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Direct Link To This Post Topic: Coming Soon: Sovereignty - Brace For Impact
    Posted: 08 Jul 2010 at 19:19
SOVEREIGNTY - BRACE FOR IMPACT

Hold your horses, though - it's not live yet!  But it will be, soon (tm).

The schedule is for a phased release.  Much of the pre-planning and pre-release changes have been made already, and you can read about the visible parts of these in the various Herald updates.  But we are talking completion in days from now, not weeks.  It's more important for us to get it all right than to rush it out if certain areas haven't been fully tested; and we think when you read the posts below you'll agree that it's all worth waiting for.

In the meantime, Sovereignty is a game-changer, and we know many of you are itching to find out what it all means so you can carefully start planning (using the World Map and a calculator) what Sovereign Squares you intend to claim, as well as the NAPs and Confederations you might suddenly wish to rescind  Wink

We know it's a huge wall of text, but read it carefully and it should all make sense.  If you have comments or questions, stick them in this thread and we'll try to answer them.

So, without further ado, here's a guide to Sovereignty.

Regards,

GM Stormcrow
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Direct Link To This Post Posted: 08 Jul 2010 at 19:20
SOVEREIGNTY

WHAT IS IT?
Sovereignty is an ingame mechanism whereby player cities may stake a claim to territory on the map outside their city.

Essentially, you are extending your empire outside the walls of your city, and getting the denizens of these squares to bend to your will, and support your city.

Sovereignty is owned by the city that the claiming player claims his or her Sovereignty from.

There are different levels of Sovereignty, each providing additional benefits, options and bonuses to the holding city, player and/or alliance.

Players may compete for Sovereignty over a square, either by putting in a competing claim of Sovereignty, or by capturing the city that holds Sovereignty, in which case whatever Sovereignty remains after the Siege is complete is transferred to the capturing player.


WHAT BENEFITS DO I GET FROM SOVEREIGNTY
There are some inherent benefits to Sovereignty:
  1. New Players will not have their first city seeded on a Sovereign square

  2. Existing Players (except the Sovereignty holder) may not settle a new city on a Sovereign square

  3. The Sovereignty holder may build Sovereign Structures on these squares that provide benefits to the owning city (more on these Structures below)

  4. Different levels of Sovereignty on a square also provide defensive benefits to the player (and alliance) that holds Sovereignty.

WHAT SQUARES CAN I CLAIM SOVEREIGNTY ON?
You may claim Sovereignty on any square in the game with the exception of a) Settled Squares (Squares with Towns on them) and b) the Impassable squares (Lake, Loch, Volcanic peak, Fiery mountain, Canyon & Swampland).

Different types of map square have different benefits and bonuses for Sovereign Structures.

You may claim NPC Map squares for the purposes of Sovereignty and Sovereign Structures, and these have more exceptional bonuses.


WHAT ARE THE LEVELS OF SOVEREIGNTY?
There are 5 Levels of Sovereignty:

  • SOVEREIGNTY I
    Only the Sovereign city may settle a new city on the square
    Occupying, Blockading and Sieging (Hostile) Armies receive a 1% Penalty to Defense
    Sovereign Structures Level I may be built

  • SOVEREIGNTY II
    Only the Sovereign city may settle a new city on the square
    Occupying, Blockading and Sieging (Hostile) Armies receive a 2% Penalty to Defense
    Sovereign Structures Level II may be built

  • SOVEREIGNTY III
    Only the Sovereign city may settle a new city on the square
    Occupying, Blockading and Sieging (Hostile) Armies receive a 3% Penalty to Defense
    Sovereign Structures Level III may be built

  • SOVEREIGNTY IV
    Only the Sovereign city may settle a new city on the square
    Occupying, Blockading and Sieging (Hostile) Armies receive a 4% Penalty to Defense
    Sovereign Structures Level IV may be built

  • SOVEREIGNTY V
    Only the Sovereign city may settle a new city on the square
    Occupying, Blockading and Sieging (Hostile) Armies receive a 5% Penalty to Defense
    Sovereign Structures Level V may be built

WHAT ARE THE COSTS OF CLAIMING SOVEREIGNTY?

I'm glad you asked.  Nothing is for free Wink

To claim Sovereignty on a square you have to win the hearts and minds of the NPC residents who reside on that square to work for your cause.

In practical terms, this means providing them with Cultural and Scientific values (represented by Research Points) as well as hard, cold cash (represented by Gold).

Claiming and maintaining Sovereignty will cost the claiming city an hourly upkeep of Gold and Research Points.

This hourly upkeep is modified by two things:
  • The level of Sovereignty you claim, and
  • The distance of the Sovereign square from the claiming city
The formula for calculating the costs of a Sovereignty claim is as follows:

Quote COST OF SOVEREIGNTY CLAIM
  • 10 Research Points per Hour, and
  • 100 Gold Per Hour
  • Each number multiplied by Sovereignty Level being claimed
  • Each number multiplied by Distance from the claiming City


Quote EXAMPLE
Claiming Sovereignty II on the square directly to the North of your City will cost the following:
  • Research Points: 10 x
  • Sovereignty Level: 2 x
  • Distance: 1 Square
  • = 20 Research Points per Hour

  • Gold Cost: 100 x
  • Sovereignty Level: 2 x
  • Distance: 1 Square
  • = 200 Gold per Hour

Claiming Sovereignty IV on a square 2 squares North and one square West will cost:
  • Research Points: 10 x
  • Sovereignty Level: 4 x
  • Distance: 2.23 Squares
  • = 89.2 Research Points per Hour (Rounded to 89)

  • Gold Cost: 100 x
  • Sovereignty Level: 4 x
  • Distance: 2.23 Squares
  • = 892 Gold per Hour


Before you initiate a new Sovereignty claim or (an upgraded Sovereignty claim) on a square you will be informed of the hourly costs.

HOW DO I INITIATE A SOVEREIGNTY CLAIM?

Well, firstly you'll need to research some new Skills.
  • Sovereignty
    Unlocks the Sovereignty skill tree. This Skill is a pre-requisite for any involvement in Sovereignty.
There are then 5 skills relating to how many Sovereign Squares you may claim from a particular city:
  • Serfs
    Allows you to claim up to 3 Sovereign Squares per city

  • Peasants
    Allows you to claim up to 6 Sovereign Squares per city

  • Thralls
    Allows you to claim up to 10 Sovereign Squares per city

  • Lieges
    Allows you to claim up to 15 Sovereign Squares per city

  • Subjects
    Allows you to claim up to 20 Sovereign Squares per city

There are also new skills relating to the Level of Sovereignty you may claim:
  • Landholding
    Allows you to Claim Sovereignty Level I

  • Tenancy
    Allows you to Claim Sovereignty Level II

  • Fiefdom
    Allows you to Claim Sovereignty Level III

  • Vassalage
    Allows you to Claim Sovereignty Level IV

  • Feudalism
    Allows you to Claim Sovereignty Level V

To start a claim for Sovereignty you will need to stamp your authority on a square - and this means sending an army to Occupy the square. 

The army does not need to remain on the square during the time it takes to claim sovereignty, it just needs to be there for the initial claim or Sovereignty upgrade.

However, if you leave the army on the square, the time it takes to claim Sovereignty is halved.

To start your claim, simply click on the Occupying Army and select "Claim Sovereignty".


HOW LONG DOES IT TAKE TO CLAIM SOVEREIGNTY?
Sovereignty takes time to claim.
  • Sov I: 24hrs
  • Sov II: 48hrs
  • Sov III: 72hrs
  • Sov IV: 96hrs
  • Sov V: 120hrs
These are additive, and you must complete the claim for Sovereignty I before you can claim for Sovereignty II. 

Therefore Sovereignty V will take 15 days to achieve if you are not occupying the square with an army, and 7.5 days to achieve if you are occupying the square with an army.

During this period your Sovereign Claim on the square will slowly increase from 0% to 100%.  Once 100% is reached, the square will take on the new Sovereignty level.


HOW CAN I SEE SOVEREIGNTY ON THE MAP?
Mousing over or clicking on a square on the World Map will display information about:
  • Who owns (or is claiming/competing for) Sovereignty there
  • What the Sovereignty level is (and progression towards a new level, if appropriate)
  • What Sovereign Structures have been built there
The "Influence Borders" option on the World Map will also highlight claimed territory.

We are looking at putting icons onto Sovereign squares once structures have been built on them, although this is unlikely to be in place for the launch of Sovereignty.


HOW DO I GIVE UP SOVEREIGNTY/CANCEL A CLAIM?
  1. Go to the New "Sovereignty" tab in your Castle
  2. Select the square you wish to give up sovereignty on from the list
  3. Select "Cease Claim"
Your Sovereign percentage will begin dropping (from 100% to 0%) at twice the speed it took to claim Sovereignty in the first place.

When it reaches 0%, the Sovereignty level will be lost, and any Sovereign Structures built on the square that relied on the Sovereignty level being in place will be levelled down as well.


HOW DO I COMPETE FOR SOVEREIGNTY WITH ANOTHER PLAYER?
If the player has Sovereignty on the square already you must remove their Sovereignty before you can claim your own.

You will need to match the Sovereignty Upkeep amount for that particular Sovereignty level, with - of course - your own Distance modifier applied, so players closer to the Sovereign square claim Sovereignty more cheaply.

In the event of 2 (or more) identical claims for Sovereignty on a square without anyone's army on the square, the Sovereign ownership %age is "blocked" and will remain unchanged. 

However, whilst an army from one of the claimants is occupying the square, their claim for Sovereignty will be paramount, and Sovereignty will be lost by the current player at twice the normal claim speed.

So, the procedure to sieze Sovereignty is:
  • Park an army on the square
  • Initiate your Sovereign counter-claim by clicking on the Army and choosing "Claim Sovereignty"
  • You will see how much this claim will cost you to compete, if you wish to proceed, select "Claim Sovereignty"
  • Hold the Square to remove your opponent's Current Sovereignty Level until the Square returns to being non-Sovereign again.  As your opponent's Sovereignty levels fall, it becomes cheaper to maintain your counter-claim
  • Re-Initiate your own claim to build your own Sovereignty

WHAT OTHER EFFECTS ARE THERE FOR PLANTING A HOSTILE OR NEUTRAL ARMY ON A SOVEREIGN SQUARE?
We're also glad you asked.

Whilst a Hostile or Neutral Army is in Occupation of a Sovereign Square:
  • The Sovereign Square holder will immediately cease to gain any Sovereign Structure Benefits from that square

  • The Hostile or Neutral Army will siphon off the resources (being generated by a Resource Sovereign Structure) or the resources being pumped in (in the case of a Production Sovereign Structure) - see the post below for more details on Sovereign Structures.

    The Army will fill to its carrying capacity, after which the additional resources are simply lost.
So, planting an occupying hostile army on someone else's Sovereign Square is not only a method of siphoning substantial resources from the owning City, it can also be used to halt or reverse Sovereign claims.


WHAT NOTIFICATIONS DO I GET WHEN MY SOVEREIGN SQUARES ARE AFFECTED?
Players will receive email notifications regarding Sovereignty Claims that involve them, as well as when hostile armies take posession of Sovereign Squares.

Because the residents of that Sovereign Square are under your sway, they will also report the player name and town name that the hostile or neutral army belongs to, but they're not educated enough to make a guess at military numbers - for that you will still need to scout the army's location.





Edited by GM Stormcrow - 08 Jul 2010 at 20:00
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Direct Link To This Post Posted: 08 Jul 2010 at 19:21
SOVEREIGN STRUCTURES

WHAT ARE THESE?
They are the meat between the resource-buns of the Sovereign sandwich.

They allow cities to specialise in different production and support roles.

When you have Sovereignty on a Square, you may build a Sovereign Structure on it, providing you have the required skill.

These Sovereign Structures may be levelled up, but only to the same level as the underlying Sovereignty you currently hold.  So you cannot build a Level V Structure on a square that you only hold Sovereignty Level IV at.

Once a Sovereign Structure is built, the serfs and peasants who live on the square set to work in the type of Sovereign Structure you built, providing additional benefits to the holding city.

You may only build one Sovereign Structure on a Sovereign Square, and if you wish to build a different type, you will have to tear town the current structure first and rebuild from scratch.

Sovereign Structures fall into 2 Main Categories:
  • Resource Sovereign Structures, and
  • Production Sovereign Structures
There are 5 Levels of each Sovereign Structure, indicated as I through V.

Taking them in turn:

RESOURCE SOVEREIGN STRUCTURES
These are:

RESOURCE STRUCTURE BONUS TO
Logging Camp
Wood
Earthworks Clay
Mineshaft Iron
Gravel Pit
Stone
Farmstead
Food


Building one of these Structures provides %age bonuses to resource production in the holding city for the relevant basic resource type.


HOW MUCH BONUS DOES A RESOURCE SOVEREIGN STRUCTURE GIVE?
This depends on the resource distribution of the underlying terrain on which they are built.

The formula is:

[Sovereignty Structure Level] x [Relevant Resource Distribution] x 0.2 = %age Bonus

So, building a Logging Camp I on a square that has 5 wood underlying it will give:

 1 x 5 x 0.2 = +1% bonus...

... to Wood Production in the holding city.

On the same square, a Logging Camp V will give +5% bonus to Wood production in the holding city.  Building a Logging Camp IV on a square with 7 wood will give +5.6% bonus.

Again, players will be informed of what bonus the Structure will provide before they build the Structure.

WHAT KIND OF BONUS WILL BUILDING A RESOURCE STRUCTURE ON AN NPC SQUARE GIVE?

These Squares have historically always been 0|0|0|0|0 squares (ie zero wood, zero clay etc).

They have been reseeded with semi-random permutations given 25 available 'plots' and you can see these permutations on the map now.

By semi-random, we mean that certain square types have had a propensity towards a certain resource abundance:
  • Ancient Forests tend towards Wood
  • Barrows tend towards Clay
  • Abandoned Mineshafts tend towards Iron
  • Standing Stones tend towards Stone
  • Dolmens tend towards Food
  • Ruined Towers have a random propensity
So one might find an NPC square with (eg) 20 Food on it, and building a Farming Community V here would provide:

5 x 20 x 0.2 =  +20% Food Bonus to the holding city

These NPC squares remain unsettlable to new towns.

NPC Faction spawns (and NPC resource spawns) on these Sovereign-held NPC squares will continue as usual, and will co-exist peacefully. 

... At least, for the moment...


WHAT DO RESOURCE STRUCTURES COST TO UPKEEP?
Resource Structures do not cost any additional upkeep, beyond the cost of maintaining Sovereignty on the square (Gold and Research Points).


PRODUCTION SOVEREIGN STRUCTURES
These are:

PRODUCTION STRUCTURE BONUS TO
Cattle Rancher Livestock
Bladesmith Swords
Renderer Leather Armour
Farrier Horses
Bowyer Bows
Poleturner Spears
Bridlemaker Saddles
Plate Forger Plate Armour
Armourer Chainmail Armour
Engineering Yard Siege Blocks
Papermill Books
Brewers' Yard
Beer
Finishing School Diplomatic Units
Training Ground
Spearmen Units
Target Range
Ranged Units
Military Academy
Infantry Units
Jousting Yard
Cavalry Units
Assembly Yard
Siege Units


These Structures provide bonuses to the speed at which your city produces items and units.

The speed increase is an increase to the number of items produced per hour in that city, and it therefore slighty differs from upgrading the underlying building, although the nett effect (things get built faster) remains the same.

On the production menus for each building in your city you will be given additional information on "Items Produced Per Hour", and how Sovereign Structures are affecting this number.

Please note that we do not currently have Production Structures that increase either Mana, Gold or Research Points - although this may change in the future.


HOW MUCH BONUS DOES A PRODUCTION SOVEREIGN STRUCTURE GIVE?
Depending on the focus taken by the city, the Square Chosen, Sovereignty Level claimed and the Structure Level built... "a lot".

Cities can now specialise in production areas - both of secondary resources (Livestock, Swords etc) as well as unit types (Cavalry, Diplomats etc).

All Production Sovereign Structures give an increase to the hourly production speed of the Sovereign Holding town for the Structure's bonus type, according to the following formula:

( 5  + [Additional Terrain Bonus] ) * [Sovereignty Structure Level]= %age Bonus

Whilst you can build any Production Structure on any Sovereign Square, different Terrain Types give an additional 1%, 2% or 3% bonus to the per Structure Level figure.  So instead of the %age Bonus running from 5% to 25% (for Sovereignty Structure I through V), it can also run from 6% to 30%, 7% to 35%, or 8% to 40%.

These Terrain Types and Extra Bonuses are:

Terrain Type Structure Extra Bonus
Abundant crops
Brewer's Yard 3%
Sharp crags Bladesmith 3%
Abundant Quarry
Plate Forger 3%
Craggy peaks Armourer 3%
Wooded land Poleturner 3%
Bountiful landCattle Rancher 3%
Rich Clay Seam Papermill 3%
Thick Forest Bowyer 3%
Clay seam Renderer 3%
Rocky outcrop Farrier 3%
Fertile pastureJousting Yard 2%
Bleak mountains
Finishing School 2%
Turned Clay
Bridlemaker 2%
Wooded Glade Training Ground 2%
Rich quarry Military Academy 2%
Treacherous mountains
Brewer's Yard 2%
Landslip
Assembly Yard 2%
Abundant Clay Papermill 2%
Dense Forest Target Range 2%
Wooded Quarry Engineering Yard 1%
Stony ground Armourer 1%
Forested hilltop
Bowyer 1%
Lonely peaks Plate Forger 1%
Mountains Bladesmith 1%
Fertile orchard Brewer's Yard 1%
Exposed Clay Renderer 1%
Heavy Clay Seam
Bridlemaker 1%
Fertile ground Farrier 1%
Alluvial plain Cattle Rancher 1%
Light woods Poleturner 1%
Scrubland Finishing School 1%
Open Plains Jousting Yard 1%
Moor Military Academy 1%
Clearing Target Range 1%
Tundra Training Ground 1%

For anyone interested, these bonuses have been allocated to square types based on what makes sense (ie Woods for Bows etc) as well as abundance/scarcity.  The higher the bonus, the more scarce the square.


WHAT DO PRODUCTION STRUCTURES COST TO UPKEEP?
Unlike Resource Structures, which simply cost whatever the Sovereignty Claim Cost is, Production Structures cost more.

You need to supply these Production Structures with materials from the Sovereignty-holding City to keep them assisting you in building the final product faster.

These resource upkeep costs are instantaneous: ie you don't need to ship them via caravan to the Sovereign Square, they're debited from your City's resource income automatically.

These additional resource costs for Production Structures are fixed rate by Structure Level, and do not vary by distance.

Production Structure Level I: 150 of each Wood, Clay, Iron & Stone per hour
Production Structure Level II: 300 of each Wood, Clay, Iron & Stone per hour
Production Structure Level III : 600 of each Wood, Clay, Iron & Stone per hour
Production Structure Level IV : 1,200 of each Wood, Clay, Iron & Stone per hour
Production Structure Level V: 2,400 of each Wood, Clay, Iron & Stone per hour


WHAT SKILLS DO I NEED TO BUILD A SOVEREIGN STRUCTURE?
There are new skills: lots of them.

I'm not listing them all here, but there are 5 skills per Structure - one for each Structure Level - and the city that wishes to build the Structure will need to have researched the appropriate skill for that Structure. 

These new skills will be underneath the appropriate research type and have the appropriate pre-requisite. 

As examples:

The 5 skills required to build a Logging Camp V will appear under Carpentry in the City research menu. 

The 5 skills required to build a Training Ground will appear under Spear Mastery in the Military research menu.


HOW DO I BUILD OR TEAR DOWN A SOVEREIGN STRUCTURE OF MY OWN?
Go to the Sovereignty submenu in the Holding City's Castle, and provided you have:
  • The appropriate skills researched,
  • Sufficient resources to build,
  • The appropriate level of Sovereignty on the Square for the level of Structure you are constructing
... you will be able to start the building your Structure here.

Sovereign Structure construction does not appear in your building queue, nor does it take up a building queue slot - as the construction is being built elsewhere by your denizens on the Sovereign Square.  You can however see progress towards completion in the Sovereignty submenu.

The cost (and time) to build a Sovereign Structure at a particular level is given on the Sovereignty submenu in the Castle, but broadly follows the appropriate city building pairing (eg):

    * Logging Camp I - same as Lumberjack at Level 1
    * Logging Camp II - same as Lumberjack at Level 5
    * Logging Camp III - same as Lumberjack at Level 10
    * Logging Camp IV - same as Lumberjack at Level 15
    * Logging Camp V - same as Lumberjack at Level 20




Edited by GM Stormcrow - 10 Jul 2010 at 00:10
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Direct Link To This Post Posted: 08 Jul 2010 at 19:21
SOVEREIGNTY Q & A

Q. Will I see incoming Hostile or Neutral Armies that are attacking my Sovereign square on the Events Timer?
No. No, you won't.

You will, however, get an ingame mail when the army arrives at the location, and your denizens will report on which player and town the army belongs to.
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.
Q. Where will the emails regarding Sovereignty changes, challenges and Hostile Occupations go?
They will be in your Inbox, and there will be a new filter category called "Sovereignty".  When we revamp the mail system in its entirety, these will be filterable by town, as well as have blanket rules applied to them (such as "I don't want emails regarding X").
Q. Can I defend my Sovereign Square?
Of course! To all intents and purposes it is just another square on the map, but with some special bits plugged on top.
Q. When will the Sovereign Square graphics arrive?
Soon (tm), but after release of Sovereignty itself.
Q. More than 100 new skills? Are you insane?
Yes.  Yes we are. Thank you for asking.

Although we should add that many of these additional skills are going to feed into the Crafting update which will follow along in the fullness of time.
Q. My, those hourly resource costs for Production Structures look high!  You must have minmaxed the numbers in your model when you designed this system, so what can a very large, focused city produce if it specialises massively?
Well, it does depend on a lot of variables.  We like variables. 

But a production speed increase of more than 250% in a particular production area is very (self-sustainably) achievable.

More so, if suitable supplies are made to the focused city.

Further opportunities to specialise cities will be forthcoming.
Q. Isn't that going to completely change the Illyriad Economy?
Yes indeed. It's the first book in a trilogy of books entitled "Whither Illyriad's Economy?".

This update addresses many (but not all) of the imbalances that currently affect Illyriad's economy, whilst simultaneously spurring additional opportunities for conflict via strategically important terrain squares, as well as providing additional requirements and incentives for players to specialise in particular areas - and therefore to also work together.

Part 2 will be the Trade overhaul, and Part 3 will be Crafting.
Q. Isn't this going to cause a lot of conflict, especially over the mega-food and production bonus squares?
Gosh yes, we hope so.
Q. Are you planning to allow Caravans to accompany armies?  I could totally clean out City X by siphoning off 2,400 x 4 = 9,600 resources per hour by occupying a square with a single Sovereign V Structure!
Yes we are, as part of the Trade overhaul.

But City X might be unimpressed by your siphoning. And he'll know who you are.
Q. Gosh.  With both food constraints and military production bottlenecks being lifted, doesn't this mean a City could whack taxes up to 100% and support a really huge army?
Yes it does. 

Bear in mind, though, that - at the moment - the city would have to both produce and support the army as well, as there is currently no means of transferring soldiers from City to City and there are costs for producing soldiers (with the Gold cost for Sovereignty V).

This will change in the Trade overhaul where units will become a tradable commodity, and entirely military-upkeep-focused cities will become a reality.

You would be wise to keep this in mind when planning what Sovereign Structures to build.
Q. Doesn't this system of Sovereignty penalise players & Alliances who have built cities next to one another (aka "Powerblocs" or "clusters")?
In some ways it does, and in other ways it doesn't. Big smile

The penalty is relatively small, in that the cities in the Powerbloc cluster can't claim the cheapest Sovereignty on squares next to them, so they have to claim their Sovereignty further afield - which will cost them more to maintain.

We feel that the benefit of a Powerbloc (for siege/blockade defense, travel times, etc) more than compensates - and it is reality that there should be competition for scarce resources in an overpopulated area.  Plus the fact that a powerbloc is going to be able to *really* claim some chunky territory around it, even if it costs more.  This will become highly valuable in the fullness of time, especially when we introduce Fog of War / Visibility further down the road.
Q. Are there future plans for other Sovereign Structures?
Yes, very much so.

These may range from new standalone structures for other production benefits such as Mana, Research & Gold, to crafting structures and - once we have Fog of War and Pathfinding in place - additive structures (such as roads) and military structures such as Watchtowers, Garrisons etc.
Q. So, what are the next dev biggies after the Sovereignty release?
The long-promised new spell schools are next, followed by a focus on overhauling the Trade system.

During this period we will also take delivery of the fantastic new City Map graphics and design, plus put some new reports, bugfixes and updates in place for items that people have been clamouring for (further reducing clicks, unit arrival times, military strength summaries, mail system revamp etc).
Q. What happens if I run out of resources to support my Production Sovereign Structure costs?
When you run out of basic resources (wood, clay etc) the server will:

a) Choose the most recent Production Sovereign Structure built
b) Stop the bonus from it (and apply this lack of bonus to the remains of existing production orders)
c) Cancel your Sovereignty Claim on that square, and Sovereignty begins heading down
d) If this is insufficient to return your city to Positive resources, it moves onto the next most recently claimed Sovereign square and repeats

To get the building functioning again you'll need to put an army back on the square and reinitiate your sovereignty claim.  Once it gets back up to 100% and the correct level of Sovereignty is re-established, the Production Structure will provide its bonus again.

If you don't re-establish Sovereignty it will continue to drop, and when it reaches zero, sovereignty will level down entirely and the Sovereign Structure will also level down to the maximum supported level.  Sovereignty will continue to drop down through the levels, until re-established.

So, running out of resources is managable - but also potentially very dangerous.


---------------

And here endeth the Lesson.

I'd just like to take this opportunity to thank all those Illyriad staff members who have been involved in producing this first stage.  We wouldn't have got to this without the superlative involvement - above and beyond - of  ThunderCat, Gryphon, Strategos and Akita (who you may not have run into yet, he's behind the scenes as our 'Chief Economist').

We'll keep you posted on progress to release of each of these items.

Best wishes,

GM Stormcrow

Edited by GM Stormcrow - 09 Jul 2010 at 12:20
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Direct Link To This Post Posted: 08 Jul 2010 at 19:52
tl;dr version

  • Sovereignty is cool
  • Sovereignty allows you to specialise your city, and become monster at what you like doing
  • Sovereignty also allows you to raid other people's squares and get moar thingz
  • Sovereignty isn't out yet, but is coming soon
  • er...
  • that's it


Edited by GM Stormcrow - 08 Jul 2010 at 19:55
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Direct Link To This Post Posted: 08 Jul 2010 at 20:00
Lines like:
 
"They are the meat between the resource-buns of the Sovereign sandwich."
 
Are the reason I have undying love for SC...
 
Super exciting!
 
 
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Direct Link To This Post Posted: 08 Jul 2010 at 20:04
Embarrassed
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Direct Link To This Post Posted: 08 Jul 2010 at 20:07
Q. About the NPC squares are the stats viewed currently permanent or will they change with the NPC spawns till someone claims Sov over it?
Ie: theres 2 ruined towers, a +14 food and a +19 stone, next to me if i wait will they change to something more appealing to me?

And this update looks incredible even though i havent had time to fully read/understand it all yet
Big smile
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Direct Link To This Post Posted: 08 Jul 2010 at 20:08
Sounds great, just have 1 question.  I see having sovereignty in a square gives deiging, blockading and occupying armies a slight defensive disadvantage.  Just wondering if they give or may in the future also give the owner of the square a defensive advantage?
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Direct Link To This Post Posted: 08 Jul 2010 at 20:15
Originally posted by Torn Sky Torn Sky wrote:

Q. About the NPC squares are the stats viewed currently permanent or will they change with the NPC spawns till someone claims Sov over it?
Ie: theres 2 ruined towers, a +14 food and a +19 stone, next to me if i wait will they change to something more appealing to me?

And this update looks incredible even though i havent had time to fully read/understand it all yet
Big smile

Hi Torn Sky,

No, the numbers on those NPC squares are now fixed.

They won't change for the foreseeable future - although there are some small glimmers of a possibility of an exceptionally high-level Geomancy "terraform" type-spell in the works, but even then this probably won't be applicable to NPC squares.

So what's on the map is what they're going to be.

Best,

SC
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