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Auraya View Drop Down
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Direct Link To This Post Topic: Name Sov Squares?
    Posted: 06 Jul 2012 at 17:22
No offense guys but you've sorta hi-jacked my thread. If you want to make another suggestion about sov squares, new thread please? :P 
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Direct Link To This Post Posted: 06 Jul 2012 at 16:42
Originally posted by Ander Ander wrote:

Since the purpose is to get a layout of your own sovereignty structures, structures being visible only to the owner is fine (like city buildings).

Making it viewable within diplo visibility will add other uses to it, i'm not against the idea though. In most cases, the level of the sovereignty shows what someone is doing with it - unless they are doing something particularly irrelevant - like sovereign production of leather armor.


I agree.
Suppose they gave a war and nobody came?
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Direct Link To This Post Posted: 05 Jul 2012 at 22:08
Since the purpose is to get a layout of your own sovereignty structures, structures being visible only to the owner is fine (like city buildings).

Making it viewable within diplo visibility will add other uses to it, i'm not against the idea though. In most cases, the level of the sovereignty shows what someone is doing with it - unless they are doing something particularly irrelevant - like sovereign production of leather armor.
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Direct Link To This Post Posted: 05 Jul 2012 at 19:14
In a way, the level of the square is already visible (albeit not of the structure but if the square was over level one, there isn't a lot of reason beyond temporary rebuilds or switches to have the structure lower than the level of the square). The radius of the hue on the squares increases slightly with each sovereignty level (i.e. level 1 squares right next to each other look like they have a 'space' between them but once you get the squares to level 5, they look like homogeneous territory rather than heterogeneous squares.

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Direct Link To This Post Posted: 05 Jul 2012 at 18:50
I think that sov squares should be visible, but only level-wise.  As an example, sov for humans would be:
Sov level one Sov level two Sov level three Sov level four Sov level five

Or possibly they could also be re-colored a bit.  



Edited by Silent/Steadfast - 05 Jul 2012 at 19:00
"Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM)
"SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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Direct Link To This Post Posted: 05 Jul 2012 at 16:40
No visible sov structures please! They would practically gave up the purpose of big cities without use of any diplomatic units... 

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Direct Link To This Post Posted: 05 Jul 2012 at 16:32
Visible sov structures would be cool, but that would give potential enemies intel about what you're doing with your city.  Perhaps they should only be viewable if within diplo visibility?
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Direct Link To This Post Posted: 05 Jul 2012 at 14:55
Sovereignty structures should be made visible and changeable (upgrade/demolish) by clicking on the sovereignty square in the map.




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Direct Link To This Post Posted: 05 Jul 2012 at 00:49
Originally posted by dunnoob dunnoob wrote:

There's apparently always only one best sov feature for a given square.

The best sov use for a given square varies depending on a player's goal in current situation.  There's at most one bonus for a square, it's true, but I'm guessing there are a lot of leather armor squares out there being put to some other, better use.


Edited by Rill - 05 Jul 2012 at 00:50
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Direct Link To This Post Posted: 04 Jul 2012 at 20:23
It's a good idea.   When I wanted to get rid of some sov I squares with mine shafts checking the map was a clumsy procedure.  OTOH for a sov I square with name "diplo" or "horses" I'd know what it is.   

Maybe they could generate and show hints in the overview automatically, e.g., "diplo 1", "horses 3", "clay 11", "iron 6", etc.   There's apparently always only one best sov feature for a given square.
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