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Jax Caliber
New Poster
Joined: 10 Jun 2010
Status: Offline
Points: 4
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Posted: 12 Jul 2010 at 19:38 |
GM Stormcrow wrote:
options and
bonuses to the holding city, player and/or alliance.
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Dose this mean an alliance can occupy one?
Edited by Jax Caliber - 12 Jul 2010 at 19:44
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 12 Jul 2010 at 01:26 |
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I certantly wouldn't be thinking this would be implemented when sov is released and I've only had a little experience with programming but wouldn't it be possible to get a simmilar results to pathfinding through checks.
Ie If a sov square is connected to your city it becomes a prime1 sov square else If a sov square is connected to a prime1 sov square it becomes a prime2 sov square else If a sov square is connected to a prime2 sov square it too becomes a prime2 sov square check
If prime2 then Distance = distance + 0.2*(distance-1) else Distance = distance check
checks could be made and recorded every time the city creates or destroys a new soverign square. No prime 1 check is needed as distance will equal 1 Distance is the distance used to determine upkeep distance is the distance from the city
Edited by col0005 - 12 Jul 2010 at 02:22
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 10 Jul 2010 at 23:53 |
Torn Sky wrote:
I beleive if you compete against someone's Sov as your army sits there it lowers their Sov lvl and if the Sov lvl drop the structure also drops so when you drop their Sov lvl to 0 it should destroy their structure and you get to start lvling your Sov and building structure to what ever research lvl you have
If you capture the city though you get the research lvls that city has so it wont be a problem
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^^ has it exactly right
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Torn Sky
Forum Warrior
Joined: 28 Apr 2010
Location: Texas
Status: Offline
Points: 402
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Posted: 10 Jul 2010 at 22:40 |
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I beleive if you compete against someone's Sov as your army sits there it lowers their Sov lvl and if the Sov lvl drop the structure also drops so when you drop their Sov lvl to 0 it should destroy their structure and you get to start lvling your Sov and building structure to what ever research lvl you have
If you capture the city though you get the research lvls that city has so it wont be a problem
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Xoref Klis
New Poster
Joined: 10 Jul 2010
Location: Toronto
Status: Offline
Points: 1
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Posted: 10 Jul 2010 at 22:31 |
Hello,
Quick question. You said that an alternative to competing for a soveriegn square or planting a hostile army and siphoning would be to raze or capture the city that holds sovereignty.
Is it possible to capture a cities sovereign square if it has a Sovereignty level or Sovereignty structure on it that are a higher level than I have researched?
GM Stormcrow wrote:
SOVEREIGNTY Q & A
Q. How do I destroy another player's Sovereign Structure?
By competing with that player for Sovereignty on the Square (see above). For the avoidance of doubt, you cannot Siege or Blockade Sovereign structures.
An alternative route is to destroy the city that holds the Sovereignty. When a Sovereignty-holding city is razed, all Sovereignty and Sovereign structures are lost.
When it is captured, Sovereignty (and its benefits/costs) transfer to the player who captured the city. |
Great work guys. :)
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 10 Jul 2010 at 15:36 |
col0005 wrote:
Hey the upkeep changing with distance is great, however is there any advantage for conecting Sovereign squares? Clustering cities shouldn't be encoraged more, however it makes a lot of sense for a bonus to be applied to clustering Sovereign squares something along the lines of if there is a solid line of Sovereign squares to a square 3 squares away then distance = 1 and if 2 or more soverign squares are connected then distance = 1 + (distance-1)/n where n is the number of connecting squares
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When pathfinding is in place, and places are connected by roads... ... then there's a distinct possibility that connected Sovereign Squares might be cheaper to maintain. But, again, that's a way away.
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 10 Jul 2010 at 03:18 |
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Hey the upkeep changing with distance is great, however is there any advantage for conecting Sovereign squares? Clustering cities shouldn't be encoraged more, however it makes a lot of sense for a bonus to be applied to clustering Sovereign squares something along the lines of if there is a solid line of Sovereign squares to a square 3 squares away then distance = 1 and if 2 or more soverign squares are connected then distance = 1 + (distance-1)/n where n is the number of connecting squares
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 10 Jul 2010 at 01:34 |
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Ouch...SC is god of creation but not destruction.
So in practice: WHOOMP "Hey, you like this? No?" .... "Ok, I'll put it in the garage." "Hmm, I need a bigger garage." WHOOMP
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Duke Felirae
Greenhorn
Joined: 08 May 2010
Status: Offline
Points: 76
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Posted: 10 Jul 2010 at 00:39 |
GM Stormcrow wrote:
As for Gryphon, when you work out what he does...
... let me know, will you? I've been dying to know. 
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His Grace the Duke of Felirae
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 09 Jul 2010 at 23:56 |
Duke Felirae wrote:
D'ev N'ull - King of the GodsAkita - God of Commerce Stormcrow - God of wisdom and creation ThunderCat - Gryphon - Strategos - God of strategy
Any suggestions for ThunderCat and Gryphon? The only GM I've talked to is Stormcrow, I know Akita is the economist and strategos sounds very similar to strategy. |
ThunderCat once self-summarised his role thusly: "I look after the horizontal and vertical, Stormcrow controls the depth". I thought it was both accurate and unexpectedly poetic. As for Gryphon, when you work out what he does... ... let me know, will you? I've been dying to know. 
Edited by GM Stormcrow - 10 Jul 2010 at 00:00
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