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Topic ClosedInactive cities and map spread of active cities

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Diablito View Drop Down
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Direct Link To This Post Topic: Inactive cities and map spread of active cities
    Posted: 17 Mar 2010 at 14:20
When looking at the map the world looks quite alive, tons of cities all over.

The problem is however, that the majority of these cities are abandoned two hut affairs that aren't part of the game, making the above statement not so much a fact, but an illusion.

Active cities are spread by significant distances and only a few players have active players directly next door, this I think, is quite a shame.

So I suggest, deleting cities after a certain point, leaving room for new cities to take root int heir place.

I do have some active chaps not too far from me where I am, but I still think the game would greatly benefit if there was less "dead" map space.

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Direct Link To This Post Posted: 17 Mar 2010 at 14:56
I don't think having inactives mixed in is bad, necessarily, since it allows for a little farming.  What would make it work better is to have either a building or a technology that speeds up your march.  (Caveat: I only have foot units and I haven't researched Forced March yet, so that may be what I'm looking for.)  But travel time just seems agonizingly slow.
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GM Stormcrow View Drop Down
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Direct Link To This Post Posted: 18 Mar 2010 at 09:17
Originally posted by Diablito Diablito wrote:

When looking at the map the world looks quite alive, tons of cities all over.

The problem is however, that the majority of these cities are abandoned two hut affairs that aren't part of the game, making the above statement not so much a fact, but an illusion.

Active cities are spread by significant distances and only a few players have active players directly next door, this I think, is quite a shame.

So I suggest, deleting cities after a certain point, leaving room for new cities to take root int heir place.

I do have some active chaps not too far from me where I am, but I still think the game would greatly benefit if there was less "dead" map space.


Whilst we would prefer that players stay in the game (and are working hard on making the new player experience better, with an ingame Tutorial and support for 1024x768 screen resolution), we know that players will decide it's not their cup of tea and leave.

We are looking at automating a system whereby an inactive town gets cleared away after a set period of time. 

We're thinking that after 2 weeks of no growth and no login, we mail the player with a "Come back, 1 week notice" message, and after a further 7 days without a login, we delete the account (and mail the player again).  This would then open up the spot for a new player to settle a city at the same location.

Does this work?

Regards,
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Diablito View Drop Down
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Direct Link To This Post Posted: 18 Mar 2010 at 10:13
Indeedlio it does.
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Direct Link To This Post Posted: 18 Mar 2010 at 22:52
while, dammit, i agree in principle with daiboliticoalololol, one issue i understood was that as more people joined they joined further from the centre of the map, therefore protecting them form the developed people in the centre of the map.

wouldnt this go against this theory?

does this theory even exist?

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Diablito View Drop Down
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Direct Link To This Post Posted: 18 Mar 2010 at 22:56
It puts them further away from the "civilized" active world, preventing them from interacting properly with older more established player (on both good and bad terms).

Really though, there's only so much profit us large players can have from bullying small players, its not like it'll be any huge profit in it.
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