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Topic ClosedMoving your cities

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Torn Sky View Drop Down
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Direct Link To This Post Topic: Moving your cities
    Posted: 10 Jul 2010 at 17:21
An option to  Pack up and Leave an area would be nice especially in the early game if you spawn out in the middle of nowhere and want to move closer to the center or vice versa

The ability should be a low level research possible right after marketplace but a very expensive an slow process

After selecting to move your city it will stop all production of basic and advance resources as your populace will begin tearing down your city and preparing for the move.
Depending on the size of the city the break down could last several hours or days.

After the city is broken down your people will carry it to your new location the trip will be slow and some population will die from exhaustion, exposure, and other dangers of moving.

When your city is at the final destination it will begin to rebuild which will also take several hours or days to finish.

The cons of moving
0 income from the time of demo till completion is finished
You can lose 10-30% of your population depending on city size and distance traveled  (represented in random loss of structure levels)
It will cost a lot of gold, your people wont work for free
You may have to set your taxes high for a while to save up enough gold further reducing your income

Pros
You can move your city for what ever reasonWink
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waylander69 View Drop Down
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Direct Link To This Post Posted: 10 Jul 2010 at 19:29
Ermm
I like part of this idea but feel the downside would be the alliance's would take over vast tracts of the game area as they move closer to each other, i know we already have hubs but allowing people to move their cities en mass would only expand on the size of hubs we have now and again would hinder the player who spawns into one of them as they would not have the gold or research to allow them to move .

The positive side is the movement penalties you have put in place along with the loss in population and total freeze on all production.
The movement penalties should be at least 4 times slower than the current caravan city speed as you are moving a much larger body of men and equipment.
Also what it may allow is people to move to other areas of the map not as well as explored yet or settled as they may wish the piece and quiet to expand before the rest of the game catches up and expands in time. Thumbs Up
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Torn Sky View Drop Down
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Direct Link To This Post Posted: 10 Jul 2010 at 21:05
i was thinking the cost/time for say a new player with less than 400 pop would be reasonable enough but have to cost to pop ratio go up exponentially so that the cost of  moving a 10k pop city would be enough to discourage moving unless its there is a bigger reason, say a new update.
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waylander69 View Drop Down
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Direct Link To This Post Posted: 10 Jul 2010 at 22:08
I agree the new updates do change things in that some people have landed lucky and are near some while for other they are a fair distance away or are in the position where 4/5 people might be fighting over the same squares, another thing to take into account is the size to movement ratio in terms of population in that a larger population say the 10000 you said would move slower than 400 to get to a new area.
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Direct Link To This Post Posted: 11 Jul 2010 at 05:39
I'm not opposed to allowing city relocation in this kind of fashion, but I think players should be forced to abandon everything except a starting stash of resources and the research.  You can't realistically move buildings, and the cost of relocation does need to be so extremely harsh that players will only do it for extremely compelling reasons...especially if they're already developed where they are.

Otherwise, in addition to the concerns already noted, you'll potentially have developed cities moving in on rural areas to dominate the just starting locals.  New players have it hard enough without being pawns in alliances' expansionist maneuvers or tactical land grabs.
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xilla View Drop Down
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Direct Link To This Post Posted: 12 Jul 2010 at 03:32
Just create a building thats a well with a wheel à la Lost, warping your city to another random tile on the map. Make it the cost at the time of construction to be 95% of storehouse capacity of all resources or something like that, cost to actvate it is something, and you lose a random building or two in the transition.

If all you want to do is get away from your current location, then a random tile wouldn't be so bad. That way new and newish players can do it, but still have to work somewhat to do it.

If you want to focus your relocation more, the higher your mage tiwer needs to be and the higher the resource cost to activate the warp, to the point where selecting a specific tile would require a lvl 20 mage tower, x amount of mana (whatever would be appropriate, I really don't know), and 100% of lvl 20 storehouse and warehouse (767,528?) of each resource, with a few more random buildings lost in the process. That way it's high risk and high cost, so it only would be done on high level towns for real good reason.

EDIT: The building disappears/destroys itself after use


Edited by xilla - 12 Jul 2010 at 15:26
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col0005 View Drop Down
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Direct Link To This Post Posted: 14 Jul 2010 at 07:25
actually I have to say when I first saw this thread I didn't think it was a good idea but now I think that this sort of function needs to be implemented and soon. Near the center of the map its all fine. However further from the centre there are a couple of large players that completely dominate the area. One of the players in my alliance is being completely pummeled into submission by one of these large players and will probbably leave the game if not helped out. He has a over 1000 population but this bigger player has over 5000 in his main city and is a member of black and therefore practically untouchable by anyone but a member of H? or T?

At the moment I'd have to say teleprtation should be allowed for free if a GM or MOD approves it.
Or perhaps an ingame mechanism that takes into account attackers size and alliance. Targets size and alliance and attackers committment.


Edited by col0005 - 14 Jul 2010 at 07:58
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bow locks View Drop Down
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Direct Link To This Post Posted: 14 Jul 2010 at 08:18
settlers?

or it might be more realistic to start as a settler, get dumped in the random spot, but with a band of people and resources to wander around and get settled.

that way if you are established and someone sets up too close, you know they meant to and you can just blast them.  having random people start a city on the tile next to your capital is daft.


Edited by bow locks - 14 Jul 2010 at 08:22
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AlDjotte View Drop Down
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Direct Link To This Post Posted: 14 Jul 2010 at 15:54
Put up "Killing Glyph" or "Ward of Destruction/Intention" ... repeat as it's charges get used up after cooldown = the big guy will leave you alone pretty quickly ! Plus build T1 thieves (50-100) if he's stealing... shouldn't take more than 1 week to get him off your back Star Also keep resources in city low by using them.

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