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Topic ClosedMoving Cities - a heads up 16SEP10

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some random guy View Drop Down
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Direct Link To This Post Posted: 18 Sep 2010 at 01:18
sorry, as always, for the Âs
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Direct Link To This Post Posted: 18 Sep 2010 at 01:25
Originally posted by some random guy some random guy wrote:

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|


From what ive seen so far as to what the devs want of this game, i would assume there wont be plots added
there probably wanting something like "Im going to be building a navy so maybe i dont need a barracks in this town or stone sinks in the water so i wont need a stonemason in this city" etc so pick carefully which city you may decide to build new structures in and research demolitionWink
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Direct Link To This Post Posted: 18 Sep 2010 at 03:37
so... you won't be able to defend your ports from the land? Ermm
I can count only 4 (5 for elfs) buildings that aren't vital to a city's welfare (kiln, flourmill, vault, warehouse).  
will there be only 4 new naval buildings? 


Edited by some random guy - 18 Sep 2010 at 03:38
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Direct Link To This Post Posted: 18 Sep 2010 at 04:02
Originally posted by some random guy some random guy wrote:

so... you won't be able to defend your ports from the land? Ermm
I can count only 4 (5 for elfs) buildings that aren't vital to a city's welfare (kiln, flourmill, vault, warehouse).  
will there be only 4 new naval buildings? 


When all this comes out troop trading should be out so build land troops in your other cities and move whats needed to defend or just reinforce when under attack

flourmill- very important in larger cities, as food is the limiting factor on growth
warehouse- very important since storehouse max capacity is 109k which isnt enough to build higher level structures

the other buildings are up to the individual players to decide how important they are to the newer buildings, but its all assumptions and we will have to wait and see whats in store for us
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Direct Link To This Post Posted: 18 Sep 2010 at 04:58
ok, fine. 2 buildings that aren't completely necessary.  That merely reinforces my claim that a port will not be able to fully function.  How will a new player know what is important?  I certainly didn't.  Also, cities on water may still not be able to be defended properly if they are unable to produce troops of their own.  finally, the question of harvesting noobs arises. I agree that we will have to wait and see what our preeminent gms have in store for us.
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Direct Link To This Post Posted: 18 Sep 2010 at 04:59
hey, cool! you joined the forum on my b-day!LOL
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Direct Link To This Post Posted: 18 Sep 2010 at 15:04
Lets just assume that, when it comes out, somebody will figure it out for you and post the relavent data on the forums. We do have a nice community to work with.
I am not amused.
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Direct Link To This Post Posted: 18 Sep 2010 at 15:16

Dock cities will be able to build barracks, they just won't be able to build everything, this may seem like a big deal to a new player but the fact is that it is not essential to have a spearmaker or any other production building in every city, you can import goods that you don't produce, a tannery, saddlemaker and siege construction is certainly not essentail in all cities as at level 20 of each there is almost no way your going to be able to produce enough cattle to supply the productions.

So yeah, Vault, Kiln are not essentiall and your choice of production buildings to eliminate (do you really need level 20 bookbinders in all of your cities).
Basically with multiple cities all the problems will resolve themselves. Is 500 population really that long to wait?
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Direct Link To This Post Posted: 18 Sep 2010 at 15:22
actually I do have one big question about water. When a settler is sent to an island how will it get there? Will you be required to already have a dockside settment, need an ally with a dock. Or will it be assumed that the means of aquiring a boat were given to the settler before it set out
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Direct Link To This Post Posted: 18 Sep 2010 at 15:42
will the pathfinding and the way of crossing rivers(bridges, boats etc) come out together or will a player have to be stranded from the most populated areas for a long time
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