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Sovereignty ideas

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=2852
Printed Date: 17 Apr 2022 at 14:03
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: Sovereignty ideas
Posted By: Thexion
Subject: Sovereignty ideas
Date Posted: 23 Nov 2011 at 10:44

Sovereign squares:

I been thinking about new possibilities for sovereign squares which I feel are bit simplified at the moment. (Also quite buggy atm.) These are just some ideas for the future so claiming land could be much more interesting (and cause more conflict.) Discussion welcome, but if you got bunch of your own ideas please make a new thread.

 

1. Sovereign structures could look like structures or buildings in the map.

- Make map look more alive not just cities and gloving squares.

- Feeling of enlarging your towns.

 

2. Cities should be able to see units moving towards their sovereign squares.

- Protects against surprise siege with occupy.

- Grants another level of ownership to sov. squares.

- Makes 3. more reasonable.

 

3. Raiding or/and Siphoning of resources from sov. squares.

(Siphoning was never activated, Cry )

- Ads another level to the warfare.

 

4. Secondary sov. structures: 

- chance to make 5 different 1 level sov. structures on level 5 square.

- Instead of sov. structure levels these could be level of sov. villages that have 5 different structures

- More options for developing cities.

- Possibility to have road and farm for example (when/if roads are introduced)

 

5. Defensive structures on sov. squares

- Tower able to see diplomatic movements in the area depending on the level of sov.

- Traps "defence minus" for foreign troops holding the square. Cheap structure.

- Fort "defence plus" for troops own and foreign troops holding the square. Medium priced structure

- Castle "large defence plus" and needs to be sieged to capture or destroy. Expensive structure uses all of the square.(See 4.)

 

6. Special NPC square structures

- Other sov. buildings could remove "NPC square status" meaning no army or resource spawn, but underlining resource terrain would stay.

- Harvesting building Sov. NPC squares are harvested automatically and sent to town once a week.

- Fighters pit: Gathers elevated x% gold  by fighting spawning NPC:s with troops.

 when/if introduced

- Apothecary/magicians building gather anatomical parts for spells/crafting.

- Mercenary building: possibility of hiring mercenaries that arrive to NPC squares.

- Tamers building: possibility of taming creatures/animals that arrive to the NPC square. 




Replies:
Posted By: Faldrin
Date Posted: 26 Nov 2011 at 12:03
Looks good to me !!!

7. Lower the distance cost so that we get  more interaction on sov squares Wink

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Posted By: Kilotov of DokGthung
Date Posted: 26 Nov 2011 at 12:15
Originally posted by Faldrin Faldrin wrote:

Looks good to me !!!

7. Lower the distance cost so that we get  more interaction on sov squares Wink


here i agree...
sov should really be cheaper on longer distances.
i built that stupid estate just For Science! and it really makes little to no difference on over 5 squares from town.




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my words on this forum are from me alone.
DLords official words only come from HighKing Belargyle



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