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Topic ClosedAdvance Notice: Changes to upkeep, resources etc

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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 20 Aug 2011 at 15:26
Originally posted by Brids17 Brids17 wrote:

Originally posted by Kilotov of DokGthung Kilotov of DokGthung wrote:

hate the moving city stuff.
there should be more penalties for moving...like inability to make adv res  or units for a LONGER period of time



You don't think de-leveling all builds to level 12 isn't enough? I wouldn't consider moving most of my cities with a penalty like that...

i said that cause i have a fairly new town i will move asap it will be possible ...that town has just a few buildings + 12 like Com.Ground and market place... ...
but yea, it will hurt a bit
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Machiathustra View Drop Down
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Direct Link To This Post Posted: 20 Aug 2011 at 15:39
If I might suggest a fifth option which I think would be more fair to the players,
How about if food shortages directly affect a building's production.

I'll use a level 10 mage tower as an example.
Consumption:      74
Mana Production:  134

Mana per mage:    134 / 74 = 1.81

With a food production of -7, players could set their mage tower consumption to 74-7 = 67
Which would give a mana production of 67 * 1.81 = 121

As food shortages occur, the system would autorandomly distribute the shortage throughout the city but the player could then go in and redistribute the shortage to their least important sectors.

Maybe a more advanced system could be made to allow players to give their buildings a "food favour rating" (FFR) ie. 1-star buildings would be the first to be autorandomly deprecated by the system and 5-star buildings would be the last.
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Ander View Drop Down
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Direct Link To This Post Posted: 20 Aug 2011 at 16:17
Originally posted by Kilotov of DokGthung Kilotov of DokGthung wrote:


i said that cause i have a fairly new town i will move asap it will be possible ...that town has just a few buildings + 12 like Com.Ground and market place... ...
but yea, it will hurt a bit


I have a town with just market and warehouse at 15 and everything else less than or upto 12. I am already wondering where to move this, but will wait and level other things up to 12 till the new buildings are released.


EDIT:
considering all the +ve food that is going to come out in my cities, I may not need to build farmyards for a long time now! :D


Edited by Ander - 20 Aug 2011 at 16:19
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Direct Link To This Post Posted: 20 Aug 2011 at 16:19
This is how I'm reading the changes; food is to be treated like all other basic resources and with new buildings, the importance of a 7 plot of X resource will depend on the town's focus as well as the race. As a result, moves might be required to ensure that THAT basic resource can support the town's focus.

For example, a town focused on say, swords should be placed on a 7 iron plot near a high iron dolmen, and one focused on bows would want a 7 wood plot near a high wood dolmen?

This I like, although, I haven't invested a lot of time building up stuff that might not work as it once did. 

Then again, I may be interpreting this all wrong. 


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Direct Link To This Post Posted: 20 Aug 2011 at 18:06
Originally posted by Machiathustra Machiathustra wrote:

If I might suggest a fifth option which I think would be more fair to the players,
How about if food shortages directly affect a building's production.

I'll use a level 10 mage tower as an example.
Consumption:      74
Mana Production:  134

Mana per mage:    134 / 74 = 1.81

With a food production of -7, players could set their mage tower consumption to 74-7 = 67
Which would give a mana production of 67 * 1.81 = 121

As food shortages occur, the system would autorandomly distribute the shortage throughout the city but the player could then go in and redistribute the shortage to their least important sectors.

Maybe a more advanced system could be made to allow players to give their buildings a "food favour rating" (FFR) ie. 1-star buildings would be the first to be autorandomly deprecated by the system and 5-star buildings would be the last.


I think this is a very good idea!
And it would be really nice to be able to lower the food consumption of buildings, when not so needed, and maxed it again when needed.


Edited by Babbens - 20 Aug 2011 at 18:07
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Direct Link To This Post Posted: 20 Aug 2011 at 19:23
Originally posted by Meagh Meagh wrote:

imho this has the potential to unbalance the game. First you will have players who will use relocating to set up attacks. Illy will become much more aggressive and much more like other browser based strategy games where players port into an area to attack.  Admittedly this might be a good thing if you are looking to increase conflict and strife in-game.

Though porting to increase conflict might increase activity and could be considered healthy in some way, it will certainly upset the natural growth that is occurring in the game and this is not healthy imho. Right now most of the older players and older cities are toward the center of the map. This allows new players to relocate out of harms way if they wish and move to the outside of the map where they can develop and game. With this older players can move with developed armies to the outside of the map. You would pit old players against new players with this to the disadvantage of all new players...



The larger players are scattered all across the map we are not just in the middle, and porting into an area to attack would drop all the building to lvl 12 which means your pop will drop significantly from a developed city this will kill the tax income of the city and the ability to keep a huge army, so there will be some aggressiveness but im sure it wont be much more than it is now


on another note will the new moving of the cities be like sending settlers, with X speed so it may take a few days to move on top of the 5 day waiting period or is it instant and the 5 days count as the relocating time before you can move another city

though it would have been nice to know a little sooner so i wouldnt have sieged 1 of my 5 food towns to build a 7 food but its all good it  was a small town anyway



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Direct Link To This Post Posted: 20 Aug 2011 at 19:32

I agree with Sloter. if new buildings, that will use the 4 basic ressources, also give the same pop as res prod buildings actually does, that would bring more depth: u can increase your pop with a mix of food and basic ressource. And then, 5 food cities can find theire old glory: as they have a high prod of basic ressources (5 of each instead of a limitation with one basic that has 3 mines for 7 food cities), they could have a high pop, but still less than 7 food ones i think, and most important is that they will be very specialised cities but still with a good gold production ( but of course, still less than 7 food cities).
Maybe im not seeing all the consequences of that, but that would bring a new balance between 5 and 7 food cities, and that would also bring a large panel of strategies that i can't even describe.

Also i agree with Rupe about having more lightings on what would be these new buildings and their costs, before we are able to move our cities... of course, only if thise move is a 1 time move... is it?


Edited by Mandarins31 - 20 Aug 2011 at 19:39
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Direct Link To This Post Posted: 20 Aug 2011 at 19:48
I think the new building might be the "chancery of estates"(or whatsitsname), which makes sovereignty much more affordable in exhcange for basic resources. Nicenice - ty devs ^^
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Direct Link To This Post Posted: 20 Aug 2011 at 20:02
I have big questions before I even begin to analyze this. The developers haven't given us any way to evaluate the changes because they mostly depend on factors related to the new buildings. So I have to ask:

  1. What do these new buildings do and how important are they? Do they include fortifications for defense? Do some of them enhance taxable income? Do they make sov cheaper? Are they needed for T3 troops? Are they needed to make spell components for combat or terraforming spells? We already know some of them will relate to the new trade system.

  2. How much do they cost and what resources are favored? If stone and clay are favored they become much more valuable since they currently aren't used much for crafting right now.

  3. Are any of these buildings related to the quick and easy transfer of resources between your own cities? Can I have vast fields and resource production in villages, and use the output of those communities to support larger "cities" made up of factories, mercantile interests, and army fortifications?
Until I have answers to some of these questions it's impossible to really evaluate the effect these changes will have on actual tactics or strategy.
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Direct Link To This Post Posted: 20 Aug 2011 at 20:18
I think it makes sense to sit tight until the new buildings are released.  The change to food/tax should eliminate the urgency that many large players were feeling in trying to get their food situation squared away.

The drop to level 12 bldgs makes moving a large city a costly exercise.  Though less costly than completely razing a city and rebuilding elsewhere as many players have done in the past.  The 10 sqs restriction still can be difficult to overcome, too.


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