Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - 21JUL11 - Mobiles, other
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic Closed21JUL11 - Mobiles, other

 Post Reply Post Reply Page  <1 1617181920 22>
Author
Capricorne View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 15 May 2011
Status: Offline
Points: 117
Direct Link To This Post Posted: 28 Jul 2011 at 16:40
Well said Kumomoto! Couldn't said it better myself.
+1
Back to Top
Createure View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
Direct Link To This Post Posted: 28 Jul 2011 at 17:09
I agree with what you're saying Kumo.

But I still think there is a problem with people who spent a long time building up cities on 5 food plots suddenly becoming limited to a greater extent than people who built on 7 food plots - simply because they were unaware that 7 food would become to essential later on.

Hence the current change is going to force some veterans to chose between rebuilding their almost their entire account, or settling with a significant disadvantage to those who built their cities on 7 food tiles.

Not only that but these changes are going to make "demolishing your first city to build on a 7 food tile" standard advice to new players - which just smells of poorly designed game mechanics.
Back to Top
Brids17 View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
Direct Link To This Post Posted: 28 Jul 2011 at 18:16
Couldn't the same be said for boats? Some player doesn't build anywhere near water then the boat update arrives and suddenly that player is at a disadvantage because he didn't build near water? Obviously the GMs chose to let us know boats are eventually coming but not all updates work like that. Sometimes updates just come up and yeah, sometimes that means some players are going to suddenly be at a disadvantage because they weren't aware of said change.

That's sort of the MMO experience really. Things change, some work out great for you some make you worse off. I can't think of a single MMO I've played where an update didn't leave someone worse off than they were before. If you're looking for a more static game, perhaps play games that aren't updated after they're released.

Besides, who knows, maybe in light of this update the GMs will release another update sometime in the future to make intensive to settle on 5 food squares. And then everyone who had all their cities on 7 food squares will be worse off than others and will make extreme comments about how they should just siege down all their cities and start over rather than adapt to the new changes.
Back to Top
Ander View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 24 Apr 2011
Status: Offline
Points: 1269
Direct Link To This Post Posted: 28 Jul 2011 at 18:28
7 food tiles are by no means essential currently. Except for the tax revenue, there is no reason to sustain a city at 20K or 25K pop.

We need not assume that taxes will be the main strength of a city for ever. As SC said in his previous post, if there are renewed purposes for Wood, Clay, Iron and Stone in terms of "Tier 2 building support", one might as well regret having too many cities on 7 food tiles.

Considering how dynamically the game environment changes, it is not a very good advice to demolish the first city for some extra tax revenue. The 7 clay capital cities of orcs may be very inconvenient today, but we do not know if the devs had a reason to choose this resource distribution only for orcs. 
Back to Top
Ander View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 24 Apr 2011
Status: Offline
Points: 1269
Direct Link To This Post Posted: 28 Jul 2011 at 18:38
Also I like the idea that a city could be rebuilt one day for a different strategy. Otherwise what would someone do after building their 10th city? O.o

Edited by Ander - 28 Jul 2011 at 18:43
Back to Top
JohnChance View Drop Down
New Poster
New Poster
Avatar

Joined: 25 Jul 2011
Status: Offline
Points: 24
Direct Link To This Post Posted: 28 Jul 2011 at 18:44
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by Ander Ander wrote:

The side effect is that after building up the city to a population equal to their food production, most people would put taxes to 100%. 

Not necessarily - if there are renewed purposes for Wood, Clay, Iron and Stone in terms of "Tier 2 building support" at the same time.

SC


This actually is a very good idea. Could I also suggest that the ability to have more than one building on a sovereign square might compliment this? concept? Though perhaps only one building of any given type per square, just as happens for most buildings inside the town itself.

My thinking is that Sovereign squares represent a buildup of population outside the city walls. There doesn't seem to be any reason why I shouldn't have a food sovereign building AND a cattle production sovereign on a single tile, or a food sovereign building and a building that helps me build troops. Nor does there seem to be a reason why I couldn't have a food sovereign building and a clay sovereign building.

Obviously this leads to some serious balancing issues to prevent players from putting everything on every square. Here are my proposed fixes to that:

  1. Basic resource sovereignty should still be free for the FIRST building you put up. However after that each new building should have a flat 150 gold cost. So having a farmstead and a mineshaft would cost you 150 gold. That's equivalent to supporting 50-75 tier two units. Having a single square supporting a farmstead, a mineshaft, and a logging camp would cost 300 gold instead of 150, equivalent to supporting 100-150 tier two troops.

  2. Keep the basic system of having advanced unit production sovereign tiles cost resources to maintain. So that if I have a saddle maker and a cattle ranch both at level five, that's the same as if I'd gotten (somehow) my saddle maker to level ten.
The overall thrust of this suggestion is to make sovereign squares, especially those closer to your city, more valuable, and more of an extension of the city itself. A heavily built up sovereign square would still be more expensive than one that wasn't so well developed, but it would be providing more bonus', and if it were closer to the city walls it would be easier to maintain those increased costs.

The end result of this would be a balance, causing the city to grow naturally in "rings" with the most valuable squares being either the first two rings around where you settled, or squares further out with an extremely high native bonus, such as a 20 food square or a +3% to swords square.

Back to Top
Erik Dirk View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 01 Jun 2011
Status: Offline
Points: 158
Direct Link To This Post Posted: 29 Jul 2011 at 00:54
Originally posted by Brids17 Brids17 wrote:

Couldn't the same be said for boats? Some player doesn't build anywhere near water then the boat update arrives and suddenly that player is at a disadvantage because he didn't build near water?
Actually the 7 food square issue would be completely differenet; when boats come in a player near water may have a tactical advantage, however it won't be a clear advantage as in order to maintain the boats the player will have to have a slightly smaller army, or the docks may take away one plot and use food so the player cant build the new academy of magicians building.
 
However under current game mechanics the player with 7 food plots has almost a 50% advantage over a player with 5, It's not a tactical advantage, it's a very clear advantage that allows bigger city size, and larger revenue.
 
Also an update that requires a player to re-structure a town is not great, but certainly something to expect in a game like this, however an update that pretty much requires you to re-build a city should be avoided at all costs.
 
Finally I haven't seen many suggestions or comments on how the GM's should implement terraforming, without causing homoginisation of tiles. I think my last suggestion woul be fine for an initial release. any better ideas or problems I haven't thought of.
 
Each race is given a single racial terraforming spell.
Eg.
Race          Name             Combat type   Resource plots
Humans "Golden plains" Plains,              4  5   5   4   7
Elf          "elven glade"    forest               7  3   4   4   7
Orc        "clan pit"           Hill                    3  7   4   4   7 
Dwarves "drinking hall"  Mountain         4   4   5   5   7


Back to Top
JohnChance View Drop Down
New Poster
New Poster
Avatar

Joined: 25 Jul 2011
Status: Offline
Points: 24
Direct Link To This Post Posted: 29 Jul 2011 at 01:28
I'd suggest that any terrain transforming  spell that adds food should do so at a net loss to other resources. For example I might get one extra food square in return for two other plots. Making the new square allocation similar to a jungle square.

So you can have your 7 food mountains, but they have lost four of another random resource, and of course mountains don't tend to be on terrain that is otherwise rich in food so your not getting great food sov squares to boost your production, or a great ability to get advanced resource sov squares that require a resource upkeep, or tier two buildings that work in the same way.

I honestly wouldn't mind this being able to be repeated to get eight or even ten food plots, so long as it was always an exchange of one plot for two.  The "maximum" ten food terrain altered city can grow huge, but . . . at what cost? It's all farmland and no industrial capacity. So it has to buy basic resources on the market, or the player has to build a "huge" logging, mining, or clay gathering city right next door, which obviously would be comparatively tiny in it's food supplies.

This would benefit older players who build their 5/5/5/5 cities in a cluster as they could specialize each one and quickly ship resources around using caravans. Indeed there might be an option to have such a "metropolis" show up on the map as a single huge city that takes up multiple squares on the map.


Edited by JohnChance - 29 Jul 2011 at 01:33
Back to Top
Brids17 View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
Direct Link To This Post Posted: 29 Jul 2011 at 01:41
Originally posted by Erik Dirk Erik Dirk wrote:

Actually the 7 food square issue would be completely differenet; when boats come in a player near water may have a tactical advantage, however it won't be a clear advantage as in order to maintain the boats the player will have to have a slightly smaller army, or the docks may take away one plot and use food so the player cant build the new academy of magicians building.


It's been mentioned that with the addition of boats, there might be fishing and thus an alternative way of gaining food, thus possibly giving a player a food bonus advantage over everyone else who doesn't have cities near water. It might not be so much as 50% (I still don't understand how 2 food tiles amounts to a 50% more despite 2 food tiles being less than half of 5 food tiles) but it would still be a similar situation.

Anyway, I'm unsure how I feel about being able to change your underlying tile. Even if it was a little more balanced out by having racial templates it would always certainly mean everyone using said tile. A lot of sov is balanced out by not always having the best tiles around it to take advantage of it. So for example currently if you settle in the mountains for lots of sword and chainmail production, you're going to be sitting on a mountain with perhaps less iron and only 5 food. If you could change your underlying tile, you wouldn't really be trading off anything to take advantage of the sov spots around you.

Plus, I have to wonder if this would make food sovs that much higher in demand. Many food sovs don't have any 7 food tiles around it, thus kind of making a trade off there. If you could change your underlying tile, I could see everyone grabbing food sovs and leaving everything else.
Back to Top
Erik Dirk View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 01 Jun 2011
Status: Offline
Points: 158
Direct Link To This Post Posted: 29 Jul 2011 at 02:35
I did say "almost" but fine, 7 food tiles are exacty 40% better mister picky 2/5=.4
 I kind of agree with what your saying, however it just means that what tiles or factions are around you becomes the only factors rather rather than the tile you settle on.
I just think well over 100 cities all looking to re-settle at once would be a bit to chaotic to be the best solution
Back to Top
 Post Reply Post Reply Page  <1 1617181920 22>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.