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Topic Closed05DEC11 - Advance Notice: Negative Resources

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Cuddlefuzz View Drop Down
Greenhorn
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Direct Link To This Post Posted: 06 Dec 2011 at 06:24
Originally posted by Rill Rill wrote:

Seems like metagaming would be the most cost-effective approach, as long as we are willing to metagame with words rather than armies. 

I don't disagree at all.

Just keep a good memory and note when players/alliances who have used the forums as gaming tool deride and complain about metagaming from others.

As I have said before, I personally don't believe metagaming in and of itself is a bad thing.  Not everyone feels the same, and a subset of those engage in metagaming themselves (that's called hypocrisy).
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Rill View Drop Down
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Player Council - Geographer

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Direct Link To This Post Posted: 06 Dec 2011 at 05:47
Originally posted by Cuddlefuzz Cuddlefuzz wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:

I would also add that the only way of guaranteeing that no one can settle near you (as a newbie seed, or as a relocation/exodus/settler) is by claiming Level 1 (or greater) sovereignty on the squares you wish to prevent a player from settling at.

The Chancery of Estates building helps this considerably, and I'm slightly surprised more people haven't explored the limits of this option!

SC
As we have seen (repeatedly), players/alliances would rather metagame here in the forums than put valuable gold/research points on the line.

Research Points:  35 gold*
Gold: 1 gold

Metagaming on the forums: Completely free

Seems like metagaming would be the most cost-effective approach, as long as we are willing to metagame with words rather than armies.  When people do start to solve this sort of issue with armies, that's a lot of armies that could be substituted for sov costs.  It's not going to be pretty.

*based on current price of 700 gold per book, calculating books as equalling 20 research points rather than 25
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Daufer View Drop Down
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Direct Link To This Post Posted: 06 Dec 2011 at 05:40
Originally posted by Rill Rill wrote:

Daufer, all buildings consume food (well, nearly all, with the exception of low-level farms and low-level flour mill).  So all buildings could be affected if food were the resource that ran short, including resource production buildings.

Eh, true, this is what I get for reading and commenting when short on sleep.
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Cuddlefuzz View Drop Down
Greenhorn
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Direct Link To This Post Posted: 06 Dec 2011 at 05:33
Originally posted by GM Stormcrow GM Stormcrow wrote:

I would also add that the only way of guaranteeing that no one can settle near you (as a newbie seed, or as a relocation/exodus/settler) is by claiming Level 1 (or greater) sovereignty on the squares you wish to prevent a player from settling at.

The Chancery of Estates building helps this considerably, and I'm slightly surprised more people haven't explored the limits of this option!

SC
As we have seen (repeatedly), players/alliances would rather metagame here in the forums than put valuable gold/research points on the line.
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Direct Link To This Post Posted: 06 Dec 2011 at 04:51
Daufer, all buildings consume food (well, nearly all, with the exception of low-level farms and low-level flour mill).  So all buildings could be affected if food were the resource that ran short, including resource production buildings.
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Direct Link To This Post Posted: 06 Dec 2011 at 04:44
Originally posted by Erik Dirk Erik Dirk wrote:

what happens if your last building was a farm, flourmill or the equivelent of negative res!!!
I would really like to see all basic production, (and those associated with basic production) removed from this new rule
Read carefully.  
Originally posted by GM Stormcrow GM Stormcrow wrote:

What will happen to a town in this situation
  • The buildings that are consuming the goods that you have run out of will fall into disrepair.  
Only buildings which actually consume resources would be deleveled, which means none of the resource production buildings would be affected.  None of them consume resources.  Only the new Tier 2 buildings and sov buildings which produce advanced resources or units would be affected by the rule.
Please correct me if I'm wrong SC
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Erik Dirk View Drop Down
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Direct Link To This Post Posted: 06 Dec 2011 at 03:41
Oh also if I have say negative wood then would any sov building de-level first or could a T2 building be de-levelled if it was built more recently
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Direct Link To This Post Posted: 06 Dec 2011 at 02:22
Wondering, if I spend much long time to destroy an inactive nearby player ago.

[
 send thieves and cast blights(from the new rule of Negative Resources applied),
 set leveling barrack the top priority and do military research first, building siege army things
 and so on.
]

then i find he's gone by this miracle...Cry
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Erik Dirk View Drop Down
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Direct Link To This Post Posted: 06 Dec 2011 at 02:20
what happens if your last building was a farm, flourmill or the equivelent of negative res!!!

 Are there going to be any changes to the population required for a new town? My biggest problem with this change has always been that those with 10 towns who used the "exploit" to get there have an unfair advantage

I would really like to see all basic production, (and those associated with basic production) removed from this new rule. and secondly make basic resource consumption count towards population required for a new city

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Direct Link To This Post Posted: 06 Dec 2011 at 01:20
YEAH! At the newbie policy,  NOOOO! At the negative resources. 


"Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM)
"SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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