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Devish
New Poster
Joined: 13 Sep 2011 Status: Offline Points: 22 |
Topic: A statement from the Dwarven Lords...Posted: 18 Jul 2012 at 21:24 |
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The 10 square rule (the real rule not the whim) needs to be reviewed imho. While this rule was fine a year or 2 ago, it is simply not realistic anymore. The corollary of this is that the prevailing "wisdom" of 10 square clearance in general is ridiculous.
However, any 'rule' that any alliance is able to enforce successfully is a projection of power, and, as such, should be seen in this light. You do have the choice to either abide by the 'rule' or challenge it. This is part of the game. While I don't necessarily believe in the 10-square convention, I do believe in any alliance's right to exercise its own judgement, and enforce their policies to further their own goals and ambitions. I believe that every alliance (yes, even us training alliances) have their own agenda which comes first and foremost. I applaud DLORD for taking the time to explain their policies on the forums, and adopting a flexible approach when dealing with other players. Edited by Devish - 18 Jul 2012 at 21:28 |
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belargyle
Forum Warrior
Joined: 17 Jun 2010 Location: USA Status: Offline Points: 401 |
Posted: 21 Jun 2012 at 18:44 |
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Then in your own account above it would behoove the new city wishing to settle, to first speak with the older city - personally I would not like to see a city wiped out just because they have no courtesy or at least common sense . The fact that we wish discussion should let you know we are willing to speak on the issue and in fact have done this quite a few times since the posting of this thread and all have worked out quite well. The problem with just plopping a new city where they feel like it is that it doesn't know what the older one will do or if it will allow it stay there (or their alliance for that matter).
This is true, so I don't understand why the desperate need for self destruction? If they new city will simply relay intentions and see if it will work with/for older city in question - why take the chance of the new city's obliteration?
Thus you agree the 'Rule' IS in fact used for existing cities. Therefore what you have is our statement based off of an established 'game rule' with modifications to fit our desire. The only two aspects of a city being placed without the 'Rule' in effect (and not trumped by lvl 5 sov) is a newbie city and a settler made city.. both of which begin from scratch and building these kinds of cities in the shadow of an older one (as you fairly mention) leave said city at the mercy of the larger one. Since newbs are protected by the common good (and Dlord strongly upholds it).. you have again, a city placing itself in danger if it has not first spoken with the old city.
As Drejan stated previously to another, I will repeat it. You missed the point. Economical is PART of the aspect here and yes the points are very valid - to us, and that is what is being spoken of here. Tolls and pathfinding and such will come into play later once they are active. So for now.. it is good manners to ask.. but one can always try it the other way, we are not opposed to people playing the game how they desire, just know that we will play it our way as well. ![]() Edited by belargyle - 21 Jun 2012 at 19:00 |
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Berylla
Wordsmith
Joined: 31 May 2011 Location: Sweden Status: Offline Points: 121 |
Posted: 16 Jun 2012 at 22:16 |
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Spawn squares usually have a higher number than the max 7 for a basic resource, like 15 food or 20 wood or something similar. Just hover your mouse over the square to find out. I'm keeping troops on a square for sovving, and sometimes people for some odd reason send their caravans there and have them distroyed. My own caravans and those of alliance members and con-feds are protected and CAN harvest from them even when there are troops.
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dunnoob
Postmaster
Joined: 10 Dec 2011 Location: Elijal Status: Offline Points: 800 |
Posted: 15 Jun 2012 at 19:56 |
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Only teleporting cities into a wide ten square radius around existing cities is impossible, because nobody wants a huge city to pop up near to their growing settlements. That rule is also used for a less threatening exodus (arriving at pop below 2K as a sitting duck for 5 days.) Putting it mildly, so far all given economical arguments for a general ten square land claim were unconvincing. If you want to justify this claim at all, above a simple "my 10K stalwarts say so" statement, how about "my alliance might wish to move to or to settle in this range", or "pathfinding could allow to get tolls from folks using a favourable route in this range"?
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Subatoi
Forum Warrior
Joined: 01 Mar 2012 Status: Offline Points: 380 |
Posted: 15 Jun 2012 at 17:07 |
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Sov issues pertain to land claims, you can claim sov to ensure that some sqs are for alliance only, drop sov when member wants to land city etc. there is no need for a new thread.
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Sloter
Forum Warrior
Joined: 14 Aug 2011 Status: Offline Points: 304 |
Posted: 15 Jun 2012 at 16:56 |
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Maybe he used troops to claim higher lvl of sov or some other reason other then protecting res spawn point.
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Avion
Wordsmith
Joined: 09 May 2012 Location: Meilla Status: Offline Points: 111 |
Posted: 15 Jun 2012 at 16:30 |
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I vote for that - the original discussion seems at a dead end. Here's what I would ask in that new thread: A neighbour of mine has claimed sovereignty over a square that has a resource spawner. Does this give him any extra advantage? As well, he had troops stationed there so that no outside caravans could visit (I was told my caravans would be destroyed if I tried to harvest there). I was going to ask him to move his troops but they eventually left before I got up the nerve. I suppose he has a right to park troops on his own sovereignty squares but what if they have spawners? |
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Suppose they gave a war and nobody came?
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Drejan
Forum Warrior
Joined: 30 Sep 2010 Status: Offline Points: 234 |
Posted: 15 Jun 2012 at 14:16 |
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Trolling or not, you 've readead all the pages but you miss the point.
5 range (your) + 5 range (his) = 10 range, wanting to claim a square at 5 range is not something too special with new buildings, the claim state that you should ask before settling from 5 to 10 squares between the two cities, to avoid fights for the sovs. Nothing special, the game avoid moving cities in this range too...
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Granlik
Forum Warrior
Joined: 12 Apr 2012 Location: London UK Status: Offline Points: 280 |
Posted: 15 Jun 2012 at 13:50 |
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I have now spent over half an hour diligently plodding through this thread from page one. The arguments on both sides are well thought out, constructive and thought provoking. I can see clearly why there is so much interest in the subject.
What I would like to see however are some examples of cities with a sovereignty reach of eight or more squares from its base square. Such a city would be a megacity in my eyes.
I am NOT interested in conglomerations of joined up sovereignty areas comprising of several cities of which can be seen around Elgea.
Examples please……
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PirateKing
Forum Warrior
Joined: 23 Sep 2011 Location: ~South Seas~ Status: Offline Points: 225 |
Posted: 30 May 2012 at 02:45 |
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Planting an army on another player's sov with the intention of claiming is quite costly. Dev's, can we please have a "graffiti" skill that would simply trash and mar their land instead?
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~SouthSeasPirates~ |
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