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lep
Greenhorn
Joined: 15 Jul 2010
Status: Offline
Points: 64
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Posted: 17 Sep 2010 at 01:54 |
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I am about to found my sixth settlement and am a little concerned what will happen if I find I need to move that my poor sixth settlement will be decimated or worse when I move it.
It's terribly hard to persuade settlers to move out and settle when they just think their hard work will all be wasted.
Even extra beer doesn't always work.
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Ryuuku
Greenhorn
Joined: 18 Jun 2010
Status: Offline
Points: 72
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Posted: 17 Sep 2010 at 05:51 |
I'm just hoping that our ships work like squares, we can gather our troops, sieges, reinforcements, etc. together on one and arrive to our target together, perhaps with skirmishes along the way.
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Callous
New Poster
Joined: 22 Mar 2010
Status: Offline
Points: 23
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Posted: 17 Sep 2010 at 17:36 |
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Is the 'not within 10 squares of another player' requirement mean that each city has a 20x20 square centered on them (10 on left, 10 on right, 10 above, 10 below) that we can't settle in, or is it a linear distance e.g. 8 squares over and 8 squares up would be a distance greater than 10 (~11.3), but diagonally would be less than 10 squares away. i.e. a circle around them, or a square?
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 17 Sep 2010 at 18:52 |
KillerPoodle wrote:
GM Stormcrow wrote:
KillerPoodle wrote:
I think you need to change that 9/14 restriction.
The restriction on city ownership ought to coincide with the date you
bring out the teleport spell. There's no good reason to penalize
people wanting to settle/siege whatever between now and then.
In
terms of sov - I hope that rescinding sov is simply part of the teleport
spell. trying to get sov 5 down to zero is going to seriously cut into
the 4 weeks available to move.
I have other thoughts, but they probably fit better in the suggestions forum so I'll post them there.
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I'm not sure what 9/14 means in this context... can you clarify which restriction you mean?
On the sov front, that's a good idea - we'll just have the sov auto-cancel when you teleport, and I'll amend the main post to reflect this.
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Sorry - too much time in the US. I'm referring to the September 14th restriction for owning a city in order for it to be eligible for teleport.
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Actually, it's a good point and well made. There's no particular reason to cut off on the 14th of September; whilst the larger map changes are going on (ie up until the point the factions are largely on the map and fixed), I'm extending the "free city move" to that point. I'll amend the main post to say this. So, for the avoidance of doubt, any cities settled to date and up to the point where we release the factions onto the map (a few weeks away) will be able to move, for free, on the "one off" Tenaril spell. Best, SC
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 17 Sep 2010 at 19:37 |
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Awesome - thanks for the update.
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
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Posted: 17 Sep 2010 at 22:21 |
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Nice!
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Raritor
Wordsmith
Joined: 20 Apr 2010
Location: Spain
Status: Offline
Points: 151
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Posted: 17 Sep 2010 at 22:31 |
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One more thing about the city movements.
Suppose you have a city with productions, say, 7 wood, 3 clay, 5 iron, 5 stone, 5 food. When you move your city, do you have to look for a place with the same resource distribution? if not what happens with the buildings?, are they lost, changed?....
Thanks again for the support.
Regarding some opinions about the changes and the problems they take, i'd like to say that these changes are things that make the game much more interesting, so we have been playing for months, and expect to do it for much more time. I'd like to congratulate all the developers for their effort.
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010
Location: Windhoek
Status: Offline
Points: 313
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Posted: 17 Sep 2010 at 22:54 |
GM Stormcrow wrote:
One thing I can guarantee is that anyone and everyone who wishes to run
water-based units (boats, barges and ships) will need to devote *at
least* one town plot to this purpose.
A player who just needs a
few boats to carry his trade units across a river probably won't need
more than a single "dock" building.
On the other hand, a
full-fledged trading port with access to rivers, tidal waters, seas and
deep (ocean) waters, who wants to use his town as a kind of transport
"hub" - loading and unloading goods and passengers, collecting taxes
& tolls from other players who use the facilities etc should
probably plan on committing more than half his city to this purpose. GM Stormcrow
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Wait, does this mean that cities that you'd like to move that already has all it's uilding plots built on will NOT be able to build shipyard type buildings in them? that there will in fact then be more than the X buildings for the X amount of plots currentl available? that in fact you'll have to be forced to leave out certain types of buildings in order to build these shipbuilding facilities? Why not just make the plots for these buildings outside the city, like the resource buildings/plots?
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 17 Sep 2010 at 22:59 |
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When you can buy/sell troops it's not going to be so important to have all the buildings currently available built in each city. I also see the interest in having extra buildings spread out across multiple map squares but still supported by the main city food production as per my comments in the suggestions forum.
Also, I hope we're not restricted to the same type of plot. - that's gonna make it hard for some people to move since plot types are now clustered together.
Edit: and if changing plot types means I loose some resource upgrades and have others start at zero, that's fine. E.g. Move from a 73555 (wood, clay, iron, stone, food) to a 55555. You loose the two extra wood and start with two clay plots that are at level 0.
KP
Edited by KillerPoodle - 17 Sep 2010 at 23:01
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some random guy
Forum Warrior
Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
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Posted: 18 Sep 2010 at 01:17 |
I think you should add a bunch of new plots for a port. You can use these plots to make naval buildings. The plots would be connected to your city by a road a maximum of 5 squares long. in the city view, there would be a little button saying "go to your port" and in your port vice versa. obviously, the port would have to be touching water. a city would look like this: road \/ |water| <city>======<port>|water|
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Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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