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Topic ClosedCost of sovereignty

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Faldrin View Drop Down
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Direct Link To This Post Topic: Cost of sovereignty
    Posted: 03 Sep 2010 at 20:48
The cost of sovereignty seems to be very high for small cities.

I was wondering if a scale of the cost could be dependant of how many squares you hold.

Like:
0.1 for all if you hold 1-3
0.2 for all if you hold 4-6
0.4 for all if you hold 7-10
0.8 for all if you hold 11-15
and 1 for all if you hold 16-20

The factor should go for both cost of the claim and the structure.

That will bring sovereignty into the game before for all players and hopefully also bring more fighting over the very good squares even they are far away.

I haven't done the mathematics on those number and you can consider those as a first draft Smile

Comments ?

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Faldrin View Drop Down
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Direct Link To This Post Posted: 07 Sep 2010 at 19:40
No comments I guess ;-)

Another way to make it worth fighting over sovereignty could be to change from claiming cost gold/resources to getting resources for claiming right away and more if you build structures.

Structures should cost gold/resources to maintain.

The gold/resources you automatically get from claiming a square should decrease the further away from the city it is.

The number of squares you can claim should be increased.
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bartimeus View Drop Down
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Direct Link To This Post Posted: 07 Sep 2010 at 20:15
I have no idea how we can make that possible, but it would be much cooler if we were encouraged somehow to claim sovereignty over every tiles around us, not just those few interresting superbonussquare.

Hey, I have an Idea, We could make an aditionnal form of sovereignty, for which there would be little to no upkeep, but would give out extra resources (a lot of rescources when the tile is close, a little when the tile is further away, close to nothing when the tile is very far). Not a % bonus, a real resource income, like an additionnal level 3 lumberjack or something.

This would encourage players to claim sovereignty over everything they can as far as they can. eventually, they will bump against someone else's growing area of influence, and they will fight each other for extra territory.

So if the tile is a good one, people will use the current sovereignty over it, and if it is a poor tile then they will use my new sovereignty.

This will eventualy materialise real fief territory. how exciting.

What do you think about it?

Bartimeus, your very best friend.
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 09 Sep 2010 at 03:02
When your city is big enough, you will want to claim all nearby squares just for the shear volume of sovereignty buildings you want boosting output.  Sure you'll still pick out the juicy squares first, but then you'll still just want more and snatch up whatever space is free around you.
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Direct Link To This Post Posted: 09 Sep 2010 at 16:01
I believe it HM, but I think the majority of us don't want to wait that long.  We want to take part in the fun of Sov at our level too.
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Direct Link To This Post Posted: 09 Sep 2010 at 23:01
If you're spending prestige on instabuild, I think you'll find the sovereignty bonuses boosting natural resource rates become worthwhile fairly early, especially given that you can boom on resources much more when you're able to spend as fast as it arrives.  Otherwise, I doubt any of it can be worthwhile.  But then, you've got your work cut out just finishing the development of the city anyway.  After that, you'd be done if not for Sovereignty.
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col0005 View Drop Down
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Direct Link To This Post Posted: 10 Sep 2010 at 01:19
I suppose the thing to remember is that at some point soverenty is going to compleatly change anyway. With the addition of water there will come rivers and once path finding comes into play soverenty will be essential as we'll likely be able to construct bridge sctructures and the like.
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Direct Link To This Post Posted: 14 Mar 2011 at 19:19
Sovereignty still needs tweaking. Still no fight over the good spots.
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Grego View Drop Down
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Direct Link To This Post Posted: 14 Mar 2011 at 19:34
Distance penalty should be reduced.
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Direct Link To This Post Posted: 15 Mar 2011 at 15:30
Originally posted by Grego Grego wrote:

Distance penalty should be reduced.


With that I agree.  The research items allow a number of sovereignty plots that is utterly infeasible (which comes as a surprise), and the distance penalty has kept the influence radius of single cities still rather small, such that conflict still doesn't really arise due to sovereignty population density (at least not very much).

When I chose my city locations, several of them were based on surroundings that I can't actually reap because I expected a wider area of practical influence.  I think a logarithmic influence would be more appropriate, up until some threshold like 10 tiles distance (followed by linear increase from the cost at the 10-tile point).
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