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DeathDealer89 View Drop Down
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Direct Link To This Post Posted: 20 Mar 2013 at 21:55
Another thing to consider for sov.  Is the annoyance of sending an army waiting 5min, then claiming.  Why not have a claim sov, and then send army rolled into one.  

I also agree with the demolish sov by 1 lvl.  In fact i agree with a new sov UI.

Why not be able to do it from the world map itself?  Currently I have the click back and forth to make sure i'm soving or desoving the right sq.

Also can we add rising/falling on the world map as well.  That way I don't send to a sq already rising.


Edited by DeathDealer89 - 20 Mar 2013 at 21:56
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Direct Link To This Post Posted: 20 Mar 2013 at 21:54
Other discussion: Demolish all; Demolish to level

Edited by Albatross - 20 Mar 2013 at 21:55
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Direct Link To This Post Posted: 20 Mar 2013 at 20:54
Originally posted by Rorgash Rorgash wrote:

mashing space to open a door is NOT fun


We all know you'd rather be mashing people, Rorgash! ;)
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Direct Link To This Post Posted: 20 Mar 2013 at 20:11
yea, the need for players to click does not = fun, ever heard of quick time events? mashing space to open a door is NOT fun and adds NOTHING to the game except a bad disposition towards the rest of it.
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Direct Link To This Post Posted: 20 Mar 2013 at 17:43
Changing over Sov structures is a very time-consuming, click intensive process that diminishes the player experience in Illy.   I'd like to be able to select sovs and then with a single command order them to demo current structure and build a new structure.  

Automated harvesting - standing order to send herbies, cotters, etc to a site on a preset timetable.

Advance notification of an army's occupation time nearing expiration would be nice.  Lead time of notice set by player for each army.

Ability to filter notifications by city.

Subfolders for organizing mail.

The system deleting system mails after 7 days requires me to mail myself the important reports that I anticipate needing beyond 7 days.  We should be able to mark system mails for permanent retention, also customizable subfolders to organize.

A notepad for each city for me to make notes about plans for the city.
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Direct Link To This Post Posted: 20 Mar 2013 at 16:08
Originally posted by Auraya Auraya wrote:

I think the game should be more complex actually. I like that it can be played quickly (most days it takes me 15 minutes to fix my villages for the day) but that if I have time, I can spend hours adjusting my sov, hunting, gathering, crafting etc. 

I'd like more magic options so that I can specialise my cities more and I'm happy that the devs are working on that. 

The biggest thing which would save time for me is a notes section which has been suggested many times. Not having to analyse every city in depth to see what I was working on in each city would save heaps of time and probably allow me to expand into the Broken Lands. As it is, there's no way I could handle another 10 cities. 

A small change which I'd be happy to pay prestige for: 'Demolish all' for a building, which would take the same amount of time but mean I don't have to keep a constant eye on that city to keep demolishing. 5 prestige or something to 'demolish all' would be very worthwhile imo.
At the moment only your first 3-4 notifications show up in your notifications bar without expanding it- Similar to whats suggested here- I think if this could change as you cycle through the cities to show just that cities notifications it would be a huge benefit. As I have been setting each city to their relative specializations - Its hard to keep track of multiple cities undergoing constant changes. Simply seeing what I had done in the city the last time there would save loads of time and keep us more on track imo. 

Also Id love to see a notification when someone harvest or has an army on my sov- Similar to when a friendly harvest a spot your army is on - we get notified  PLayer X is harvesting and is being protected by your forces. A similar notification would be nice for sov claimed land. 
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Direct Link To This Post Posted: 20 Mar 2013 at 16:01
Originally posted by Ossian Ossian wrote:

This will only breed another slew of analytical posts from some players on subjects like:
  • the relevance of marker armies;
  • the nuances of thievery;
  • the optimum square distance for an effective soveriegnty boundary;


You make it sound as if that were a bad thing. Tongue
It's quite the opposite. To me, and apparently to many others, gaining an edge by thoroughly analysing things, is actually great fun.

Let Illy be even more complex! Geek

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Direct Link To This Post Posted: 20 Mar 2013 at 15:05
+1 Auraya! Love the "Demolish all" idea! this is turning out to be the best ideas thread I think I have seen in a long, long time!
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Auraya View Drop Down
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Direct Link To This Post Posted: 20 Mar 2013 at 11:37
I think the game should be more complex actually. I like that it can be played quickly (most days it takes me 15 minutes to fix my villages for the day) but that if I have time, I can spend hours adjusting my sov, hunting, gathering, crafting etc. 

I'd like more magic options so that I can specialise my cities more and I'm happy that the devs are working on that. 

The biggest thing which would save time for me is a notes section which has been suggested many times. Not having to analyse every city in depth to see what I was working on in each city would save heaps of time and probably allow me to expand into the Broken Lands. As it is, there's no way I could handle another 10 cities. 

A small change which I'd be happy to pay prestige for: 'Demolish all' for a building, which would take the same amount of time but mean I don't have to keep a constant eye on that city to keep demolishing. 5 prestige or something to 'demolish all' would be very worthwhile imo.


Edited by Auraya - 20 Mar 2013 at 11:39
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Ossian View Drop Down
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Direct Link To This Post Posted: 20 Mar 2013 at 11:02

No. Please don't make it any more complex than it is. This will only breed another slew of analytical posts from some players on subjects like:

  • the relevance of marker armies;
  • the nuances of thievery;
  • the optimum square distance for an effective soveriegnty boundary;
 This kind of stuff is mind numbing.
 
Play the game people don't complicate and analyse it. Lets have fun. Pinch
 
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