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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 03 Sep 2011 at 05:23 |
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Presumably one would need to use up the resources in excess of the new combined storehouse/warehouse limit before moving, or else lose them. Just another consideration.
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Ander
Postmaster General
Joined: 24 Apr 2011
Status: Offline
Points: 1269
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Posted: 03 Sep 2011 at 04:39 |
Darkwords wrote:
I think the point of the level 12 limit is to stop people moving around all the time and I think it is a fair limit, you will still get the free teleport for your capital and therefore should plan out where you place other cities carefully, if you end up in the middle of an aggresive alliance it is no-ones fault but your own.
This game would become a logistical nightmare if you could up and move cities at no, or very little cost.
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+1
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Darkwords
Postmaster General
Joined: 23 May 2011
Status: Offline
Points: 1005
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Posted: 03 Sep 2011 at 01:02 |
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I think the point of the level 12 limit is to stop people moving around all the time and I think it is a fair limit, you will still get the free teleport for your capital and therefore should plan out where you place other cities carefully, if you end up in the middle of an aggresive alliance it is no-ones fault but your own.
This game would become a logistical nightmare if you could up and move cities at no, or very little cost.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 02 Sep 2011 at 19:46 |
The requirement to build a warehouse is to have studied Inventory Management. As long as the storehouse was lev 15 at some point and study of Inventory management was completed, one can build or upgrade a warehouse at any time.
Research will not be lost or downgraded when the buildings are.
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Ander
Postmaster General
Joined: 24 Apr 2011
Status: Offline
Points: 1269
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Posted: 02 Sep 2011 at 19:35 |
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I think level 12 cap is a small penalty as you still get to keep all your researches and units and commanders.
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White Beard
Greenhorn
Joined: 21 Aug 2011
Location: AUS
Status: Offline
Points: 53
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Posted: 02 Sep 2011 at 18:34 |
Malpherion wrote:
I don't think there is any need for a lvl 12 restriction/reduction on buildings when you teleport. With the 5 day non attack cooldown in place, any aggressive player attacking someone else cant do so for that 5 days, which of course enables players to simply up and move to avoid any incoming aggression. All I see happening is people moving all over the place, the porting should also be instant, rather than taking 3 days to move across the world carrying your entire town on 1000 donkeys....
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I agree with you on both of your post. This penalty is to big for any non prestige player to even think about moving. Sure they can be fed res by their alliance, but the time it takes to rebuild is just insane. So they are really getting a double penalty. Yes they can choose not to move and possibly be stuck in the middle of an agressive alliance instaed of closer to their alliance. And while I truly believe in supporting this game, until this change comes I am just going to have to say" i will buy more prestige soon" and I know of a few very heavy prestige users like myself who are saying the same thing
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Malpherion
New Poster
Joined: 02 Sep 2011
Status: Offline
Points: 41
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Posted: 02 Sep 2011 at 16:42 |
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I don't think there is any need for a lvl 12 restriction/reduction on buildings when you teleport. With the 5 day non attack cooldown in place, any aggressive player attacking someone else cant do so for that 5 days, which of course enables players to simply up and move to avoid any incoming aggression. All I see happening is people moving all over the place, the porting should also be instant, rather than taking 3 days to move across the world carrying your entire town on 1000 donkeys....
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Malpherion
New Poster
Joined: 02 Sep 2011
Status: Offline
Points: 41
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Posted: 02 Sep 2011 at 16:38 |
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I have a thought though, wont things be royally stuffed when you port
since you need a lvl 15 storehouse for a warehouse? so if you port, your
storehouse becomes lvl 12 invalidating the warehouse requirements, which disappears because the requirements are no longer met. I
wonder if anyone else thought of that? That could be disasterous
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Nesse
Forum Warrior
Joined: 03 Oct 2010
Location: England
Status: Offline
Points: 406
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Posted: 02 Sep 2011 at 16:23 |
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100% taxes is not 100% of the income of people being payed to the government (.i.e. me). That would be a bit odd since I thought I was the one paying them to start with, by the way. Anyway, tax revenues are in percentage of 4 gold per hour and population slot in the buildings. (Soldiers eat gold and are not counted as population.) This will not change. The detrimental effect of taxes is currently a decrease in resource production as a percentage of 80% of the max production - for base resources, food, mana and research. This 80% is what is listed as production for the building and thus what all percentages are based on. Advanced resource production is always tax exempt. The proposed change is that food production will also be tax exempt, but that food production will be permanently reduced to the listed value, i.e. 80% of current max food production.
I hope that added a bit to the general confusion. ;)
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Anjire
Postmaster
Joined: 18 Sep 2010
Status: Offline
Points: 688
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Posted: 01 Sep 2011 at 21:54 |
Ander wrote:
Anjire wrote:
Ander wrote:
lol! 
The market value of all the advanced goods a city makes is a small fraction of the income gained through tax. I think this will remain so as long as there is no maximum cap on military units in a city. |
small fraction? I think someone's math is off. While probably not equal to tax income at 100% taxes it is, at least for me, a significant fraction approaching near equal revenue depending on the advanced resource focus of the city.
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a 25K pop city running at 100% tax = 100K gold per hour. The market value of 7.5 horses, 7.5 books, 8.5 cattles, 8.5 each of steel armor, plate armor, bows, spears, beer etc (per hour without any sovereignty bonus) is like around 40K Gold?
Ideally tax should net you something like 20% of your town's trade potential, not the other way around! |
I will agree that ideally tax should only be about 1/5 of your town's income potential hopefully the developers will make the needed game mechanic adjustments to reach this in the future. However, that is not what you said. You said that the market value of all the advanced goods a city makes is a small fraction of the income gained through tax. That statement is flat out wrong.
You also can't really compare the income of a 25K pop city at 100% tax as a base comparison to the advanced resource output of a city without sovereign bonuses. There is no way to support a 25K pop city @ 100% tax without additional help. You would need either outside support which throws the comparison off, you would need to claim sovereignty bonuses(impossible on a 5 farm city and highly improbable even on a 7 farm city), or you would have to invest a good portion of the tax income back into food purchases.
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