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Topic Closed05DEC11 - Advance Notice: Negative Resources

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Maeglin View Drop Down
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Direct Link To This Post Posted: 10 Dec 2011 at 01:46
It seems like an in-game message would be in order for changes to the game rules.  I was quite surprised to login today and discover that the movement of caravans was significant to generate 22 in-game messages, while the loss of 2000 population at Anheddiad Newydd was only significant enough to generate one.  In addition, warning of this was not significant enough to have caused a message to be sent.  Additionally, I found it interesting that the result was for 2/3rds of the town to either leave or starve instantly instead of refusing to pay the ridiculous 100% tax that I'd levied on them.
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Direct Link To This Post Posted: 10 Dec 2011 at 04:01
Setting taxes to 0% fails to guarantee a net positive gain on all resources and therefore wouldn't fully correct the exploit.  It would be nice if this were attempted first (possibly limited to the same change cooldown as manual tax changes).  However, these rather programmatically complex measures would still have to be implemented as well.

Perhaps the mechanism can be yet expanded to first attempt this less destructive correction first, but I rather like that if I'm competing against players who run cities with benefits from deficit-balanced economies, at least they'll have to carefully and diligently micromanage shipments and be in constant danger of disruption with serious consequences.  I don't much care for seeing level of obsession out-competing good planning and economic strategy.
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Rill View Drop Down
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Direct Link To This Post Posted: 10 Dec 2011 at 04:23
Originally posted by HonoredMule HonoredMule wrote:

I don't much care for seeing level of obsession out-competing good planning and economic strategy.

Hey! level of obsession is all some of us have!

Wink
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Direct Link To This Post Posted: 10 Dec 2011 at 05:07

Originally posted by HonoredMule HonoredMule wrote:

I don't much care for seeing level of obsession out-competing good planning and economic strategy.

Illy is a sandbox.  Each to their own.  Wink

TD
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Direct Link To This Post Posted: 10 Dec 2011 at 06:05
Originally posted by Maeglin Maeglin wrote:

It seems like an in-game message would be in order for changes to the game rules.  I was quite surprised to login today and discover that the movement of caravans was significant to generate 22 in-game messages, while the loss of 2000 population at Anheddiad Newydd was only significant enough to generate one.  In addition, warning of this was not significant enough to have caused a message to be sent.  Additionally, I found it interesting that the result was for 2/3rds of the town to either leave or starve instantly instead of refusing to pay the ridiculous 100% tax that I'd levied on them.

This thread is in fact a three day warning about the changes and exactly what they would entail.  

(Also, I know what would happen to 2/3 of my town if they stopped paying their taxes, and it doesn't involve starvation or escape Tongue)
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Direct Link To This Post Posted: 10 Dec 2011 at 06:33
Originally posted by Aurordan Aurordan wrote:


This thread is in fact a three day warning about the changes and exactly what they would entail.  



There is an in-game message system where important announcements could be spread, but that wasn't used.  There is a newpaper where important information could be provided, but that wasn't used.  I've heard (today) that it was mentioned by the devs in global chat previously, but I've been on a fair amount the last few days and never saw a thing.  Admittedly, there was a several month notice on the forums (remember, food was going to stop being affected by tax rate and then the devs changed their minds) and then there was a several day notice on the forums (which really isn't that much notice given how long we've been promised factions and trade v2 without seeing anything).  I'm just surprised that the devs would choose to implement a feature that would cause the population of Illy to fall by over a million villagers without making sure everyone had multiple chances to hear the announcement and a significant period to prepare for it.  Even if the devs had used every notification method possible, someone could have gone away for a few days with a lvl 19 and lvl 20 building queued and returned before the queue was scheduled to be empty to find their city in ruins.




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Direct Link To This Post Posted: 10 Dec 2011 at 09:51
Okay, so there was no IGM.... but if I were a person who had been taking advantage of the exploit (which I'm not nearly big enough to be), I'd either have taken heed of Stormcrow's repeated warnings (not just once 3 months ago, but intermittently since), or I'd be checking constantly on the forums to make sure I didn't miss the boat. I just don't see how you can lay this at the feet of the DEVs.
I've never seen a technical change announced on the Herald either; it is a newspaper, designed to flesh out the story and culture, and is completely separate from the game mechanics.
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Direct Link To This Post Posted: 10 Dec 2011 at 10:51
Re Clearing Up Inactives -

Inactive cities are really useful for alliance training, and are also useful for player-organized mini-tournaments - e.g. http://forum.illyriad.co.uk/a-christmas-challenge_topic2819.html

Would it be possible, oh great and mighty GMs, to "lock" towns with incoming attacks (if only Blockades and Sieges) so that they are not selected for deletion?

We've had 3 targets vanish during the Christmas Challenge, and it's causing quite a lot of frustration! 
"A boy is building sandcastles on a beach. You go and kick down his castle. You could say that it only reflects how you play with sandcastles. Others may think it reflects who you are." - Ander.
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Direct Link To This Post Posted: 10 Dec 2011 at 11:12
Originally posted by LordOfTheSwamp LordOfTheSwamp wrote:



We've had 3 targets vanish during the Christmas Challenge, and it's causing quite a lot of frustration! 

Not to mention amusement.  Mona Lisa's armies are so fierce that just the sight of them blockading has caused two entire cities to pack up and vanish!  Not sure who was responsible for scaring away the third city -- it wasn't us!

Thanks Kurdruk for your hard work on the challenge, sorry that this has made it more difficult for you.  nCrow has been affected as much as any participating alliance by this, and I can say it hasn't diminished the great enjoyment we're experiencing in this challenge.

Maybe there could be a system where players inform the developers when designated targets were going to be "in play" for a particular purpose?  And those cities could be exempt from being disappeared by coding?  Perhaps a last "check to make sure it's not one of these cities" list?  Any such requests would be subject to the devs' approval and not to be used for personal gain, of course.  Hopefully people would respect the process and only use it for activities such as this.
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Direct Link To This Post Posted: 10 Dec 2011 at 12:38
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by Mandarins31 Mandarins31 wrote:

i have some bugs reports:

In one of my cities where i lost all of my buildings (as expected) Paddock and common ground where razed and changed to empty plots. i cant build them again because they of course arent on the building list.


Thanks for letting us know.  This is now resolved and won't happen going forward.

On the library issue, can you open a Petition?

tyvm in advance,

SC


Doe this actually mean that I can theoretically rase my paddock and build another building at that spot?
Thanks
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