Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Consequences of negative res without stored res
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedConsequences of negative res without stored res

 Post Reply Post Reply Page  <1 234
Author
Cuddlefuzz View Drop Down
Greenhorn
Greenhorn


Joined: 22 Aug 2011
Status: Offline
Points: 47
Direct Link To This Post Posted: 27 Sep 2011 at 14:18
Originally posted by GM Stormcrow GM Stormcrow wrote:

I think we'd have to provide a "small player exemption" from such a rule so as not to penalise those genuinely building cities but who find themselves a bit short through mis-planning etc. But what would constitute a small player? 100 pop? 250 pop? 500 pop?

And if the rule is applied, in what order would we level buildings downs?  Last-built-upgrade is the one that levels down first?


What if each building * level was "worth" a certain amount of food?

Then allow food reserves to actually dip into the negative, say up to -200 or so, some level that new players are unlikely to hit.

At that point the building "worth" the most food is deleveled and that food value is added to food stores as a one-time gain (with a message like "Your people are starving!  Some have packed up and moved to greener pastures, bringing workers from your [consulate/library/storehouse/etc] with them").  Continuing to run a food deficit will drop stores down to the negative threshold again and the next building is deleveled, etc.


Edited by Cuddlefuzz - 27 Sep 2011 at 14:22
Back to Top
Albatross View Drop Down
Postmaster General
Postmaster General


Joined: 11 May 2011
Status: Offline
Points: 1118
Direct Link To This Post Posted: 27 Sep 2011 at 10:02
Obv some buildings are more essential than others. There could be a hidden variable (let's call it "expensability" [from "expendable"]) for each building, the same for all players, which is multiplied by the building level, to arrive at a number. When it's time to cull a building, look for the highest expensibility number. For example, food plots will have the lowest value.

You could make this clever, and specify sets of these variables using a new 'Strategy' or 'Policy' UI drop-down, somewhere near Taxes. This allows you to prioritize particular buildings, e.g. [Military, Trade, Growth, ... ]. Similar drop-downs might come in useful later, in case any growth management becomes automated.


Edited by Albatross - 27 Sep 2011 at 10:03
Back to Top
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Posted: 27 Sep 2011 at 07:13
Originally posted by G0DsDestroyer G0DsDestroyer wrote:

Dont know if it's been talked about or considered or whatever, but have you guys considered using a Rome Total War kinda approach? Meaning that building levels will be destroyed when the food is negative/ the peasants are angry at their rich overlords.

Very, very interesting.

We had considered this as an idea, but thought that it would be massively unpopular with everyone, so shelved the idea...

But the (albeit small, so far) support might cause a rethink.  

Thinking out loud here, so forgive whatever follows!

I think we'd have to provide a "small player exemption" from such a rule so as not to penalise those genuinely building cities but who find themselves a bit short through mis-planning etc. But what would constitute a small player? 100 pop? 250 pop? 500 pop?

And if the rule is applied, in what order would we level buildings downs?  Last-built-upgrade is the one that levels down first?

The current idea (cutting off taxes) provides some breathing space for people who have cash reserves, but they then start losing troops if they run out of gold.  

This suggestion (leveling down buildings) would balance food (at the expense of resources expended on the building) but would also reduce taxation (less population = less taxes), so might be a double-whammy of sorts.

The other thing to consider here is that it's not just food anymore.  We don't want (with the new buildings consuming W, C, I & S) people to simply run negative W, C, I & S and still support the new "consuming" buildings - so they'd have to also level down in some order (if they were built but negative), even if food was positive.  

Again, there's a discussion there about what levels down first (by default) - sovereignty (any sov structures that consume non-food base res) or buildings that consume non-food base res...? 

This thread is the wrong place to have this discussion, but I'd be very happy if someone opened a thread on the Suggestions forum and linked it from here - and I'd be especially happy if lots of players participated in the discussion!  

Whilst we're super-busy on fixing the marketplace meltdown atm, and there's a bunch of other stuff to be released, we will be fixing this neg-res loophole very shortly, come hell or high water.  And if there's a more elegant solution that people are happy with, then we're all ears!

Very, very interesting- ty for mentioning it!

SC


Back to Top
HonoredMule View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
Direct Link To This Post Posted: 27 Sep 2011 at 06:46
+1
"Apparently, quoting me is a 'thing' now."
- HonoredMule
Back to Top
intor View Drop Down
Greenhorn
Greenhorn


Joined: 15 Jul 2011
Status: Offline
Points: 82
Direct Link To This Post Posted: 27 Sep 2011 at 04:00
+1 G0DsDestroyer

Perhaps give players 24 hours to restock food before they start losing building levels, and make the buildings that consume the most food be downgraded first. 1 downgrade every hour, until food goes above 0.
Back to Top
G0DsDestroyer View Drop Down
Postmaster
Postmaster
Avatar

Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
Direct Link To This Post Posted: 27 Sep 2011 at 03:05
Dont know if it's been talked about or considered or whatever, but have you guys considered using a Rome Total War kinda approach? Meaning that building levels will be destroyed when the food is negative/ the peasants are angry at their rich overlords.
Back to Top
 Post Reply Post Reply Page  <1 234
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.