Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Major Release 14SEP10 - World Topography
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedMajor Release 14SEP10 - World Topography

 Post Reply Post Reply Page  <1234 8>
Author
photojoe View Drop Down
New Poster
New Poster


Joined: 21 Jan 2011
Status: Offline
Points: 17
Direct Link To This Post Posted: 29 Mar 2011 at 20:32
Originally posted by GM Stormcrow GM Stormcrow wrote:

Please note that we're extending the "one free relocation per city" to every town that is currently on the map.

Again, this won't be in place until biomes and Factions are live, and will be a one-off ability for existing players (as of today) only. All other players will have to undergo "the pain" of relocation (tbc). 

There will be restrictions on where you can settle (proximity-based mostly) and we'll give full details on this programme shortly.
 
 
So, if the cost of a move is going to be related to the size of a city is it best for me to not found any more cities and stop growing in anticipation of a move?
Back to Top
Laccy View Drop Down
Greenhorn
Greenhorn
Avatar

Joined: 26 Apr 2010
Location: Spain
Status: Offline
Points: 56
Direct Link To This Post Posted: 17 Sep 2010 at 11:25
Most exciting. Thanks for bringing it all forward.

On a very unimportant note of pedantry, Wooded Quarry.

Looking at these squares, I note that they tend to favour stone resources, at the expense of wood resource.

Going on the name alone, I would expect these squares to indeed favour stone, but not at the expense of wood resource, food resource maybe?

Laccy


Edited by Laccy - 17 Sep 2010 at 11:26
Back to Top
some random guy View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
Direct Link To This Post Posted: 16 Sep 2010 at 00:55
sorry about the Â'S
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
Back to Top
some random guy View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
Direct Link To This Post Posted: 16 Sep 2010 at 00:54
biomes open up many possibilities.  one that I see is the use of different types of cities. here are 2 suggestions:
trade camps: low cost for moving, small defense bonus for wall, trade based buildings (new cities would open up new building types for certain city types)
Harbors: can only be built and moved along rivers, ship based production.

these city types could let more maneuverability into trading. 
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
Back to Top
waylander69 View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 07 Mar 2010
Location: spain
Status: Offline
Points: 316
Direct Link To This Post Posted: 15 Sep 2010 at 23:39
Great work so far SC and all the team, can i check with 1 point, when will people who want to move be allowed to move their cities as they may have located some places on the map now but if this move is a way off these squares may well be taken by either new players or settlers.
I new factions are still to come but i know some people may wish to move before this comes into play.
Cheers Smile
Back to Top
Smoking GNU View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
Direct Link To This Post Posted: 15 Sep 2010 at 23:38
I must say, this is an awesome update and would bring many new factors to the current oplitical structure of the realm at large.

The ONE point i feel i HAVE to complain about is the fact that there are ONLY large seas at the southern edge of the map. Why only there? Can we not have other large seas which will require naval power to be exerted in that part of the map as well? Such as the north west and north east corners?


I know that changing the map as drastically as that at this point would prob be impossible, but i feel i needed to voice my concern over this point regardless.

Also, it's a bit late and only now decided to post, so i havent read the last several pages of the thread, and thus i don't know if this issue has been adressed. So i apologise if i bring up an old subjest.

Smoking Gnu
Advisor of Dlords
Back to Top
KillerPoodle View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 23 Feb 2010
Status: Offline
Points: 1853
Direct Link To This Post Posted: 15 Sep 2010 at 19:40
Nice. Very nice.
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: 15 Sep 2010 at 18:59
Originally posted by KillerPoodle KillerPoodle wrote:

I think it's going to take the world map before anyone can make real sense of what you guys have done here....

Sometimes it's like you're reading my mind, KP...

Scary.

World Map available above.
Back to Top
KillerPoodle View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 23 Feb 2010
Status: Offline
Points: 1853
Direct Link To This Post Posted: 15 Sep 2010 at 18:49
I think it's going to take the world map before anyone can make real sense of what you guys have done here....
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: 15 Sep 2010 at 17:38
Originally posted by Raritor Raritor wrote:

Hi,

I'd like to know how naval units are going to be used.

I am going to build a new city, so does it need to be next to a river or lake?

Will cities not next to one of these squares be able to build channels or something like that?

Thanks for the support


Hi Raritor,

The short answer is "we don't know, because we haven't really started working on them yet, and won't for a good few months" Smile

One thing I can certainly say is that the naval side of Illyriad will definitely require access to water in some way Wink

The longer answer is that we would like to do naval combat, piracy, ship transport, river and lake transport barges, siege ships, ramming galleys, building canals and locks... and everything else we can think of that will give players more options in Illyriad.  But we don't know when this will happen - though I'd say that 2010 is out of the question - and we don't know exactly what form this will take when it's released.

Seriously though, I don't want players to get too caught up in planning for the mechanics of what we may do in the future - whether that's regarding seas and navies, or trade and factions.

Best,

SC
Back to Top
 Post Reply Post Reply Page  <1234 8>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

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