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Topic Closed21JUL11 - Mobiles, other

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Direct Link To This Post Posted: 22 Jul 2011 at 22:45
hindsight is 20/20 of course
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Direct Link To This Post Posted: 22 Jul 2011 at 22:19
Younger accounts already have the advantage of an expanded world and sovereignty which was NOT implemented when many of us started.       For those that did not move their cities out of the original map area, the growth of neighbors and the influx of new players has eliminated many sov squares for old cities.   

The correction to negative food should have been addressed when sov/map expansion was released, not one year later.   
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Direct Link To This Post Posted: 22 Jul 2011 at 22:13
I have used the 0 food tactic too.  However, I always considered it a bit of an exploit and beleive getting rid of it will really level the game out and give younger accounts a better chance.

I actually think this will improve the game for all of us in the long run.  I am also pleased we have been given warning about this, but hope it does not kick in on the 1st of Aug, as I have a similar sov prob to someone above.... Cry
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Direct Link To This Post Posted: 22 Jul 2011 at 22:09
Please say this is not so.  This change penalizes all those players that started playing pre-sovereignty and pre-map expansion  (early in the game).    Yes, we got a free move after the world was expanded  but we had to carry over the current resources.     You are penalizing those that have loyally played this game from the start (or close to it)as most of the cities were built pre-sovereignty and pre-map expansion.    If you were going to address a negative food strategy (yes, some have taken that as a strategy) you should have countered with the option to change the resources square type when the cities were allowed to move, not now.       Honestly, the only option for some is to raze their own older cities.   Implementation of this change handicaps veteran players of this game and I'm willing to be that I'm not the only one upset about this change.    I would suggest that adjustment or modification be allowed for those in this situation.   

Edit:  At least implement the option of allowing players (esp Veterans) to move their cities, even if it costs, at the same time you implement this new rule.  


Edited by Starry - 22 Jul 2011 at 22:15
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Direct Link To This Post Posted: 22 Jul 2011 at 21:28
     I wouldnt mind if you were negative food that your cows and horses start dissapearing and then why not make it easier for all of us to change the tiles around us (sovs)(better food) and drop the rates of research points per level of sov also. Magic could also throw in a few spells that also increase your production on more than one sov at a time.   There should be a better way at going at the people with negative food, just gave a few options to do so.  Would like to build past a certain point but running low on food myself.
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Direct Link To This Post Posted: 22 Jul 2011 at 20:58
I don't really know just thoughts passing

Major changes that effect players game style I believe that are damaging a game.

People that have spend time with certain rules to find a way and analyse what strategy they will follow and afterwards running against the clock using prestige and mostly time to make their own strategy working, comes a day which someone just changes the rules :(  All the effort that these people have spend is gone to the waste.. make me wondering if it is valuable ?  If the players do count in the game.

I have seen that in many games just to show something new they just change rules instead of basically improve the game. So a question comes although Illyriad is still under development things are been under construction and new things have been added and probably will be added which is the reason for major changes that effect players game style?

I sure don't count myself as I still believe that I am learning the game but sure it counts for players older than me in Illyriad time I mean :)
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Direct Link To This Post Posted: 22 Jul 2011 at 20:00


That would be great if this release brought a city remove that would allow to have the basic ressource splots that are on the tile we would move the city on.

This wasn't crearly specified as game abuse, and that's a big blow for players like Creature or me that built up a settling strategy counting the fact that with a negative food production and 0 food, your city just froze... seemed logic and didnt look like a game abuse... maybe your citizen are searching food by their way, and that's why they do not have time to build army or advanced ressources for you... until you bring food again in the city.


and this release mostly touch the high populated players, that spent a good amount of money in the game also. that wont be very nice not to have a compensation concerning this release.


and as said above this could be to have a city remove that totally takes the caracteristics of the terrain you move on.



without that, i dont know how other players will do, but ill personnally destroy all my cities that are uselesly on 5 food tiles... or maybe make a new account and find a better location.


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Direct Link To This Post Posted: 22 Jul 2011 at 19:41
same here for me as with Mandarins... my account will get basically destroyed with this food change, because I built hardly any of my cities on +7 food tiles.

EDIT: Infact this impact of this food change will be so drastic for me and many other player that I may aswell completely restart my account on different terrain.

You guys are calling this negative food income thing an 'EXPLOIT' in your original post. That if fine, you made the game and what you call an exploit is an exploit.

But the fact is that running cities with negative food been such a widespread practice for such a long time (since the first days of Illyriad, more than a year ago) that most advanced players just assumed this was an intended part of the game mechanics. You could have told us so many times that this was not intentional and would be changed, it has been no secret that this has been a common tactic for advanced economies - infact I have seen it in several city development guides.

Personally I would prefer to see this planned change cancelled all together, because I don't believe it is fair to a large number of veteran players to suddenly call what was assumed to be part of the game mechanics 'an explot' and shut it down when the ramifications of this are totally crippling for many players.

Second to cancelling this intended change I'd like to see a workaround - the fairest one I can think of would be a 1-time reallocation of city resource plots - allowing players who were never informed that 7-food city plots would be absolutely ESSENTIAL to redress their disadvantage without months of rebuilding.

I'd be very interested to hear the devs' and community's views on this post.


Edited by Createure - 22 Jul 2011 at 23:24
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Direct Link To This Post Posted: 22 Jul 2011 at 19:37
Keeping in mind that there could be a cap put on how much a square may be upgraded  Wink
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Direct Link To This Post Posted: 22 Jul 2011 at 19:35
Also as things are now i was wondering if the dev crew has thought of a way that you could incorporate the new magic that is coming "soon" to be able to upgrade adjacent squares. Right now its a fight for food sov squares to make a larger city, if you could build a city next to a food sov that would only be 7 but could perform magic to upgrade it to a 10 and then start a sov there it would be exceptionally convienant. This would also help even out the importance of the other basics instead of everyone going for good food sovs.
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