Cities Next to Tounament Squares |
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Wintersmith
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Joined: 09 Jun 2016 Location: Australia Status: Offline Points: 2 |
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Posted: 09 Jun 2016 at 01:04 |
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Moving cities next to tournament squares may be ungentlemanly, unsportsmanlike and a lot of other things but it certainly isn't cheating. It is however very naive of those involved with tournament square placement who didn't think this was going to happen. It's also obvious that alliances will select tournament squares and move several players cities adjacent to dominate the square for the duration for an easy win. The fix is beyond simple and can be done in no time:
A non tournament player handpicks the squares, keeping the terrain type balanced as well as the spacings as much as possible. The Devs just need to check for settlers etc., as Angrim pointed out above. Then only release the locations at the start of the tournament. (Of course, some tournaments may have more or fewer squares if that is desired) This way everyone gets a chance to exo a city (If they really want to) and that location will be useless come the following tournament, with all new locations again. To throw a spanner in the works, you could always make time into points and modify(multiply) by distance of the nearest occupier. It would be completely pointless being next to a tourney square then for any reason other than rapid clearing. |
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Angrim
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Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1173 |
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Posted: 08 Jun 2016 at 21:45 |
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if i thought this were an actual problem (which i don't), i would suggest that the game randomise the tournament square each time a tournament is declared (or maybe once each month, so that the devs could automate it and not be involved)--one square per region, randomly selected from all settleable, unoccupied squares that don't have incoming settlers or cities in exodus. it's not a bad idea anyway. keeps the tournaments fresh, stops penalising alliances with homelands located on the wrong side of their respective regions, and would vary the terrain in each region on which the tournament is fought. (...stupid bloody plains squares...)
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Boobylicious
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Joined: 08 Jun 2016 Status: Offline Points: 3 |
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Posted: 08 Jun 2016 at 19:35 |
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It cant help you win the tournament but it can help you a win regional prize(s). And lets take a look at vCrow, the obvious tourney dominators, cities in BL. How many are near tournament squares? ![]() |
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jtk310
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Joined: 05 Jun 2012 Location: USA Status: Offline Points: 35 |
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Posted: 08 Jun 2016 at 19:20 |
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I have a city near the Westmarch square. In fact, we have several cities near the square (just as many alliances have several cities near some square or another). Sure, I have an advantage on that one square, but that won't win me the tournament. There are a bunch of squares, and alliances who have folks ready to compete in multiple areas have a better chance than us geographically contained folks. Especially at an advantage are large alliances, as extra cities and extra troops confer a much larger advantage than proximity ever could, especially if you have the ability to get your timings correct. In the end, what assets you have at your disposal and your ability to put those assets to use is going to be the main determining factor. Maybe I am wrong, but that seems apparent to me.
This entire idea of attacking cities due to their proximity to a tournament square, to me, seems like asking for trouble. I would argue that that attacking cities is a quick way to derail a tournament because (at least in my case) it will almost certainly lead to broader skirmishes or even war, and the tournament would then take up valuable troops that would instead be put to use attempting to deal with the aggressors. EDIT: hmm, just realized that a giant alliance could in theory move a few of their cities to every single square and "compete" in that way, so we are talking about more than the occasional city near a tournament square inside an alliance bloc. If someone takes it to that extreme I will revisit my opinion. Seems like that would leave them pretty vulnerable outside of tournament time to local powers wiping their isolated cities out of their areas.
Edited by jtk310 - 08 Jun 2016 at 19:26 |
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Boobylicious
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Posted: 08 Jun 2016 at 19:10 |
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"How are you going to be able to tell if a city was there before the tourney square was made?" There might be a clever tech-guy thing to do or some are just obvious, like low pop cities full of cottages directly next to squares, or cities with low pop or very little sov. Or most of dittobite's are next to tourney squares. Now if someone razed one or two of them... Edited by Boobylicious - 08 Jun 2016 at 19:19 |
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 08 Jun 2016 at 18:54 |
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I think it's perfectly acceptable to destroy snooper armies sent to monitor tournament squares. I have both sent such armies, and destroyed such armies. They are a de facto extension of the armies fighting on the square itself.
Most of the posts here have focused on destroying a city moved next to a tournament square. If the adjacent troops are an unfair advantage, then why not eliminate the troops, and leave the city intact? It seems that so many players in this game want to take conflicts straight to the ultimate escalation, the siege. Destroying a city can result in reciprocation, which naturally results in war. Wiping out a tournament city's troops, while hostile, seems more on parity. The moved city is being used as a troop container to dominate the tournament square, and eliminating those tournament troops is an extension of competing for the square. If it really bothers you, claim Sovereignty V and move your own tournament city adjacent to the square to neutralize their advantage. I think an argument could be made that violating the 10 squares around the tournament square negates that specific city's rights to 10 squares. Any move made against the city itself could be construed as hostility, so the main factor to evaluate is the hostility of the alliance trying to dominate the square, and their willingness and ability to escalate any response, and your own ability to handle that response. In short, it gets handled by politics on a case-by-case basis, pretty much like every other issue in Illyriad. |
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kodabear
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Player Council - Astronomer Joined: 18 Jun 2013 Location: Lucerna Status: Offline Points: 1237 |
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Posted: 08 Jun 2016 at 18:49 |
How are you going to be able to tell if a city was there before the tourney square was made?
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Tensmoor
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Posted: 08 Jun 2016 at 18:47 |
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Rill - piss people off???? Checks to see what alternative reality he's wandered into...
I do like the idea of the squares being different each time but to paraphrase Diva - somebody will always find a way to gain an advantage. |
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Boobylicious
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Posted: 08 Jun 2016 at 18:44 |
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I say yes fair target!
If a city is moved directly next to a tournament square for the tournament, then surely it is part of the tournament? And if it's part of the tourney then it's fair game. If an alliance wants an advantage over a tourney square by placing a city next to it, then they should be challenged for the dominance. If they can successfully defend the city as well as the square then I feel it adds a whole new level for king-of-the-hill tournament. And if they can't then they shouldn't put a city near a square. But if a city that has been there weeks, months or years before the tourney square was made then its just bad luck. Those cities are fine in my book as they have not been placed there for a tournament square.
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 08 Jun 2016 at 18:35 |
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A rush to Exodus near tourney squares? /me looks around Utopia
There goes the neighborhood ... Seriously I don't think we need any "rules" around tourney squares. There is one general rule in Illyriad, which is that if you piss people off, there will be consequences. Mostly I try to avoid pissing people off for that reason. Hey, no one ever said I was good at this.
Edited by Rill - 08 Jun 2016 at 19:05 |
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