zero population and the player has not logged in for a period of one week
    • you can settle near another non-allied player's town if it has more than zero population but the player has no logged in for a period of more than 4 weeks

  3. Press the "Check Destination" button, which will tell you whether the square is a valid location to teleport your city to.  If it is not, you will need to enter a new destination.

  4. When the system is happy with your intended destination, a "Confirm Teleportation" button will appear.  Pressing it will take your city's underlying terrain, units, buildings, technologies and resources (basically your entire city) with you, and instantly arrive at the destination

  5. Any inbound units to your city that has now "teleported" will be instantly returned to their owning town (and the units' owner will get a message explaining this).  This includes any sieges and/or blockades that have been set up at your town since you began casting the spell

Please note the following:

THIS IS NOT YET LIVE

It's not live yet, and we will give at least 48hrs warning before we intend to put this live. 

We won't be putting out the warning for a few weeks, as we anticipate this is how long it will take to get the factions seeded onto the map.

THE DETAILS ARE UNCONFIRMED
We might discover there are things we've missed out over the next few weeks, and so this is subject to change.


LIFE, THE UNIVERSE & EVERYTHING
aka Where do I want to live? What will water do? How will Factions work? What will you change in the future?

This question is fraught with difficulty, and we can only offer advice.

The fact is that we will be introducing different functionality into Illyriad at later points, and this may change the 'nature' of the various map locations.

As an example, the East and West sides of the map may be opened out in the future to new terrain, and perhaps joined up with the seas and oceans in the south of the world. Or they may not.

As another example, the first release of Factions will have every faction as a static entity; so if you choose to situate your city right next to the Hub of the "Outlaw Bandits" Faction, nothing will happen and you will suffer no penalty.  However, at a later stage we may introduce some Faction AI whereby the Outlaw Bandits may roam around their area of the map, intercepting and ambushing trade caravans - and this *will* affect you (unless you make friends with the Outlaw Bandit Faction, of course).

As a third example, you might settle by some tidal sea because you really want to get involved in ship-building and naval warfare once they arrive - but when we actually come round to introducing navies we decide that there will be a difference between the types of boats you can operate on rivers vs tidal water vs sea vs ocean - and the ship you want to build is a deep-water ship bristling with ballistas, but you've built your city on a river and now feel anger that you can't build the ship of your dreams.

What I'm trying to impart here is that, as you all know, we are in a continuous development cycle of adding things to the game.

So the decisions you make now as to where to move your city will inevitably be decisions you're making without the full knowledge of what might happen in the future.  In most cases we too don't even know the mechanics of what we have planned to introduce.  In some cases we don't even know that we're going to introduce something at the moment, because we haven't thought of it yet.

Make plans for the now, and keep a weather eye on the future, but don't expect it to turn out exactly how you planned it.

This piece of advice applies to everything you do in the game - we try not to swing The Changebat Of Doom too often (sometimes its a Buffbat and sometimes its a Nerfbat; everyone has an opinion on what kind of bat it is), but we will be changing things, continuously, regularly and comprehensively - as that's what moves a game along.  All of us here in the dev and content team are gamers - we believe this is incredibly important to make Illyriad better than the rest - and so we really, genuinely understand the pain brought by a large release that affects a lot of the ingame world.  For many of us sitting on the other side of the fence has been quite an eye-opener!

There are a few "general principles" I'd like to impart at this point that may affect your planning of where to relocate to, or whether you want to relocate at all - but please bear in mind that nothing below is set in stone. 

Plan your city move based on the information here if you wish, but we're not guaranteeing anything.

You might wish to leave your city where it is rather than move it.  There are advantages for doing so in that the existing terrain you have directly around your city (and your sovereign squares) is likely to contain more diversity than somewhere else on the map.

THINGS THAT MIGHT HAPPEN IN THE FUTURE THAT YOU SHOULD CONSIDER BEFORE YOU MOVE YOUR CITY
  • NPC FACTIONS & TRADE SCARCITY

    We intend Factions to play a major role in Illyriad, and we intend them to ultimately have a very active 'learning' AI.

    Each Faction will consume different kinds of goods in different kinds of quantities, and will also produce different kinds of goods (regular goods as well as components for crafting, when this is introduced).

    Each Faction will have its own friends and enemies, and the more friendly you become with a particular faction the more your relationship with their enemies will deteriorate - and vice versa.

    Different Factions will have different levels of tolerance to outsiders (ie you).

    The "danger" to players from nearby Factions generally increases as you move further from the center of the map, though this increase is not linear.

    For example, The Council of Illyriad faction, located in the center of the map, is tolerant of all players and won't generally interfere in what they do.  However, if you settle your city right next to (eg) the far-North-East Hub of the Undead Faction called the "City of Eternal Damnation and Death to all Living Things" then - when Faction AI is released - you shouldn't be surprised if your life is more difficult because of your choice.

    When we release Factions onto the map we will provide brief descriptions of each Faction, what the Faction stands for and who they generally like or dislike.  We will specifically mark those Factions that are best avoided because they hate everyone, although we strongly recommend that you use common sense regarding factions nearby your relocation point.  An Elf who settles next to a Goblin Hub Capital City is likely to be sorry in the future.

  • WATER FEATURES & NAVIES

    Some of the things we hope to do are:

    Introduce restrictions on the type of ship or boat and the kind of water it can traverse.  For example, small fishing boats might operate on lakes and tidal water, but not seas and oceans; or Barges might only operate on rivers and lakes.

    Introduce canal-building (the "road of the water") to connect up previously unconnected rivers and lakes - although this will be a fairly major endeavour.

    Allow Sovereignty claims on water features, and introduce NPC squares on water, and we do intend on introducing fishing, whaling, oyster farming and a wide variety of other maritime and freshwater possibilities.

    Introduce Siege capable ships - though we're not anticipating introducing amphibious warfare, so you won't be able to Storm and Capture or Storm and Raze from a ship.

    Armies will not be able to occupy, siege or blockade from water tiles - although ships will.

    Before you all rush off to the sea/river/island there are also downsides to consider; some of which I will outline here:

    We do intend sea monsters, shoals, reefs and whirlpools and the like, as well as weather conditions from squalls and fogs and possibly up to hurricanes.  Being on the water is a dangerous business, and for those people who don't like "unforeseeable events", the water isn't necessarily a good place to concentrate on.

    We intend to introduce a slew of new buildings for maritime purposes.  Shipwrights, ship building yards, harbormaster's offices, docks, dockside warehouses, lighthouses and so on.

    One thing I can guarantee is that anyone and everyone who wishes to run water-based units (boats, barges and ships) will need to devote *at least* one town plot to this purpose. 

    A player who just needs a few boats to carry his trade units across a river probably won't need more than a single "dock" building. 

    On the other hand, a full-fledged trading port with access to rivers, tidal waters, seas and deep (ocean) waters, who wants to use his town as a kind of transport "hub" - loading and unloading goods and passengers, collecting taxes & tolls from other players who use the facilities etc should probably plan on committing more than half his city to this purpose.

    The moon will affect tides, and tides will affect what you can and can't do on water (depending on ship type) - as will a day/night cycle mirroring the server clock.  Moving a ship to a port at midnight (if the port doesn't have a lighthouse) might be inadvisable.  And yes, before you ask, we are sympathetic to player's timezones.

    If you choose to be on an Island, you will - ultimately - have additional logistical considerations.  For example, to engage on the mainland you will need to board a ship with units and then disembark them.

  • TRAVEL TIMES & TERRAIN

    Pathfinding (in this context) is a mechanism by which your travelling units will find the best path from point A to point B.  At the moment, all units travel linearly, directly across the map to their destination, but in the future they will find their own path.

    We intend to allow players some control over the paths their units take (setting waypoints for example, or areas / players to avoid whilst moving).

    Once pathfinding is introduced, your choice of terrain and the terrain your units pass over will affect movement speed.

    The effect that terrain has on movement speed will follow common sense principles.  Crossing a very high mountain range will take a lot of time.  Going through the thickest, densest jungle will take a lot of time.  Walking across some low hills won't take too long, and crossing plains will be fast.  Boat transport will be the fastest of all.

    We do intend to introduce road-building (of various types of road, from dirt tracks to paved highways, all with different movement speeds), and we also intend to introduce canals and locks (also of various types and speeds).  These will be expensive and will require maintenance - probably in the form of Sovereignty.  Roads will substantially increase movement speed.

    We intend to introduce the option for you to charge tolls to players who use your city infrastructure (roads / canals / ports).

    For those in powerblocs (clusters of cities right next to each other), I should mention that moving through or over cities will be painful - taking an army through a busy city isn't going to be a quick process.  Cities in the center of powerblocs will have movement speeds (inbound and outbound) severely curtailed, whilst the units cross the surrounding cities.

  • TERRAFORMING

    We do intend on introducing some abilities to terraform, so players get the ability to change the terrain around them.

    Some terraforming will be manual labour, and others will be magic-based.

    Changing terrain will cost astronomical amounts and will take a very long time - depending on what you want to do.

    For example, sending out woodcutters to fell an entire forest and turn it into plains will take less time and be cheaper than planting a forest, managing/tending it - and letting it grow into Light Woods.

    For more dramatic terrain changes, there will be a set of spells in the geomancy school for these purposes.  These spells will cost astronomical amounts to cast, and will take huge amounts of time.

    It is anticipated that you will only be able to "shift" terrain one step at at a time.  ie Plains to Small Hills, Small Hills to Large Hills, Large Hills to Small Mountains, Small Mountains to Large Mountains.

    The one thing that needs to be made clear about Terraforming is that it is not something we want to become the norm for players to do instead of settling where they want to be and/or moving cities.  The costs and time to terraform will reflect this - for example, think timelines to terraform a single square in terms of weeks and months rather than days and hours.

  • FUTURE CITY MOVES (AFTER THIS ONE-OFF FREE MOVE)

    We intend to introduce some form of "moving your city" in the future, which will partially enable a "nomadic" existence.  The precise details of this are (as is everything in this post!) still not finalised, but one thing is for sure - cities will be penalised for moving, and the penalty will grow with the city size to move.

    You can't expect to pack up a L20 Forge and move it, but you might be able to pack up a L5 Forge and move with it.

  • FUTURE MAP CHANGES

    We're still changing the map.  We're detailing areas that we want to craft in specific ways for specific purposes.

    Most of these changes are to far-flung areas, but please be aware that any and all areas of the map will be changing - and possibly changing radically - for the foreseeable future.  It is, after all, a living and breathing world.

    We don't intend to change a) terrain you're settled upon, b) terrain directly N, S, E, W of your city, and c) terrain that you have claimed Sovereignty on.

    Once we've enabled City Moving we will try and keep changes to a minimum - however, there will inevitably still be parts of the map we'll be making alterations to.  We'll try and minimise the impact of these changes.

    We are also going to be introducing a wider set of standard world map tile types, to break up the monotony and busy-ness of some of the new topographic areas with more interesting features and variation.  These tiles will mostly be cosmetic variations, and the underlying square won't change (in most cases).

I hope this helps you understand some more about the future, and helps you see where we're going with other things.  Please bear in mind that we expect that very few of the items listed above will occur during 2010, so this is a very, very far-looking heads-up.

Most of all, I hope this reinforces that we're at the beginning of the process of changing the world from a catapillar into a butterfly - it's a living world and it's a changing world, and there is as much wisdom as there is folly in trying to predict what the future will bring - but it will all, definitely, be worth it in the end.

Best wishes,

GM Stormcrow


Edited by GM Stormcrow - 12 Oct 2010 at 11:08
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scottfitz View Drop Down
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Direct Link To This Post Posted: 16 Sep 2010 at 16:52
What about sovereignty squares for the moving city, will they be lost, or will the claims have to be rescinded in order to move? Can a city  move to a square that has a sovereignty claim?
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Direct Link To This Post Posted: 16 Sep 2010 at 17:50
Quote However, if you settle your city right next to (eg) the far-North-East Hub of the Undead Faction called the "City of Eternal Damnation and Death to all Living Things" then - when Faction AI is released - you shouldn't be surprised if your life is more difficult because of your choice.


Isn't this a little bit unfair? I mean, why should I be punished by some "kill everything that's not an orc" AI faction just because you guys decided to place it next to my city? I'm sure whe nyou do release them, they'll be made so they have to be an X amount of squares from any given city but if the closest AI faction to my city is going to hassle me for being a dwarf simple because of the place my city randomly spawned, I'm not going to be very happy.

As for the rest of the planned update, don't you think this game is getting a little too complicated? At some point you need to stop and realize this is a game and not real life. Do we really need to suffer travel complications due to terrain it passes over and needed boats to move it across a river that spans for like 400 squares? Do my boats really need to get swallowed up be a hurricane? It'd be one thing for a boat to die to a sea creature because it wasn't properly defended but when things that no one can control are destroying things, it's not fun.

Every time I read a preview for an update I cringe at how complicated you guys are making the game. I think you guys need to work on either "dumbing" the game down a bit or making extensive tutorials. At this rate, no one will be able to tell the difference between a bug and a complicated chain of event.
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Direct Link To This Post Posted: 16 Sep 2010 at 18:26
Originally posted by Brids17 Brids17 wrote:

*snip*

Isn't this a little bit unfair? I mean, why should I be punished by some "kill everything that's not an orc" AI faction just because you guys decided to place it next to my city? I'm sure whe nyou do release them, they'll be made so they have to be an X amount of squares from any given city but if the closest AI faction to my city is going to hassle me for being a dwarf simple because of the place my city randomly spawned, I'm not going to be very happy.

*snip*

Every time I read a preview for an update I cringe at how complicated you guys are making the game. I think you guys need to work on either "dumbing" the game down a bit or making extensive tutorials. At this rate, no one will be able to tell the difference between a bug and a complicated chain of event.


1. You have the option to move, after factions are placed down.  The further away from the center you are, the more likely you are to encounter hostile Faction AI.
And, they will not be immediately hostile when they first come into the game.

2. There are are other games if you want 'simple'... plenty in-fact... and the GMs have been good at clarifying between bug and feature when asked, including explaining the feature too.
Leave it to the players to find the workings of this new stuff.


Edited by Zangi - 16 Sep 2010 at 18:30
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Direct Link To This Post Posted: 16 Sep 2010 at 18:36
Brids17 didn't seem to read the post very well or he didn't ask the right question.  In most cases we will know where the factions are and will be able to move away from hostile ones.  There is one case in where his concern has merit however.  What if we settle a city right now and it turns out to be next to a hostile faction?  We won't be able to move it.  The only immediate solution I can think of is to wait until factions are seeded to settle any more cities, but how long is this going to be?  I don't want to wait a month or more to settle my next city.  The only thing I have to go off of is that the closer to the center the safer.  So what's a safe gamble then?  10 squares away?  100? 200?  Could we have a little more advice on what to do with cities placed after 9/14?
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Direct Link To This Post Posted: 16 Sep 2010 at 18:37
Great notice on the city moves and updates, it sure helps to know the possible outcomes of moves now rather than later. 
If people do decide to move what will be the distance limits to another city in terms of squares as i can understand people not wanting 5 or 6 cities landing on their doorstep.
I take it if someone moves a city they will lose all sov levels or will the be transferred over with the new city to a square of similar settings.
Again thanks for all the work that goes into making a game like this as it cant be easy keeping even half the people happy some of the time let alone all of the time.
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Direct Link To This Post Posted: 16 Sep 2010 at 18:38
oh one more question...Will the seemingly forgotten military quests come with the factions release?
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Direct Link To This Post Posted: 16 Sep 2010 at 18:38
Agree completely with Zangi there are plenty of simplistic games out there that get boring because they go no were, yes the changes seem drastic and confusing but that keeps the games interesting and offers new challenges to keep people playing long term
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Direct Link To This Post Posted: 16 Sep 2010 at 18:42
Quote If people do decide to move what will be the distance limits to another city in terms of squares as i can understand people not wanting 5 or 6 cities landing on their doorstep.
 
10 squares as mentioned in the limits of the city teleportation spell.  I mean this in the nicest way, but people, read the post carefully.  He spelled it out pretty clearly.
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Direct Link To This Post Posted: 16 Sep 2010 at 18:47
Shrap in the post it mentions moving cities, other than the 1 time off spell, so you will have a chance to move new cities, built after 9/14, just not for free :P
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