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Topic ClosedEnabling disloyalty

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Aelfric View Drop Down
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Direct Link To This Post Topic: Enabling disloyalty
    Posted: 15 Sep 2010 at 01:56
Great idea, HM.
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 15 Sep 2010 at 00:09
With regard to Alliance powerblocs...they'd be less ugly if the world map graphics took them into consideration.  If each city was a mere district and the entire bloc could be named as a metropolis, one could theoretically make that sprawling mass of city a very beautiful composite graphic.

Simply design a separate set of tiles designed to overlay with each other.  If really ambitious, add some variations for softening outer corners and filling in outer corners.  Activation of the appropriate adjoining tile graphic would be based on choosing the same "city state" name, while "city" name remains the unique identifier.  Implementation could easily accommodate as great a variety of interlocking pieces and specifics as your artists care to create.  For example, surrounded cities could use graphics heavy with great spires and courtyards, while edge tiles could look more like villas and estates, corner tiles featuring great watchtowers.  You could keep it simple such as one watchtower tile for any corner, or complex such as assembly of walls and towers for each unique permutation of surrounding conditions (i.e. which adjacent tiles are part of the city).  Additional variations could identify trade hubs or tiles with road through them, etc.

Or, if you really want to make some eye-candy, let players select their own graphic and watch them run canals and causeways through the metropolis.  Many of these powerblocs are single-player, making the liklihood of sensible, attractive design on many of them high.

I snuck in an added benefit there as well--give people incentive to start naming their cities as part of something larger, and that whole "location more meaningful than coordinates" concept already starts to take shape naturally.  Suddenly my trade partners won't be looking for my city Istan amongst (currently) 21,643 cities.  Instead they'll be looking for Ghealdan of Sherbrook Forest, Istan district, out of 500 city-states in 65 forests.


Edited by HonoredMule - 15 Sep 2010 at 00:20
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col0005 View Drop Down
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Direct Link To This Post Posted: 14 Sep 2010 at 23:31
Ooooh I also remember you saying that players couldn't opt to change the tiles directly surrounding their city, even if only for aesthetic purposes. Could it be made so the magical forces involved with the teleportation disfigure the surrounding terrain (more likely suitable terrain to the area) that way if a player REALLY wanted suitable surroundings they could use their free teleport to their current location to change the look of their area.
 
Also factions is a huge change in the game, and it is going to take time for players to figure out the benifits and consequences of the factions in an area. Would it be possible to actually delay the teleportation for atleast a week after factions are released. (I know asking for something later right?)
 
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Direct Link To This Post Posted: 14 Sep 2010 at 22:57
Originally posted by HonoredMule HonoredMule wrote:

If using a spell, I'd make it very expensive indeed, but also give it base cost plus distance-scaled cost so people can't just start jumping all over the place.  There would also need to be a rather cheap, available-early spell that makes a large surrounding area off-limits to such transport.  It's effects should also be added to the new player protection.


I'm gravitating towards the idea of a teleportation spell as well - it makes the coding end *much* easier.

I'm interested in the 'cheap spell to make a large surrounding area off-limits' idea, though I do think this would mean that the "naturally populated" center of the map would effectively be barred from this kind of transport even if we used a fairly small radius like 5 squares.

What we're considering implementing for the "free relocation for every city" offer ("Sigurd's Spell of Ultimate Teleportation") granted with the completion of the biomes and factions is a one-off spell that has certain restrictions on casting:
  • All your units must be at home
  • You must have cancelled all your trade offers
  • You cannot have any reinforcements in your city
  • You cannot be under siege or blockade
  • You target a square to teleport to
  • The target square you choose *cannot* be within 10 squares of another player who is either neutral or is in any alliance other than yours
  • The spell will take time to cast, and the time taken to cast will have a minimum time, and then depend on distance to destination and size of city. We're anticipating somewhere between 3 and 48 hours for smallest to largest cities from nearby to very far away
  • Whilst the spell is casting, you cannot dispatch units or accept trade offers
  • When the spell completes, you take your city's underlying terrain with you, and instantly arrive at the destination
  • You must cast the spell within 4 weeks of being granted it; it's not something you can save up for a rainy day :)
This isn't yet cast in stone, but it's where we're heading, and thoughts are welcome.

One thing I'm not yet clear on is what we do about incoming units from other players.  For the purposes of this one-off relocation, I'm tempted to insta-return them home to the sending player; but we do need to think about how to deal with this if we actually turn this (or a version of this) into something players can do more regularly.

I'm also interested in people's thoughts as to whether we should prohibit proximity to another city (or another already cast teleportation spell that hasn't yet activated); it'd be sad if large numbers of people in the game used this as an opportunity to create (frankly, excessively ugly - even if highly practical) alliance powerblocs all over the map.

Best,

SC


Edited by GM Stormcrow - 14 Sep 2010 at 22:58
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 14 Sep 2010 at 16:49
If using a spell, I'd make it very expensive indeed, but also give it base cost plus distance-scaled cost so people can't just start jumping all over the place.  There would also need to be a rather cheap, available-early spell that makes a large surrounding area off-limits to such transport.  It's effects should also be added to the new player protection.
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Direct Link To This Post Posted: 14 Sep 2010 at 16:29
simply add a new school of magic wit a spell that can provide to move your city away from where it is......
sure is good if the spell cost encrease expnencial way for cast the spell the second time so it will be more difficoult to move the city several time....it'only my suggestion.
Bye
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Direct Link To This Post Posted: 31 Aug 2010 at 09:19

I was thinking about this nomadic thread the other day and a few things occured to me that haven't been addressed.

In most cases nomadic tribes are not nomadic by choice. They are nomadic due to seasonal/migrational change. With the plans to introduce biodiversity in different sections of the map it makes sense that seasons would be different in different sections of the map. Perhaps parts of the desert could be un-inhabitable during certain seasons, but flourish during others.
 
Another is that many nomadic tribes return to their camping ground each year and some of their buildings are permanent. Rather than any set penalty, loss of production, or inability of namadic cities to perform certan actions how about certain buildings are left behind such as the blacksmith, forge, fletcher, and saddlemaker.  These buildings can be returned to by the same player but cannott be take over by another player. However the tile can be settled by another player effectivley destroying the building.
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Direct Link To This Post Posted: 17 Aug 2010 at 22:45
well every idea i had has been said here except maybe some dangers tied to being nomadic like wild animals or something i dont know just saying
but i really like it and would love to see it implemented
The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies.
Napoleon Bonaparte
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Direct Link To This Post Posted: 13 Aug 2010 at 23:47

Good thinking about the gameplay and the strategic and economical aspects of "moving towns".

It shall not remain unmentioned, that mobile groups were a vital part of medieval society. Be it jews and their networking and traders traditions or be it other mobile groups (e.g. vikings) who moved on because their lands were too sparse to provide the resources for their growing population.
Those who were "settled" always lived a bit in fear of those unknown "strangers" who forced them to deal with different cultures - but as well offered them new skills to learn and new technology.
To me, it would sound appealing to not only see mobility as in "moving cities" but rather as in having a population which lives on wagons, which travels very slowly, which camps for a benefit of defense and breaks camp for the benefit of moving to more prospering locations.
Thinking along that line, those mobile groups would not be able to harden their camps such as cities of "immobiles" can do. They might have an onset and offset after moving (getting the camp and the fields up and running again)...but they would also need to have the benefits which come along with such a lifestyle. This could be a thieving bonus, some boni as for the "lightweight" structures they come up with (e.g. not a huge house as a library but rather a scrying ball,...), which would overcome many of the "logistics problems". Instead of having to move tons of stone and wood (library), they could have a "scholar" who can gather XP just as commanders can and who can also fall victim to assassinations. For other aspects, similar "lightweight" construct could be found.
Granted, to think of all that is pretty difficult, it would take a while to get it "right and balanced" but I feel, it would be a clear "enrichment" to the game.
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Direct Link To This Post Posted: 27 Jul 2010 at 18:32
One thing I wanted to see with a nomadic concept was an ability to chose between having a more settled down lifestyle or having a truly nomadic lifestyle.  Both choices would need to be perfectly balanced so that each would be attractive for their pros and cons.  Nomads would be smaller populations with great mobility, but in combat they would need to fight a guerilla style conflict, striking and fleeing.  Non-nomads would have big populations that could support large armies, but would lack in stealth and find it hard to chase down fleeing nomad armies. 
 
I like what I'm hearing so far and looking forward to seeing how this idea progresses.
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