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New towns and resources

Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: General Questions
Forum Description: If your gameplay question isn't answered in the help files, please post it here.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=264
Printed Date: 17 Apr 2022 at 19:07
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: New towns and resources
Posted By: waylander69
Subject: New towns and resources
Date Posted: 05 Apr 2010 at 21:45
So far in my map i have had 4 new towns pitch up and 2 old ones as well as mine, yet there is only 1 set of resources in the map..i look in other maps and see 1 or 2 towns and 4 or 5 sets of resources...in what way are they set out ?



Replies:
Posted By: GM Stormcrow
Date Posted: 05 Apr 2010 at 22:20
Hi Waylander,

If you mean the Gatherable / Harvestable resources, then these only appear on:
a) NPC resource squares (ie Dolmens, Ancient Forest, Abandoned Mines etc), and
b) Are distributed randomly, based on the population cluster of the playerbase

If you're near the centre of map, competition for these resources is quite fierce - so they don't hang around for long.  If you're further out from the centre then the competition is less, but the distribution is less as well.

Largely because we've only recently begun kicking unused accounts from the server, it's possible that there is a resource gap between new account creation and old "population clusters".  This will rebalance as the old vs new player balance reaches equilibrium again!

In short, it's random - and as the new incoming players reaches a balance (expected over the next couple of days) with the expired account - the random distribution selection will become more equitably random in it's selection of squares to seed... if that makes any sense...?

Best wishes,

GM Stormcrow


Posted By: waylander69
Date Posted: 05 Apr 2010 at 22:27
Thanks for the speedy reply and yes makes sense....


Posted By: The_Dude
Date Posted: 06 Apr 2010 at 03:20
Is there a guide to Research?
 
For example: Agriculture - No units or buildings are unlocked by this research.
 
Does Agriculture offer any direct benefits?  Or is it no more than a prerequisite to other research?


Posted By: Wuzzel
Date Posted: 06 Apr 2010 at 10:45
Agriculture is only a prereq for Milling.
Most things should explain for itself.


Posted By: The_Dude
Date Posted: 06 Apr 2010 at 18:34
Wuzzel:
Here's the info available on Milling Tech:
 
"A vital skill for the growth of your city, learning how to construct mills, produce flour - and therefore allow your citizens to make their own bread."
 
How can I find out the cost of a Mill, the Production Cost of Flour, and the benefits of Bread?
 
As it stands now, I must first research both Agri and Mill before I can learn the cost of a Mill.  And then I have to build a Mill to learn the cost of Bread.  And after I have made bread, then I can learn what benefit it brings.
 
That's an awfull lot of unknowns that require a lot of research points, etc just to learn that I didn't need to make bread until later in the game. 
 
There should be a guide that sets all this out somewhere.  But "self-explanatory" this is not.


Posted By: The_Dude
Date Posted: 06 Apr 2010 at 18:46
Here's another Tech hole I have fallen into...
 
I built a consulate per the new player's guide.  Costing me 6 Food per Hr. But useless until I research Scouting.  But Scouting is useless until I build a Paddock AND build a Horse.
 
And another Tech Hole:
 
I need troops to defend my city.  So I build a Barracks.  Cost more food per hr.  But useless until I research Spearmaking and Spearmanship and Tanning and then Build Spears and Build Common Grounds and Build Cow and then Make Armour.
 
I can go on and on and on.
 
But I cannot find anything that shows me all the prerequisites required so I am making build and research decisions based on my intuition which is useless.
 
Where is the Player's Guide that will tell me all the prerequisites in advance. Trial and Error just makes a player noobie bait for the earlier adopters.
 
I started this game about 72 hrs ago and I am starting to feel like a rube at the carnival playing 3 Card Monty.  Other than building farms, mines, etc. I have accomplished nothing.  Researching Tanning is very costly so I am still 25 hours away from enough research points to start that project.  And then I have no idea how much Armour is going to cost me but I am sure I will learn I still need another prereq.


Posted By: Wuzzel
Date Posted: 06 Apr 2010 at 18:50
Here is some information about the Mill.

http://forum.illyriad.co.uk/2-buildings_topic39.html - http://forum.illyriad.co.uk/2-buildings_topic39.html

And yes there are some holes as you said.
If you have questions regarding the game, i can help you out if you want.

http://webchat.quakenet.org - http://webchat.quakenet.org
Channel: Illyriad




Posted By: waylander69
Date Posted: 06 Apr 2010 at 19:32

i think i understand what he is asking....he is after a build cost for each lev of building.

i.e storehouse lev1 needs however much wood, stone iron and clay, at lev 2 it needs more and so on.
i think he is after a list so he can read down to see what he needs for each building and at what lev and the same with the food, stone, clay and wood productions at each level...


Posted By: Tubana
Date Posted: 06 Apr 2010 at 22:20
Personally, I think it is better if it is not all spelled out - after all in real life you aren't always sure as to how things will work out. Plus I think the game is more fun if you discover all the nuances as it goes on. Plus there are the forums and alliances that can be used to gather info. Not really into the make it easy for me thing.


Posted By: The_Dude
Date Posted: 06 Apr 2010 at 22:54
Waylander is partly right.  I would like very much a table of build costs.
 
I would also like a table that shows me production cost of Units.
 
For example, as a new player, I know that I lose automatic protection in 4 days.  That means I need to be able to defend myself by that time.
 
So I need defensive units.  So I research Militia to build a Barracks. But I can not build any units yet.   Not until I have built the Barracks do I learn I need to research Spearmanship.  After that, I learn that I can not build a unit until I have BOTH Spears and Leather Armor.  So then I research Spearmaking and Tanning.  It would be very helpful to know this BEFORE I built a Barracks and incur the hourly maintenace food cost for a Barracks that can build NOTHING!
 
Tubana,
 
This is nothing like the real world.  It's a game, not life.  A Barracks could just as easily allow me to build a Militia Unit that fights with sharpened sticks and no Armor.  But the game developers want something different - which is fine.  But why should it be a seek and discover instead of set out in a Player's Guide.
 
Developers, a 4 day auto protect is not even close to sufficient for new players given the long development times to a player's 1st defensive unit.  Players with a few weeks head start will just gobble up new players and the 4 day protection only gives established players an opportunity to plan, organize, and position for assualt against easy pickings.  This problem will only get worse as the game continues and there are more established players closer to newbies.
 
A Player's Guide will at least give noobs a chance to level the playing field.
 
Asking each question, and hoping for a responsive reply treats the new player as a helpless rube.  I can read and understand a Player's Guide - Don't make me ask teacher every question - give me the textbook so I can look it up myself.


Posted By: Tubana
Date Posted: 06 Apr 2010 at 23:17
The real world thing was to be as an "exact" example. It was simply a point. I am also a noob. I just prefer a little bit of mystery.


Posted By: The_Dude
Date Posted: 07 Apr 2010 at 03:04
Originally posted by Tubana Tubana wrote:

The real world thing was to be as an "exact" example. It was simply a point. I am also a noob. I just prefer a little bit of mystery.
Some gamers like to develop a strategy when they play a strategy game.Smile
 
I suspect there are plenty of mysteries ahead in this game.Wink
 
But the rules should not be a mystery.  Who would play poker if they couldn't know in advance what hands rank how?  Or chess if you had no instruction on piece movement?
 
This is more like a Mouse in a Maze instead of a strategy game.Cry
 
 


Posted By: HonoredMule
Date Posted: 07 Apr 2010 at 03:47
Originally posted by Tubana Tubana wrote:

Personally, I think it is better if it is not all spelled out - after all in real life you aren't always sure as to how things will work out. Plus I think the game is more fun if you discover all the nuances as it goes on. Plus there are the forums and alliances that can be used to gather info. Not really into the make it easy for me thing.


The problem with that approach is it punishes new players for their lack of experience while rewarding those who would horde knowledge or use it as leverage.  It's a completely aristocratic approach.

Originally posted by The_Dude The_Dude wrote:

But the rules should not be a mystery.  Who would play poker if they couldn't know in advance what hands rank how?  Or chess if you had no instruction on piece movement?
 
This is more like a Mouse in a Maze instead of a strategy game.Cry


I absolutely agree.  That is why I will be opening a wiki to public access within 10 days (as soon as I've finished school and upgraded some server hardware)



Posted By: GM ThunderCat
Date Posted: 07 Apr 2010 at 17:02
Originally posted by The_Dude The_Dude wrote:

I would also like a table that shows me production cost of Units.
 
For example, as a new player, I know that I lose automatic protection in 4 days.  That means I need to be able to defend myself by that time.
 
So I need defensive units.  So I research Militia to build a Barracks. But I can not build any units yet.   Not until I have built the Barracks do I learn I need to research Spearmanship.  After that, I learn that I can not build a unit until I have BOTH Spears and Leather Armor.  So then I research Spearmaking and Tanning.  It would be very helpful to know this BEFORE I built a Barracks and incur the hourly maintenace food cost for a Barracks that can build NOTHING!
Hi The_Dude

Originally posted by the Hearld the Hearld wrote:


Research tree/summary
The Research tree now shows first level build costs for buildings and the resource cost and upkeep cost for units.

This should help when planning your building and research strategies.


Its not the full table of build costs or attack/defense scores; but hopefully will aid new players. We will look to provide more information in the future.

Kind regards


Posted By: The_Dude
Date Posted: 07 Apr 2010 at 18:38
Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by the Hearld the Hearld wrote:


Research tree/summary
The Research tree now shows first level build costs for buildings and the resource cost and upkeep cost for units.

This should help when planning your building and research strategies.


Its not the full table of build costs or attack/defense scores; but hopefully will aid new players. We will look to provide more information in the future.

Hug
ThunderCat - Way Cool!  Muchas Gracias!
 
One more tweak - if the Rsch Tree could also show the resources required to make the goods.  I.e., Tanning now shows the initial cost and maintenance of a Tannery.  It would also help if it would show the cost of Leather Armor so I can make sure I have the resources on-hand needed to produce the goods once I have the building.
 
As they say in the beer commericals "I love you, man."Wink



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