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Topic Closed21JUL11 - Mobiles, other

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Direct Link To This Post Posted: 02 Aug 2011 at 18:04
I like that there is a limit on the number of cities. That makes all your cities stay important all the time. 20 or 30 cities could become a management nightmare. 

Also if there is an option to move a city by retaining just the commanders and the research, many people might do that (atleast when the factions come alive)
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Direct Link To This Post Posted: 02 Aug 2011 at 01:45

A very good point KP, even without specialisation your are always going to be better off to have one or two very larg population cities with 100% tax being fed by smaller towns with 0% tax, than to have all twons on say 50% tax.

However we are still yet to see what factions have to offer, If T3 units come out but say an orc requires a discovery that can only come from an ogre/troll wulpor quest, then it may be worthwhile to settle all these areas to get all discoveries. (ofcourse you'd want these discoveries to apply to all towns or else there'd be little point)
 
Trade V2 would be a big one, especially if we were allowed to craft items for units as well as commanders. As having cities hear hubs that bought and sold different items could make trade EVERYTHING as you may be friends with the seelie court as well as faction that is hungry for magic products but without the capabilities.
 
Also perhaps the introduction of teleportation spells to cities with lvl 20 mage towers would help fix some of the imbalances with clustering.
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Direct Link To This Post Posted: 01 Aug 2011 at 23:49
I wouldn't mind the possibility to house more then 10 citys, though I would assume when people start hitting max cities at a 20 or 30 limit, they start asking for more.  At the current moment I see no reason people would want to spread around the map, there is no real benefit except the odd unique npc or factions, but then you would just group your citys together near that faction or biome.



Patience is a virtue, resource giving is a sin
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Direct Link To This Post Posted: 01 Aug 2011 at 23:11
Originally posted by Kumomoto Kumomoto wrote:

Folks-- We are being forced to choose strategies. One thing that has seemed clear to me from what the GMs have been saying is that they are going to continue to force people to specialize their cities and gameplay. You won't be able to do everything in every city. Allowing people to partially staff a building falls into the lets have our cake and eat it too category. If you want to drop the food requirement, demo the building. You have a mechanism for it today, so use it.

I think this and some of the other upcoming functionality that GM TC and GM SC have told us is coming will force tough decisions on us as to what a particular city is going to specialize in, but, in the long run, that's a good thing! We don't want homogeneity in all our cities like we've had. I think it's much more interesting to have one city be an uber mage city, one a military, another focused on diplos and maybe another as a naval powerhouse. If every city could do everything (as has been the case to date), it would be a much more boring world, imo...


That's great except that each player has so few cities and power projection at a distance is so hard that it encourages you to simply cluster all your cities together (so you can get the benefit from the specialization) rather than spread them out around the map.  Clustering together reduces potential for conflict and ends up with a boring game again.

So it's once again penalizing those who try to explore the map and be adventurous (on a related note, Devs, how much longer do we have to wait until water does something useful rather than just crippling sov potential on the cities that are close to rivers and oceans).

I've said many times that the current setup limiting cities to 10 (and after theses changes practically 9) is poor design causing more problems with interactive/conflict driven game play than it fixes. This just highlights yet another one of those issues.
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Direct Link To This Post Posted: 01 Aug 2011 at 18:37
Originally posted by JohnChance JohnChance wrote:

Fluffy, 
I simply mean that a lot of the cities older players seem to have built up armies much larger than their city placement would hold at positive food levels. That means they are going to have to adjust to maintaining a lot smaller armies, or move to locations that are better suited for a military play style.

I'm not sure what the devs have planned for all those old city clusters built on 5 food squares but . . . perhaps many of them will become interdependent specialist cities with much smaller armies. Others may be torn down and rebuilt somewhere else . . . In the meantime all those unsupportable troops are on the verge of extinction.

well People are going to have to balance pop and taxes then arent they :)

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Direct Link To This Post Posted: 01 Aug 2011 at 17:07
We have postponed the Sitters and Food change until 31st August.

Edited by GM ThunderCat - 01 Aug 2011 at 23:17
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Direct Link To This Post Posted: 31 Jul 2011 at 08:49
Fluffy,

I simply mean that a lot of the cities older players seem to have built up armies much larger than their city placement would hold at positive food levels. That means they are going to have to adjust to maintaining a lot smaller armies, or move to locations that are better suited for a military play style.

I'm not sure what the devs have planned for all those old city clusters built on 5 food squares but . . . perhaps many of them will become interdependent specialist cities with much smaller armies. Others may be torn down and rebuilt somewhere else . . . In the meantime all those unsupportable troops are on the verge of extinction.
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Direct Link To This Post Posted: 30 Jul 2011 at 19:23
*bump*
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Direct Link To This Post Posted: 30 Jul 2011 at 17:15
Guys.
I have troops arriving to 500 / -500 tomorrow Aug 31st at about 20:30 with orders to occupy. Anyone that needs to get rid of a few troops, feel free to attack. 
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Direct Link To This Post Posted: 30 Jul 2011 at 00:39
Hecate, I suggest you hang around for a month or two.  I doubt you will still be concerned after you've been in Illy for a while.  I think it's something they put in the water ...
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