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Moving Your Capital and Why Not To Do It Now

Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: Strategies, Tips & Tricks
Forum Description: Player created guides and advice.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=2333
Printed Date: 17 Apr 2022 at 02:47
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Topic: Moving Your Capital and Why Not To Do It Now
Posted By: Rill
Subject: Moving Your Capital and Why Not To Do It Now
Date Posted: 03 Sep 2011 at 01:20
One of the first things many players new to Illyriad ask is "How can I move my capital?"  This is particularly common among players who have experience with other strategy games.

However, there are lots of reasons NOT to move your capital right away, and only a few good reasons to do so.  Your capital move has some unique features that make it too valuable to waste:  It is immediate -- no travel time from one location to another.  You can take all city upgrades with you.  And you keep all your original resource fields, so moves to locations that would otherwise be unattractive are possible.

Most vets agree that new players should wait to move their capital until they become more familiar with the game.  This post will begin with arguments against some of the most common reasons cited for moving a capital early and conclude with suggestions about when a capital move is in order.

Top 4 reasons NOT to move your capital right away:

1)  "I always get bumped when I'm harvesting."  This is the most common reason cited by new players wanting to move their cities.  However, moving your capital won't solve this problem very well, and the problem is not as important as you might think.  

FACT 1: Most players do NOT derive a large proportion of their resources from harvesting in the long term.  Moving your capital to avoid being bumped is a permanent solution to a short-term problem. FACT 2: Moving your capital may not help you harvest more resources.  In outlying areas where fewer people harvest, resources will be re-spawned less frequently.  Also, you are not the only new player with this idea.  Within a day or two, you will find that your previously lonely area is now inhabited by several other new players as well as existing players with far more caravans -- and you will continue to be bumped.

Solution:  Be patient and build up your resource fields.  Harvesting is far less important after about the first week in Illy -- don't jump into a capital move for this reason.

2)  "There's a big, scary player right next to me."  Chances are, your big, scary neighbor will be friendly.  Even if he/she is not, you are unlikely to be attacked militarily while you are new.  If you are attacked, it will be far easier for others to help defend you if you are in the new player ring, close to big players who are friendly and can help.

Solution:  Send the scary, big player a mail and make a friend.  Also, make sure you introduce yourself in global chat so that if you have any problems, people will recognize you as a friendly face.

3) "I joined the game with my friends and they are all in Mal Motsha/ Fremorn/ Wolgast/ Larn"  While proximity to friendly players can be a big plus in Illy, don't jump into a capital move right away.  Your friends may have moved to the area without being aware that it is dominated by a particular alliance, that it has an unfriendly faction, or that the terrain offers little in the way of all-important food bonus.  You don't have to make the same mistake.

Solution:  Stick tight where you are for a little while and learn about the various regions of Illyriad.  You can still hang out with your friends in global and/or alliance chat.  You can make an educated choice about joining your friends when you know a little more about what makes good city site.

4) "I keep being scouted/spied/thieved."  While players in more crowded regions may be somewhat more likely to be diplo attacked, diplo attacks can occur anywhere in Illy.  Moving does not guarantee you will be safe from your attacker.  It does mean that you will be farther away from veteran players who can help replace your losses.  Wherever you go, determined thieves can find you -- so you will need to take the same steps to be prepared.

Solution:  Upgrade your mage tower and cast the strongest slaying rune you can on your city.  Upgrade your consulate and train some diplos, particularly basic thieves, for defense.  Study Interrogation.  If you catch a thief as a new player, please let gc know so they can take steps to make sure the attacker does not continue to thieve new players.

OK, so those are some reasons NOT to move your capital.  What are some good reasons for a capital move?

1)  You have joined an alliance that is geographically concentrated and leadership has ordered/ suggested that you move.  It's advisable to be sure you're comfortable with your new alliance before you move -- unhappiness can result when a player joins an alliance, moves to a hub and then subsequently decides to leave.

2)  You have maxed out or nearly maxed out your resource fields and are ready to claim sovereignty, but your spawn spot does not have attractive sovereignty options.  You have found a new spot for your capital that has options more in line with your long-term goals.  (See the Guide to Sovereignty for more about finding good sov spots.)

3)  Your city is producing adequate supplies to meet your needs, you are comfortable with your ability to defend yourself, and you'd like to carve out a little piece of Illy for your own, perhaps by starting a second city.  You want to locate your capital close to your new city (on an advantageous sovereignty square) in order to better support your second city.

If any or all of the above reasons apply to you, it's time to move your city! Look for an upcoming guide to finding a spot to locate a capital.

Good luck in your new location!

Updated to add:  It is no longer possible to use Tenaril's spell to relocate during the 7 days of newcomers protection.  This doesn't mean players should automatically move at the end of that time.



Replies:
Posted By: Rill
Date Posted: 03 Sep 2011 at 01:23
All input and suggestions are welcome!


Posted By: Amb3rcookiez
Date Posted: 10 Sep 2011 at 01:40
great tips, thanks rill =)


Posted By: Kumomoto
Date Posted: 12 Sep 2011 at 15:59
Every newbie should read this!!! Avoid the most common mistake of moving too early!

Great post!


Posted By: Celebcalen
Date Posted: 15 Sep 2011 at 12:01
I agree with the evil Kumo. This is a fine text and a must read for new players.



Posted By: tallica
Date Posted: 15 Sep 2011 at 20:24
I think this entire topic will be completely void in a few more days, of course the new way of moving towns will cost money and time, any movement mistake isn't anywhere near as horrible as it used to be (at least this will be true once the new update goes live).

Of course I'm not saying that everyone should just move wherever the heck they want to, there is still a lot to think about when moving or placing towns, it's just that the consequences for a bad decision are not anywhere near as bad as they used to be.


Posted By: Kurfist
Date Posted: 15 Sep 2011 at 20:42
I think you could expect more people moving to the wastes and such, areas before that would have been unprefferable because of the poor resource ground, but since the rare npc animals located there for another animal tourny, and the decent sov found there it may see some urbanization.

-------------
Patience is a virtue, resource giving is a sin


Posted By: Rill
Date Posted: 16 Sep 2011 at 05:24
I wrote the post after the possibility for moving cities was announced.  My guess is that a lot of the points will still be valid, but only time will tell.  At least with moving cities it won't be a "maybe you should just start over" sort of mistake -- but it might be a mistake nevertheless.  I look forward to updating the post as we learn more.

It's noteworthy that players with only one city will NOT have the option to move that city after the one-time teleport spell under the new rules.  Therefore a new player who moves to an undesirable location will not have the option to move again until they have built up enough population and have actually started a new city.  So I think taking a lot of time to think and to understand the ramifications of the decision is still important, and the choice should not be made hastily.

I'm planning a post soon on "where to move your capital when you do move," since that comes up a lot as a question.  I have been waiting for the new buildings descriptions to come out before even attempting it -- we might have enough information now to try, although nothing substitutes for experience.


Posted By: Daufer
Date Posted: 30 Sep 2011 at 21:15
Hi Rill.  Until you get to that "where to move your capitol" post, here are two warnings you might give to new players:

1: When you see that really nice sovereignty square (+3 cavalry production or whatever) that you want for your very own, do not teleport your city directly on top of it.  You won't get any bonus from it. Do build next to it, and preferably next to several other nice sovereignty bonuses.

2: Your basic resource sites in your capitol move to whatever square you occupy.  Do not move to a 7-food square or a rich iron square thinking you will reap the benefits, because nothing will change.  Do consider the defensive benefits of moving to a site such as a mountain or forest.  This will make your city harder to attack while ultimately costing you nothing in terms of resources.


Posted By: Rill
Date Posted: 30 Sep 2011 at 21:23
Awesome tips Daufer.  I AM going to write the where to move guide, really I AM.  In the meantime, everyone listen to Daufer!


Posted By: tallica
Date Posted: 30 Sep 2011 at 21:31
Originally posted by Daufer Daufer wrote:


2: Your basic resource sites in your capitol move to whatever square you occupy.  Do not move to a 7-food square or a rich iron square thinking you will reap the benefits, because nothing will change.  Do consider the defensive benefits of moving to a site such as a mountain or forest.  This will make your city harder to attack while ultimately costing you nothing in terms of resources.


This is only true for the spell, but if you use Exodus to move you will gain the new underlying.

*I didn't check, but this guide should be updated to include Exodus since it is now out and we have info on it.


Posted By: Daufer
Date Posted: 01 Oct 2011 at 05:32
Quote
This is only true for the spell, but if you use Exodus to move you will gain the new underlying.

*I didn't check, but this guide should be updated to include Exodus since it is now out and we have info on it.

This thread is directed to new players contemplating their free move.  Since Exodus requires a level 20 warehouse and about 5000 research points I'm guessing that anyone who can use it already knows where and how to place their capitol.


Posted By: Tora
Date Posted: 28 Jan 2012 at 03:14
Ultimately while all of the above should be heeded I would take a moment to consider that waiting until such time as you can exodus your capital to cause a capital shift to a second city which has already been settled on a 7 food square (as food seems to be the primary concern in long term strategic thought) before utilizing tenaril is probably the best option overall. This way, when you do use tenaril, you are taking your 7 food with you no matter where you ultimately decide to land your capitol. 

Whether one decides to wait to build that new capitol up or not before moving would be a matter of preference I imagine. However, it may be advisable to exodus the main to cause the shift, but do so to a location not too close - and yet still close by - say, 20 squares - to where one is going to tenaril their 7 food, and exodus it to a 7 food square while considering their SOV possibilities and dolmens, etc to maximum effect for their planned specialization for that city as well as defensive considerations. But from what I understand, failing to consider landing on a high food producing square may be detrimental to someone's long-term strategy.

 Thorulfr Gunnarssen


Posted By: dunnoob
Date Posted: 10 Feb 2012 at 13:53
Originally posted by Rill Rill wrote:

I AM going to write the where to move guide, really I AM.  In the meantime, everyone listen to Daufer!

Will do.  Maybe mention in this planned guide that some jungle squares look nice until you figure out that their resource sum is only 23 instead of 25. 


Posted By: Rill
Date Posted: 10 Feb 2012 at 18:54
I'll put that in.  A carefully chosen jungle square can work, but the ones with only one or two of a particular resource don't look like a good plan to me.  Am interested to hear from someone who's made one of those work, especially with t2 buildings.


Posted By: invictusa
Date Posted: 10 Feb 2012 at 20:36
Originally posted by dunnoob dunnoob wrote:

Originally posted by Rill Rill wrote:

I AM going to write the where to move guide, really I AM.  In the meantime, everyone listen to Daufer!

Will do.  Maybe mention in this planned guide that some jungle squares look nice until you figure out that their resource sum is only 23 instead of 25. 


LMAO oh god yes.
On my alt account I was so concerned with 7crop 7crop 7crop!
I scoured an area for days and found a splendid spot.  I checked it once, twice, and thrice before sending my settler.  It wasnt until after my settler landed and I began leveling up my res plots that I found to my dismay that I had no more than a single iron plot!


-------------
...and miles to go before I sleep.


Posted By: Basiclife
Date Posted: 12 Feb 2012 at 12:47
Hi Rill,

Any news on that "Where to move" guide?

I'm one of the newbies who wants to expand to a second city and don't want to be stuck in the newbie ring forever.

To that end, I'm about to start planning my move and wanted to get as much info as possible before making any decisions. If you've got any thoughts/suggestions/links to guides elsewhere, they would be appreciated.

Many thanks.


Posted By: Janosch
Date Posted: 15 Feb 2012 at 16:46

I would like to have some comments on http://republic.monsterforum.net/t77-step-by-step-guide-for-new-illy-players" rel="nofollow - this guide (which could be useful for you basiclife).




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