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A new exodus marking "rule"?

Printed From: Illyriad
Category: The World
Forum Name: Politics & Diplomacy
Forum Description: If you run an alliance on Elgea, here's where you should make your intentions public.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=4865
Printed Date: 16 Apr 2022 at 21:35
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Topic: A new exodus marking "rule"?
Posted By: Meagh
Subject: A new exodus marking "rule"?
Date Posted: 15 Mar 2013 at 00:59
Have you heard of this exodus reservation practice people are doing?  Someone sends an army across the map, encamps and you are to treat it as if they had a city or some kind of claim on that square and the surrounding area. It is a marker saying they intend to settle a city in that location. Other players should not settle around it or claim sov within that future cities sphere of influence. I have been told that most alliances use this and agree that it's a fair process for claim. Is this so? Do you use it? do you recognize it?

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I will say at the start - that though I have heard a few people mention this I do not follow it or recognize it. Twice in fact I have seen it in practice. To me, you are sending an army to secure a location in order to make sure your settlers don't die when they finally land. So I do not recognize any preemptive claim rule for exodus and I think it's nonsense but I wonder what other players and alliances feel on the subject and what the politic view is. - M.


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Replies:
Posted By: Darkwords
Date Posted: 15 Mar 2013 at 01:11
In general I would agree, after all if they are in your 10 square area and have not sought your agreement for them to settle there, you are within your rights to attack that occupation.

Until a city is settled on the spot such an occupation can be considered nothing but an occupation defending that specific square.

However the difference in this is if the occupier has the agreement for them to settle from all cities within 10 squares of the site, in which case those cities should stand against any conflicting occupation in that area.

As with most things, such action must be considered on a case by case basis.  But to say 'I have an army there, so no-one else can settle within 10 squares is pretty ridiculous, after all I have 10 cities, so whats to stop me doing that to fifty 10 square areas of the map.


Posted By: Rill
Date Posted: 15 Mar 2013 at 04:57
This has been discussed previously, but I will reiterate my opinion because it's been a couple of weeks since anyone has trollishly mocked me on the forum and some people have apparently begun to doubt my existence. LOL

Marking armies should be used for when a city is actually moving -- either a settler or an Exodusing city.  This is a courteous way to say "heads up, something is happening here pretty soon" and can prevent problems with 2-3 cities piling up at the same location.  

If a player sees a marking army within 5-10 squares of where he/she desires to place a city, it is prudent to contact the owner of the army to ask if there is something going on there, particularly if one is planning a Tenaril move.  Otherwise, you may Tenaril a city adjacent to a square to which someone already has a city Exodusing or settling, and that's a giant headache for all involved.  It's usually better to try to negotiate the space BEFORE you have 3 cities all hoping to claim the same high-food square.

A marking army is thus a point at which to begin negotiations.  The nature of those negotiations will likely be determined by the relative power and interests of the parties involved (such as proximity to an alliance hub, previous history between the players in question, blah, blah).

Placing a marking army someplace you probably want to put a city at some point (but the city is not yet in motion) is pretty dubious.  I can understand why people try it, but I would anticipate they would get a good bit of pushback on that practice, particularly in cases where marking armies sit there for two or more weeks with no action.

Edited to add: The practice of placing a marking army in no way relieves the person of an obligation to contact neighbors (usually within 10 squares of the city) to discuss the imminent arrival of a city.  Placing a marking army within 10 squares of a city is NOT the same as notifying or consulting with the potential neighbors.  This sort of consultation should occur before the city is set in motion and a marking army is sent.


Posted By: Aral
Date Posted: 15 Mar 2013 at 05:43
http://www.youtube.com/watch?v=ur3pVBpX_Xc" rel="nofollow - Exodus!!! 

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Aral Llc is not responsible for any grievous bodily harm sustained while reading this signature. No rights reserved.


Posted By: Diomedes
Date Posted: 15 Mar 2013 at 08:13
I agree entirely with Rill, and also emphasise the point that the practice of "marking" a spot is no excuse for negotiating the potential placement of a town with prospective neighbours prior to marching an army across the map. I get fed up with trying to smooth the wrinkles caused by the careless use of "marking", when it infringes on one of my alliance members pre-existing towns.

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"Walk in the way of the good, for the righteous will dwell in the land"


Posted By: Scorpiain
Date Posted: 15 Mar 2013 at 08:43
Originally posted by Rill Rill wrote:

Marking armies should be used for when a city is actually moving -- either a settler or an Exodusing city.  This is a courteous way to say "heads up, something is happening here pretty soon" and can prevent problems with 2-3 cities piling up at the same location.  

If a player sees a marking army within 5-10 squares of where he/she desires to place a city, it is prudent to contact the owner of the army to ask if there is something going on there, particularly if one is planning a Tenaril move.  Otherwise, you may Tenaril a city adjacent to a square to which someone already has a city Exodusing or settling, and that's a giant headache for all involved.  It's usually better to try to negotiate the space BEFORE you have 3 cities all hoping to claim the same high-food square.

A marking army is thus a point at which to begin negotiations.  The nature of those negotiations will likely be determined by the relative power and interests of the parties involved (such as proximity to an alliance hub, previous history between the players in question, blah, blah).


So, just to clarify, if a siege was ongoing to prepare for a Tenaril move to a location with 0 cities in the 10x10 area, in your opinion, this would be a legitimate reason to send a marking army? Since the location was definitely going to be teleported to and the siege was already en route.

In my opinion, if someone sees a marking army they should scout it, contact the player involved and ask their intentions. I agree, placing marking armies on squares you may or may not wish to settle is ridiculous but in the cases of complicated moves (e.g. terraforming) where a player is actively seeking to improve the map by placing 7 food squares in strategic locations, respecting marking armies is imperative as these take a lot of preparation - especially if the siege army to destroy the 450 pop city has 1 week to travel to the newbie ring (which is usually the case)

Imagine how you would feel, having gone to the trouble of finding a square which as devoid of anyone in the 10x10, sent a marking army to the square to hold it whilst waiting for your siege and by the time you went to teleport, someone had settled/exodused too close >.< That seems, to me, a very disrespectful thing to do and one would hope in such scenarios that the other party would be very understanding.

I deal with a lot of newbies who exo/tele and as soon as they start researching exodus, we begin scouting for locations. Spots are marked a few days before they intend to move and they absolutely WILL move to those squares within the week, two weeks maximum if there are complications such as waiting for confed requests to be accepted. I have always expected their armies to be respected and we always seek permission from all in the 10x10 range before moving. Remember that these players can't teleport until exodus finishes and they pick their teleport spot to be close to their exodus one.

It's common practice for us, as with many, and people ignoring them causes a huge headache - especially as if these people would ask and hold off, we'd be perfect happy for them to settle a reasonable distance away once they have, for instance, teleported in.


Posted By: Teets
Date Posted: 15 Mar 2013 at 10:29
I think it should be first come first serve. If my town gets there first it's my spot.


Posted By: Endrok
Date Posted: 15 Mar 2013 at 11:13
I agree with Meagh that this 'rule' is nonsense, mostly because it relies on other players second guessing your intentions!  

I actually understand the reasons for wanting to secure a place for future exodus, but for it to work correctly ALL players need to assume that any non-res spot with troops on is a future settlement spot claimed by another alliance/player. 

There are certain sections within Illy who assume that because this is a policy that they approve of then the rest of us are under some obligation to know about it.  You can't just make up a rule and place the onus on all other players to know YOUR rule....

There is only one alliance that I know of (I accept there may be others) who publish anything about this on their profile page and even then it only becomes clear after being redirected to their public forum.  So even if you scout an army and see who is occupying the square, most of the time you are left guessing as to the true purpose of those troops.









Posted By: Meagh
Date Posted: 15 Mar 2013 at 12:46
Originally posted by Scorpiain Scorpiain wrote:

In my opinion, if someone sees a marking army they should scout it, contact the player involved and ask their intentions. I agree, placing marking armies on squares you may or may not wish to settle is ridiculous but in the cases of complicated moves (e.g. terraforming) where a player is actively seeking to improve the map by placing 7 food squares in strategic locations, respecting marking armies is imperative as these take a lot of preparation - especially if the siege army to destroy the 450 pop city has 1 week to travel to the newbie ring (which is usually the case) ...


A marking army is a mute point for terraforming.  When you terraform you port a seven food city in, instantly. As soon as your city gets there (the instant teleport) then it is yours. No one will get there before you as there is no travel time. After that, everyone can see the city and your siege taking that shiney new seven food city on a hill. If you are sending an army to a spot that looks good, then getting a city ready for terraforming to port into that spot then you are putting the cart in front of the horse. Make your terraform city, find a good location, port, then send siege to take it.. This avoids the confusion, is the natural way to do it and it avoids shifting the burden of your play to other players and the distress you're likely to get when they do not meet that expectation of verifying your reservation.

This also btw is how I exodused seven of my eight cities. Without a problem. I accept that in very rare cases (when two people exodus to the same spot) it might cause confusion but that is the huge exception, not the rule.  - M.


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Posted By: bansisdead
Date Posted: 15 Mar 2013 at 12:57
It's an acceptable method of claiming lands in Mal Motsha by Dominion members, and too not respect it in Mal Motsha is asking for trouble!!!

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http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">


Posted By: threefoothree
Date Posted: 15 Mar 2013 at 13:36
is there a time limit a army can hold a square?
if not, what stops a player or a alliance sending out lots of 1 troop army and commander to 20 spots all over the board and "reserving" 20 or 30 nice spots or a player with 4 cities tries to reserve the next 6 spots he wants his new cities to be.  all he would have to do is send more 1 army troops before occupy before the other leaves.
i agree if you got all your cities in a area and you dont want someone to mess up your plans in your area your building out, but i dont believe in holding markers for long periods of time across the map that your hoping to spread into. 


Posted By: The_Dude
Date Posted: 15 Mar 2013 at 14:55
3f3 makes a good point about players "abusing" the marking system by marking far more than they can actually use in a reasonable period of time.  But is that any different than "10 sqs rule"?  After all, a key aspect to the 10 sqs claim is "future releases" _might_ make that area useful to a city.


Posted By: Rill
Date Posted: 15 Mar 2013 at 16:22
In response to Scorpain's question about marking armies to reserve a space for a Tenaril move:  Because the move is instant, there should be little need for a marking army. In fact, you cannot Tenaril a city to a square that is occupied by an army.  Putting a marking army on a square to which you want to Tenaril soon(tm) falls under the same category as putting a marking army on a square you want to settle or Exodus soon(tm).

Just my two cents.


Posted By: Brandmeister
Date Posted: 15 Mar 2013 at 16:39
I have seen several players use this technique when they are thousands of population away from their next settlement. To me, this technique is only valid if you will initiate exodus or settlement within a day or two. It's actually a courtesy to your new neighbors because it gives them a day to notify you of objections... and it's generally polite to IGM the nearest players prior to your departure.

I feel it's unreasonable to expect players to treat an army in the middle of an empty field the same as they would treat an established city with a 10 square radius. I also agree with Meagh--if you Tenaril to a spot, it's yours by definition. Possession is nine tenths the law, and the 10 square halo was obviously respected. Objecting to a teleport after the fact is a moot point, and if forcible removal is threatened, that's the same as initiating hostilities for other typical reasons (ownership of rare resources, etc.). Implying that people are responsible to scout armies is passive behavior--if you want a square, take ownership the traditional way. Or just sov a 5x5 area to block incoming settlements.

Generally I think if you want a location, then settle it. If you want to own a square, sov it. Then ownership is clear and cannot be disputed because it was implied but not established.


Posted By: Epidemic
Date Posted: 15 Mar 2013 at 17:56
I've seen this technique used a few times and I agree that its a dumb move.

I've read of players saying you should notify your neighbors when you plan on placing a new town, but I've never gotten a message from any player invading my 10x10 spaces.

I guess it only works if you have a big alliance to back up your claims...


Posted By: Darkwords
Date Posted: 15 Mar 2013 at 18:16
No Epi it works if someone moves within 10 squares radius of your city, where as you are referring to someone moving 10.5 squares from your city, in which case you did not need to be contacted.


Posted By: Kumomoto
Date Posted: 15 Mar 2013 at 18:43
Originally posted by Darkwords Darkwords wrote:

No Epi it works if someone moves within 10 squares radius of your city, where as you are referring to someone moving 10.5 squares from your city, in which case you did not need to be contacted.


qft


Posted By: DeathDealer89
Date Posted: 15 Mar 2013 at 18:46
Originally posted by Rill Rill wrote:

In response to Scorpain's question about marking armies to reserve a space for a Tenaril move:  Because the move is instant, there should be little need for a marking army. In fact, you cannot Tenaril a city to a square that is occupied by an army.  Putting a marking army on a square to which you want to Tenaril soon(tm) falls under the same category as putting a marking army on a square you want to settle or Exodus soon(tm).

Just my two cents.

And then you raze the town, so your actual city can land on the sq.  So yes there is significant time where it would need to be marked.  

The rule is very simple the same way people mark cities they intend to siege with armies.  I'm guessing if you don't accept one you don't accept the other. 

Just be ready to fight for it, and don't cry bully when the person's marking army you just wiped out is actually 10x as big as you are and wipes you out.  Because if I went found a nice spot marked  it with an army, maybe made it better via teleport.  Then someone else comes along wipes out my marking army and claims it as there own.  You can bet i'll turn around and raze their city so I can settle whats rightfully mine.


Posted By: Auraya
Date Posted: 15 Mar 2013 at 19:32
I think you have misunderstood a point.. when choosing exodus/ tele locations for newbies, it is usual practice for both spots to be chose. At once, so they are in close proximity to each other. Since you can only move one city at once, whilst exodus is in motion you cannot teleport in. This means a marking army is required, so the spot is not lost during exodus - as exodus can take a week or so to land, Q&S members can be holding spots for a short while. I don't think this is unreasonable practice and in response to this thread, I have updated our alliance page.

I wish to make it clear, Q&S members do adhere to this rule both ways - we will scout any camps in the area and mail the owners to check the intentions but we do expect this to work both ways.


Posted By: Epidemic
Date Posted: 15 Mar 2013 at 22:23
Originally posted by Darkwords Darkwords wrote:

No Epi it works if someone moves within 10 squares radius of your city, where as you are referring to someone moving 10.5 squares from your city, in which case you did not need to be contacted.


Actually it was 10.05 squares in the last instance. It has been too long to remember the other 6 instances i'm also referring to.

What is qft?


Posted By: Darkwords
Date Posted: 15 Mar 2013 at 23:19
quoted for truth


Posted By: Meagh
Date Posted: 15 Mar 2013 at 23:47
Originally posted by DeathDealer89 DeathDealer89 wrote:

And then you raze the town, so your actual city can land on the sq.  So yes there is significant time where it would need to be marked...

The rule is very simple the same way people mark cities they intend to siege with armies.  I'm guessing if you don't accept one you don't accept the other.
 


why would you make your town instead of taking the one you made with your alt? You are adding an extra step, which is why you find yourself with that interim wait... Also what you are describing is distinct from what I am referring to in my original post...  Here you've already ported a city onto the location, conducted a siege, razed a city on the square and clearly have operations and an investment on that square underway. Though your practice is still a gambit, this is not the practice that I've observed and I'm referring to in my original post. I am referring to the practice of sending out armies to occupy a square and hold a square to reserve the location before any city has landed or sometimes before you've even put a city in exodus.

An aside about marking cities you intend to siege, why dont you just siege the city? If you're going to send an army to mark it you can send an army (without siege engines) to siege it in the same amount of time then there is no ambiguity.

Originally posted by Auraya Auraya wrote:

I think you have misunderstood a point.. when choosing exodus/ tele locations for newbies, it is usual practice for both spots to be chose...


You're having your new players count their eggs before they hatch..  That's like seeing something in a store window, going a week later to purchase it and then getting upset at other customers because it's not there. Do one thing at a time. You build up a seven food city, then you exodus your capitol city to a square making your seven food city your capitol. Then you port your seven food city capitol wherever you want instantly. Then you choose a spot for your exodus city and move that city.

Grooming your players to game with the expectation that others will mail them and guess their intentions is not a good way to bring new players into the game imho. Most players will not mail them I think and they'll end up disappointed and feeling wronged. It is their expecation, that others should go out of their way to court their game play that is misplace imho.


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Posted By: DeathDealer89
Date Posted: 16 Mar 2013 at 00:06
If you don't understand why you would exodus your town to the teraformed location rather than take the puny town ur alt put there I'm not going to explain it.  But suffice it to say its better.  Doesn't matter which exact method your referring to my answer is the same. 

Once again if you have noticed that a cav army can be 10x (not joking) faster than a siege army then you wouldn't understand marking cities because the siege army won't get there very soon.  On a similar note also possible the player is claiming the city but not quite ready for the new city.  


Posted By: Brandmeister
Date Posted: 16 Mar 2013 at 00:33
Auraya, perhaps you can clarify something about newb terraforming. Why would you not have them reach 450 pop, settle a 7 food square, then have someone else demolish the original capital, and Tenaril the new 7 food capital wherever you like? No exodus research required, and it's pretty fast to get to 450 population if people are feeding you resources. It seems a lot more straightforward than what's being proposed here.


Posted By: Meagh
Date Posted: 16 Mar 2013 at 01:44
Originally posted by DeathDealer89 DeathDealer89 wrote:


If you don't understand why you would exodus your town to the teraformed location rather than take the puny town ur alt put there I'm not going to explain it.  But suffice it to say its better.  Doesn't matter which exact method your referring to my answer is the same.


Once again if you have noticed that a cav army can be 10x (not joking) faster than a siege army then you wouldn't understand marking cities because the siege army won't get there very soon.  On a similar note also possible the player is claiming the city but not quite ready for the new city.  

again.. if you send a cav army to siege a city without siege equipment it still moves just as fast and there is no ambiguity.

What I'm saying is that instead of investing the time building up a town for exodus on your main, you spend the time building it up on the alt. Even if you don't though I imagine that as soon as you raze your city you'd exodus your prepared town to the spot so there really isn't any wait and little chance that someone is going to intercept your hard work. 

Anyways, this is still a different situation than what I was referring to in the original post. I'm referring more to what Scorpiain and Auraya seem to be advocating - that is that it is kosher for players to pick a spot, send an army for a period of time in order to reserve it without sending any exodus or porting a city to that location. They seem to be saying that not only should you not take that square but players cannot settle in the 10x10 area around that square because it might block their future possible exodus or teleport. they are expecting you to give that marking army the same courtesy you would give an actual city. This is an unreasonable expectation imho.- M.


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Posted By: DeathDealer89
Date Posted: 16 Mar 2013 at 02:42
That would be called a marker army.  

Because people who terraform repeatedly don't use their alt's 2 pop city instead they use a captured city that they probably marked with an above mentioned marker army.

According to the original post he never mentioned treating it like a city.  Merely respecting the claim to to a sq the army is one and area around it.  As per my original post, you can do whatever you want if your willing to fight otherwise you better play nice.  


Posted By: Llyr
Date Posted: 16 Mar 2013 at 03:05
If you do place a marker army for any reason, don't include scouts with it. Expecting people to contact you about it, and then including scouts to make the army's owner difficult or impossible to determine, is a bit silly. And yes, people do it.

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http://elgea.illyriad.co.uk/a/p/187558" rel="nofollow">


Posted By: Angrim
Date Posted: 16 Mar 2013 at 04:35
i am greatly curious about what might have catalysed this thread.  perhaps Meagh will enlighten us.  in the meantime...

Originally posted by Endrok Endrok wrote:

There is only one alliance that I know of (I accept there may be others) who publish anything about this on their profile page and even then it only becomes clear after being redirected to their public forum.

yes, that would be eCrow.  i wrote the description recently after being made aware of a dispute wherein the alliance in opposition told me they were not aware of the practice--which, incidentally, i learned in mCrow and predates me, the 10-square rule, and the game reserving ten squares around exoduses in progress.  newness is not among its flaws.

Originally posted by Endrok Endrok wrote:


I agree with Meagh that this 'rule' is nonsense, mostly because it relies on other players second guessing your intentions! 

i wonder if, having found the link, you actually read it.  it does require courtesy; it does not require mind-reading.

Originally posted by Meagh Meagh wrote:

To me, you are sending an army to secure a location in order to make sure your settlers don't die when they finally land.

that is a purpose, but certainly not the only purpose.  for example, as an alliance with a geographic bias, we use it in situations where a player has several cities to move and wants them to be in fairly close proximity.  only one city can move at a time, so markers will be sent to all the intended locations while exodus is in progress.  also, since we are scrupulous observers of the 10-square rule, we place a marker on a square we would like to settle while we obtain permission from prospective neighbours.  and, as has been noted elsewhere, a marker can prevent a settler from locating in close proximity to an exodus in progress.

Originally posted by Endrok Endrok wrote:

There are certain sections within Illy who assume that because this is a policy that they approve of then the rest of us are under some obligation to know about it.  You can't just make up a rule and place the onus on all other players to know YOUR rule....

of course you can.  all alliance policies begin as new, unilateral policies.  the 10-square rule was once just a forum announcement by H?.  i have recently been schooled in the resource policies of Dlord, which are like nothing i had seen elsewhere.  it behooves the player new to an area to research the policies of his neighbours or face their displeasure.

Originally posted by Meagh Meagh wrote:

I have been told that most alliances use this and agree that it's a fair process for claim. Is this so? Do you use it? do you recognize it?

i wouldn't say *most* alliances use it, or even agree that it's fair, but there was a time when most alliances knew of it and understood what it meant.

Originally posted by Teets Teets wrote:

I think it should be first come first serve. If my town gets there first it's my spot.

i sometimes think players ought to move off really nice real estate they inconveniently have a city on.  unfortunately for me, they mostly disagree.

Originally posted by bansisdead bansisdead wrote:

It's an acceptable method of claiming lands in Mal Motsha by Dominion members, and too not respect it in Mal Motsha is asking for trouble!!!

indeed.  no one is obligated to feel that markers are just or fair.  they are signposts expressing the intent to occupy an area.  if you show contempt for the signs, you have shown contempt for the poster; do not be surprised if you provoke a predictable reaction.


Posted By: Brandmeister
Date Posted: 16 Mar 2013 at 05:00
Originally posted by Angrim Angrim wrote:

Originally posted by Endrok Endrok wrote:

There is only one alliance that I know of (I accept there
may be others) who publish anything about this on their profile page and
even then it only becomes clear after being redirected to their public
forum.

yes, that would be eCrow. 

I've encountered it several times in the last two weeks (to be fair, because I asked in GC). I didn't even know that eCrow had such a policy.

Since the thread has gotten a little jumbled, I just want to be clear. Angrim, are you talking about parking an army on a square WITHOUT having an exodus in motion? The situations I've seen recently have had armies parked in the middle of open areas surrounded by other players, with NO cities in motion, by a player who was currently unable to settle new cities. The marker army was meant to establish a 10 square halo for the next (future) settlement, which might be 2-4+ weeks away from even being possible. It isn't an incoming exodus/settlement marker, it's like a stock option that might be exercised if the player is so inclined.

I think the strong reaction occurs when other players with nearby cities realize that the 10 square city claim is being made by a player who currently has no ability to capture or settle a new city. This goes triple when the army is meant to represent a potential future city that might possibly claim rare resources.

I don't hear anyone disputing an actual exodus in motion.


Posted By: Meagh
Date Posted: 16 Mar 2013 at 05:53
Originally posted by Angrim Angrim wrote:

i am greatly curious about what might have catalysed this thread.  perhaps Meagh will enlighten us.  in the meantime...

I would not bring any specific incident to the forums. Anything like that get's resolved privately and diplomatically between the parties directly involved. However this is something I have seen and something that makes no sense to me. the reason for this thread is to see how widespread the practice is... and after reading I think it's fair to say the "rule" is implemented and interpreted differently among alliances and has no clear unified meaning in practice.

To reply directly to your (Angrim's) post, I think 'marker armies' and designating land could be useful within an alliance if the alliance controls and is dominate in a geographic region. Using it as an alliance policy makes sense and sounds like fair use as it helps with alliance coordination and on the relocation of cities within a controlled area. Doing something like this is quite distinct from:
Originally posted by Brandmeister Brandmeister wrote:


The situations I've seen recently have had armies parked in the middle of open areas surrounded by other players, with NO cities in motion, by a player who was currently unable to settle new cities. The marker army was meant to establish a 10 square halo for the next (future) settlement, which might be 2-4+ weeks away from even being possible. It isn't an incoming exodus/settlement marker, it's like a stock option that might be exercised if the player is so inclined.

I think the strong reaction occurs when other players with nearby cities realize that the 10 square city claim is being made by a player who currently has no ability to capture or settle a new city. This goes triple when the army is meant to represent a potential future city that might possibly claim rare resources.

^^ This. This is what i'm talking about... Is this so? Do you use it? do you recognize it?

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Posted By: Angrim
Date Posted: 16 Mar 2013 at 07:14
Originally posted by Brandmeister Brandmeister wrote:

Since the thread has gotten a little jumbled, I just want to be clear. Angrim, are you talking about parking an army on a square WITHOUT having an exodus in motion?


yes, certainly, in several situations, the most common being when permissions are being gathered for settlement from those within 10 squares.  because that process can be drawn out, we sometimes start it in advance of a settler/exodus being ready so that the position can be secured ahead of time.  alliance members may also put down markers for others, particularly where we have been looking for some time for an opportunity to move a distant ally closer, the opportunity presents itself and the ally is not immediately available.


Posted By: Aristeas
Date Posted: 16 Mar 2013 at 10:47
While seeing the good pragmatic reasons and benefits for this practice, I think there are at least 2 problems with it:

1. The "sign" of having an army mark a square is not really without ambiguity. In most cases parked armies are used to secure rare resources. Quite clear for minerals/herbs, but it´s also done for animal parts, and if they are harvested, you can have an army standing in the middle of nowhere without intending to sign the interrest for planting a town there... 

And as was said before, not all are/were aware of this, I can imagine especially newbies aren´t, and at least I haven´t read ( or forgotten it^^) of this practice in the newbie guides, so if we really want to make it more practicable it should be promulgated more clearly, especially for the new players in their guides. I think I know the incident Angrim is referring to. I looked at the site of the new players city (after he had planted it), saw the army, and was wondering, what it was doing there. It just made *pling* in my brain as the player said that a new town popped up really near to him, that was the moment, when I though of the army as marking a space for Exodus...

2. It could lead to quite unclear situations, especially if not both sides use armies to mark squares. Player A can see the spot first, send his settler, then Player B sees the square a short while later, sends the army to mark it. That could lead to a situation where B could say he has the "right" to the square because his fast army arrieved before the slow settler, though Player A saw the place first and acted directly (and if it was his 2nd town he maybe even wasn´t in the posessions of any troops whatsoever to be able to mark it in advance). But that may be quite hard to proof (well, would at least require to make some math with movement-speeds)...

So I hope those instances (of course not implying above mentioned one was such a case!) will be dealed with in a more pragmatic way than the much clearer instances regarding the 10-square-rules of already existing cities etc. (doesn´t imply the big ones necessarily have to give in, as their claims and aims are of course legitimate too, but they can make it easier for the smaller ones involved than in instances where the 10 square rule was clearly broken). 

With a certain tred to territorialization of alliances, especially after the war, those instances might arise more often now, so a clearer promulgation and a certain mildness in dealing with them might make it a lot easier for all involved in my humble opinion...

A thread to collect "hot" areas that are "claimed" or intended to be claimed by alliances may be helpful too and may avoind instances where players directly jump into recently appeared gaps that are within such an territory...


Posted By: Starry
Date Posted: 16 Mar 2013 at 15:05
I'm not sure what the fuss is all about, the practice of sending an army to mark the location of city being exodused, settled or in the case of a city that is inactive or abandoned, claiming the rights to that city, has been in use for a long time.   Marking armies are used by most of the alliances in this game as a courtesy and yes, a warning that a city is in motion or going to be taken.    

The alternative was two cities showing up in nearby or on the same location (causing the second to bounce), diplomatic conflicts and all matter of problems or in the case of marking cities, two alliances sending siege armies to the same city.     It's an easy solution to avoid conflict.

This pracitce works, as Director of a large alliance, we have fewer diplomatic incidents because we mark the location or the city AND we communicate.      The key is communication.   If you are moving into a new neighborhood, contact your future neighbors, inform they of your plans, the city site and your intention to honor their alliances sov/gathering rules.   Sending a marking army without communication, especially if you are moving near a military alliance, may cause concern, contacting them gives them a heads up that you have no ill will and you want to join the neighborhood.   You'd be surprised how many players will be welcomed to their new area and in some cases, receive help from those players that currently reside in the region.   

Of course, common sense prevails, if you are planning to move into the middle of an alliance hub, you may find they do not want you to move there.


-------------
CEO, Harmless?
Founder of Toothless?

"Truth never dies."
-HonoredMule



Posted By: belargyle
Date Posted: 16 Mar 2013 at 16:29
Starry.. 
the distinction trying to be made is placing a 'marker' army for a 'future' settlement (and one that is not currently in motion or potentially going to be any time soon).

So it is more like:

I place a 'marker' army on tile X,  but will not be moving anything in that direction for weeks or (as I have met one gentlemen) in 2 months.


With regard to eCrow though, and in all fairness,  their marker armies are a bit.. hmm..  different than what others do with them. For them, if they have a marker army down, they lay claim to all surrounding tiles, up to 5 squares. Effectively giving their 'marker armies' the same rights that is 'typically' understood for an actual town. Now understand this too.. if they have an army on a mine or herb patch or whatever.. that constitutes also a marker army and thus their rule of having control and ownership of the surrounding 5 tiles is in effect as well. 

Now the above should not reflect the sum total of their view and policies, only a quick overview of one aspect that took me by surprise, and even in the quick overview.. I do not speak for them as even I could get it a bit out of whack, so I will let them speak to their policy - if they so wish to continue it.

To me, again me, this is problematic on many levels.. but I will step off. It was an interesting diplomatic mess that made me aware of this policy.. and eCrow was kind enough to walk me through their views. While I don't agree with some of them, we tried to work it out.. and from what I know.. I think the issue settled itself... at least I haven't heard anymore on it.


Posted By: Angrim
Date Posted: 16 Mar 2013 at 17:47
Originally posted by belargyle belargyle wrote:

With regard to eCrow though, and in all fairness,  their marker armies are a bit.. hmm..  different than what others do with them. For them, if they have a marker army down, they lay claim to all surrounding tiles, up to 5 squares. Effectively giving their 'marker armies' the same rights that is 'typically' understood for an actual town.

i do not believe this to be different at all from what is normally understood by others who use markers.  if a town is to be planted there, it will by necessity require whatever clear area is regarded by the alliance as sufficient for its growth and prospering.

Originally posted by belargyle belargyle wrote:

Now understand this too.. if they have an army on a mine or herb patch or whatever.. that constitutes also a marker army and thus their rule of having control and ownership of the surrounding 5 tiles is in effect as well.

this is not quite right.  eCrow does have a policy regarding resource garrisons (which we do not typically refer to as markers but which we have tried to explain in some cases using parallels).  i am not shy about discussing that separate policy, but it really has nothing at all to do with the thread.  it is native to eCrow, of relatively recent derivation, and is an attempt to find a civilised approach to the harvesting of t2 resources that splits the difference between two opposing philosophies popular among the crows.  discussing it here will only muddy the general discussion.


Posted By: Angrim
Date Posted: 16 Mar 2013 at 18:04
Originally posted by Aristeas Aristeas wrote:

1. The "sign" of having an army mark a square is not really without ambiguity. In most cases parked armies are used to secure rare resources. Quite clear for minerals/herbs, but it´s also done for animal parts, and if they are harvested, you can have an army standing in the middle of nowhere without intending to sign the interrest for planting a town there...

so the example that concerns you is that there happen to be animals on the square i am interested in settling, and that my army kills them and camps atop the remains, which will disappear in 36h...but in the meantime you view the army which i consider a marker, see the skins and decide that the area 2 squares away (for example) is clear to settle?  if only the cases where markers have been ignored were so arcane.

Originally posted by Aristeas Aristeas wrote:

And as was said before, not all are/were aware of this, I can imagine especially newbies aren´t, and at least I haven´t read ( or forgotten it^^) of this practice in the newbie guides, so if we really want to make it more practicable it should be promulgated more clearly, especially for the new players in their guides.

agreed, which is why our site now has an explanation of the practice.  as i have said, at one time it was well known and well understood.  t2 resources have certainly made the map more cluttered, and the large number of vets who have left over the last several months may have caused a break in illy's oral history.

Originally posted by Aristeas Aristeas wrote:

It could lead to quite unclear situations, especially if not both sides use armies to mark squares. Player A can see the spot first, send his settler, then Player B sees the square a short while later, sends the army to mark it. That could lead to a situation where B could say he has the "right" to the square because his fast army arrieved before the slow settler, though Player A saw the place first and acted directly (and if it was his 2nd town he maybe even wasn´t in the posessions of any troops whatsoever to be able to mark it in advance). But that may be quite hard to proof (well, would at least require to make some math with movement-speeds)...

to begin, if both sides use markers, then Player A sends a marker first and there is no issue.  i have been in several discussions where two contenders arrive in nearly the same place and alliance leaders must work out whose arrival was first.  they are, from memory, always sorted far more amicably than if both players had sent settlers.

Originally posted by Aristeas Aristeas wrote:


So I hope those instances (of course not implying above mentioned one was such a case!) will be dealed with in a more pragmatic way than the much clearer instances regarding the 10-square-rules of already existing cities etc. (doesn´t imply the big ones necessarily have to give in, as their claims and aims are of course legitimate too, but they can make it easier for the smaller ones involved than in instances where the 10 square rule was clearly broken). 

even the 10-square rule is applied quite flexibly by most alliances with which i am acquainted.  the overriding concern about proximity is long-term growth.  the more willing two players are to cooperate, the more closely they can coexist.

(edited for formatting)


Posted By: Arakamis
Date Posted: 16 Mar 2013 at 18:10
I have an automatically generated excel file that lists best spots for possible city locations.. I'm hoping to make it a policy one day such that no one can settle/place any kind of army within 5 sq of all the locations listed in my excel.. :)))

Or maybe I should add all those to my profile upfront, does that count?

It all comes down to whether you defend your "marker claims" or not..


Posted By: Darkwords
Date Posted: 16 Mar 2013 at 18:18
Exactly Arakamis, it does not matter if someone legislates something, or whether the community they are legislating over accepts it or not.  What matters is if you have the resources to enforce such legislation, or if others have the resources to overcome your enforcement.

I expect this debate has begun simply because someone lacked the resources to overcome such enforcement.  And as a result they are hoping that by bringing the issue to the forums they may gain new resources for them to counter any further enforcement. 


Posted By: belargyle
Date Posted: 16 Mar 2013 at 18:18
But Angrim, in our previous discussions.. you stated they 'are' maker armies. To reduce our many exchanges into a summation sentence - Whether for a town or resources they serve the same purpose in practice, in establishing claims showing ownership, and therefore they claim all surrounding lands as well (again, for towns or resources).  Just for giggles - In the above post you even call the resource garrison a 'marker' army :P

So they are the same thing in practice and not necessarily a separate subject at all. The principle is separate but the practice is the same and that is why I spoke to it.

The OP is asking about Marker armies, and this is one aspect to which 'markers' are used and thus can be discussed.


Posted By: belargyle
Date Posted: 16 Mar 2013 at 18:24
Originally posted by Darkwords Darkwords wrote:

Exactly Arakamis, it does not matter if someone legislates something, or whether the community they are legislating over accepts it or not.  What matters is if you have the resources to enforce such legislation, or if others have the resources to overcome your enforcement.

I expect this debate has begun simply because someone lacked the resources to overcome such enforcement.  And as a result they are hoping that by bringing the issue to the forums they may gain new resources for them to counter any further enforcement. 

On this I disagree. While it 'can' take such a turn, I believe discussing it and letting others know what your policies are, hearing from them.. these allow alliance to make better and more informed decisions on adapting, continuing, or modifying they policies.

While I might not necessarily agree with eCrow policy, being as it IS their policy, and now that I know of it, we will try to work with it and abide by it as best is able, and the same can be said for them.

We all have little quirks in our policies that some don't like, don't feel is right.. but hey, as an alliance we have (they) have chosen what we would like to see. Peace can come from 3 avenues: acquiescense, negotiations, aggression, most choose the latter 2, and few will remain who hold to the last.


Posted By: Epidemic
Date Posted: 16 Mar 2013 at 18:30
I don't get the game politics anymore. Claiming an area because you have an army on the spot is nonsense in all mmorts games, even more so here.

If I have an army on a mine or herb patch 20+ squares from my town I run the risk of someone else with a bigger army taking claim of that square, which is acceptable because it is not within my 5x5.

There comes a point when a game quits becoming a game and starts becoming a graveyard of inactive accounts, when its over policed by individuals with their own agendas...


Posted By: Darkwords
Date Posted: 16 Mar 2013 at 18:42
Individuals will always have their own agenda, if there were none then yes the game would be a graveyard of inactive accounts.

The fact is, if you place an army on a herb patch even 100 squares from your city,  you are claiming that land for yourself.  Someone may always dispute your claim though and that is what this is about if you ask me.




Posted By: Angrim
Date Posted: 16 Mar 2013 at 18:51
Originally posted by belargyle belargyle wrote:

The OP is asking about Marker armies, and this is one aspect to which 'markers' are used and thus can be discussed.

i am, have been, and will continue to be at your service should you wish to discuss policies specific to eCrow (ad nauseum, as necessary).  they are not appropriate to this thread because the question Meagh has posed is whether or not markers are widely used, understood, recognised and respected.  eCrow's policy on resource garrisons, as i will point out a second time, is native to eCrow.  there can be no question of it being widespread; it is not.


Posted By: Auraya
Date Posted: 16 Mar 2013 at 19:25
Originally posted by Brandmeister Brandmeister wrote:

Auraya, perhaps you can clarify something about newb terraforming. Why would you not have them reach 450 pop, settle a 7 food square, then have someone else demolish the original capital, and Tenaril the new 7 food capital wherever you like? No exodus research required, and it's pretty fast to get to 450 population if people are feeding you resources. It seems a lot more straightforward than what's being proposed here.


Because to a newbie, that would be soul destroying. They work hard and are very proud to settle their second village, destroying their first might be easier but it takes all fun out of the game. Aiming for, and achieving, exodus is much more exciting and a more fufilling experience.

To address Meagh's previous statements, I don't think there's anything wrong with bringing them up to feel equally important to larger players actually. I've been placing marker armies since I started 18 months ago and they were always respected - by players over 200x my size who went above and beyond to assist my new village! At the risk of sounding like an inebriated grandparent, things aren't like they used to be!

Maybe I'm old fashioned in my Illyrian values but I will always stand true to them. I try to educate those who join Q&S to be respectful of all and follow the old ettiquette. I may not always succeed (as the newbie who settled 1 square from my city will attest!) but I do my best to raise them right lest Illyriad become the next Travian, Evony etc.

(p.s. Sorry to those who have not received replies to mails, I've been working away from home - will sort through tomorrow)


Posted By: belargyle
Date Posted: 16 Mar 2013 at 19:55
Originally posted by Angrim Angrim wrote:

Originally posted by belargyle belargyle wrote:

The OP is asking about Marker armies, and this is one aspect to which 'markers' are used and thus can be discussed.

i am, have been, and will continue to be at your service should you wish to discuss policies specific to eCrow (ad nauseum, as necessary).  they are not appropriate to this thread because the question Meagh has posed is whether or not markers are widely used, understood, recognised and respected.  eCrow's policy on resource garrisons, as i will point out a second time, is native to eCrow.  there can be no question of it being widespread; it is not.
For informatioal purposes to others - I'm not belittling eCrow polices.

Angrim - I misunderstood the OP and 'presumed' it was referring to the usage of marker armies (and thusly all aspects to which they are applied).

Since he is speaking primarily to one aspect, that of holding a position for a town, I will of course step out.


From Dlords standpoint, marker armies are fine, if the person understands it can be contested, and as such the contestor should have valid reasons. Now, if a person is using marker armies and no one is contesting fine.. however if I see an army in a place we might like to use but the army is there already, I will message that person to see when their town will be landing, if they can give a definate landing time (and 'typically not greater than 15 days) - great... if not - the location is still free game and the armies sitting there can be removed.


Posted By: Brandmeister
Date Posted: 16 Mar 2013 at 20:06
@Auraya: I personally wouldn't find demolishing the original city to be soul destroying. More like a cocoon, getting discarded for something optimal that I had designed and built myself. Thanks for answering my question; I hope the tangent wasn't too distracting to the overall thread.


Posted By: Rill
Date Posted: 17 Mar 2013 at 02:14
With regard to the question of marking a future Tenaril spot while another city is in Exodus:  I do not see this any differently than any other attempt to reserve a city location for future use.  (That is, marking a spot not because there is a settler or city on the way there, but because one might be put there in the future.)

When new players in my alliances need to undertake long Exoduses to get to the alliance hubs, I often advise them to do a "short-hop" Exodus first:  To exodus somewhere within 100 or so squares, which takes under one day, then to do the Tenaril move, then after 5 days send the city on its final journey.  The overall process is more cumbersome, but I think it is more respectful of others and of general conventions that suggest that marking armies are to be used for cities already in motion, not to reserve potential future settlement spots.  

That said, I'm sure everyone is not going to agree to do things the same way; my comments are directed at those practices I would predict would most likely to be acceptable to many in the Illy community.

With regard to the question of whether this is about the "rights" of new players, I don't think that anyone is asking anything of new players that we don't ask of existing players:  That is, in general many people find it unacceptable to attempt to reserve a spot for future use by a city.  This applies both the Tenaril and Exodus moves.  The short-hop Exodus can be used by players who want to be assured an opportunity to Tenaril to a particular location.

If a desired Tenaril location becomes unavailable before a move can be made, that is a consequence of playing a game that has other players in it.  Sometimes someone else gets something you wanted.  New players who have difficulty with this fact will probably struggle with it in other aspects of their Illy career.


Posted By: Gragnog
Date Posted: 17 Mar 2013 at 17:23
I have no problem with people placing claiming armies, but if I feel if those claiming armies infringe on my space, I also have no problem killing those claiming armies. If those claiming armies happen to be out of the 10 square radius, then the issue becomes one of who ever gets the city there first lays claim to the spot. As much as I would like to claim all land within 20 squares of my cities I understand that is not feasible and have lost spots to players who have been able settle before me. That is the nature of the game. It might actually be beneficial in the long run as someone develops a city for you and when you are ready you can go and capture the city. Of course it would be better if the player had become inactive.


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Kaggen is my human half


Posted By: Auraya
Date Posted: 20 Mar 2013 at 11:27
@Rill: Ideal solution.. except that such 'short hops' are nearly impossible :( Finding any 7 food square with the res distribution required for the exodus which are unoccupied in a 10 square radius, in an ever populated world? I don't have time to organise all the confeds required for a short hop as well as a long haul.. if nCrow can then I salute you, it just isn't possible for me. 

Q&S policies are what they are. If anyone has an issue with them, they can mail me in game. I respect the marking armies of other players and expect mine to be treated likewise. The spots we mark most definitely will be settled, the time frame is sometimes dependent on exodus/confeds etc and anyone who has a problem with that is free to scout/mail - just don't ignore them. I can soon tell you exactly how long it will be before that spot is settled and whether exodus is in transit. 


Posted By: The_Dude
Date Posted: 20 Mar 2013 at 15:40
wrong thread.  moved.


Posted By: Kumomoto
Date Posted: 20 Mar 2013 at 16:00
Did you mean to put this in the suggestions thread, TD?


Posted By: Darkwords
Date Posted: 20 Mar 2013 at 16:24
I think politics is the right thread for this.

Edit:   Deerrrr... I see what you mean Kumo, should have read TD's post first Embarrassed


Posted By: The_Dude
Date Posted: 20 Mar 2013 at 17:43
DERP!  Moved it.  Sorry.


Posted By: Rill
Date Posted: 20 Mar 2013 at 23:21
Auraya, I have advised many players to do short-hop Exoduses, and we have always been able to find suitable locations.  It usually isn't even very hard to find them.  I suggest you at least try it a few times -- look toward the "edge" of the new player ring. 

Keep in mind that the landing square for a short-hop exodus need NOT be a 7-food square, and in fact moving to a square with the identical resource distribution of the square the player is already on works just fine as well (it means they can't build up resource plots during their 5-day stay, but this is a minor disadvantage).  The key is to find a square that EITHER matches their starting square OR their destination square.


Posted By: Meagh
Date Posted: 21 Mar 2013 at 00:12
Originally posted by Rill Rill wrote:

Auraya, I have advised many players to do short-hop Exoduses, and we have always been able to find suitable locations.  It usually isn't even very hard to find them.  I suggest you at least try it a few times -- look toward the "edge" of the new player ring. 

Keep in mind that the landing square for a short-hop exodus need NOT be a 7-food square, and in fact moving to a square with the identical resource distribution of the square the player is already on works just fine as well (it means they can't build up resource plots during their 5-day stay, but this is a minor disadvantage).  The key is to find a square that EITHER matches their starting square OR their destination square.


I do not understand why they have to match their starting square or destination square... If they are worried about loosing res plots they can build safely - four plots max level 12 each.. it will still give them good production for a starting city.

@Auraya  perhaps if it is so complicated then maybe it's something that new players should avoid attempting. I know that I advise my new players not to attempt it as I do find it unnecessarily complicated and cumbersome. My focus with new players is usually trying to get them near our group more than trying to exploit exodus gaming mechanics in attempts at terraforming.

> I've been placing marker armies since I started 18 months ago and they were always respected - by players over 200x my size who went above and beyond to assist my new village! At the risk of sounding like an inebriated grandparent, things aren't like they used to be!
just to point out.. The exodus mechanic is relatively new. We didn't have it back then.

In regard to anyones policies regarding marking armies of any sort; your internal policies are fine, however I believe that I will continue my uncomplicated practical way of playing in the present rather than the future...  ie - claiming Sov (not marking armies) is the mechanic players can use to clearly claim territory in game. Cities must be built before any ten square radius is respected and if a city is established in an area I'd like then clearly that person has a city there before me.. if we happen to have two cities land near eachother then we'll work it out.. which is, I suppose, similar I think to Gragnog's position.
Originally posted by Gragnog Gragnog wrote:

the issue becomes one of who ever gets the city there first lays claim to the spot. As much as I would like to claim all land within 20 squares of my cities I understand that is not feasible and have lost spots to players who have been able settle before me. That is the nature of the game.


I want to thank everyone who decided to post in reply to my original post. It was for informational purposes [so that I can review Relic's policies to make sure they are not too far from the general practices in Elga]. Thanks again all. - M.


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Posted By: Rill
Date Posted: 21 Mar 2013 at 06:09
Most 7-food destination squares will have a maximum of 3 of one other resource type.  So another option is to build 3 resource plots (not 4) to a maximum of level 12 before doing the Exo-Tenaril.  However, personally I think this makes the process unnecessarily complex. 

 It is VERY easy to find short-hop Exodus squares to match the beginning configuration of human, elf, dwarf and orc cities -- because there are lots of these square types, either once starter cities now abandoned or created by the system to be new city spawns in the future. 

So if a new player has managed not to upgrade more than 3 plots, more power to them, but if they haven't and this is a concern, then it is an easy matter to find a short-hop Exodus square to match their starting square.  The Exo-Tenaril process can be tedious, and there's no need to add extra "rules" to remember like "don't upgrade more than 3 of any plot even if you happen to have them."  (That is a handy suggestion for people who are planning Exo-Tenaril, but when advising new players I try to walk a line between what might be theoretically ideal and what is too complicated to be any fun.

This also happens to be why I don't advise all new players to do Exo-Tenaril.  It can be a great thing for those who have the patience for it, but it can also be very burdensome and result in attrition as players lose interest and give up because all they do is build a gigantic warehouse.

I often think that more established players have forgotten what it's like to be new in Illy and that it is easy to lose sight of the big picture in pursuit of shiny tricks.

I honestly think it would be better for the game if the Exodus-Tenaril process were determined to be an exploit and if Tenaril were available only to the initial capital.

Off to the suggestion forum for me.


Posted By: Auraya
Date Posted: 21 Mar 2013 at 18:37
Originally posted by Rill Rill wrote:

Auraya, I have advised many players to do short-hop Exoduses, and we have always been able to find suitable locations.  It usually isn't even very hard to find them.  I suggest you at least try it a few times -- look toward the "edge" of the new player ring. 

Keep in mind that the landing square for a short-hop exodus need NOT be a 7-food square, and in fact moving to a square with the identical resource distribution of the square the player is already on works just fine as well (it means they can't build up resource plots during their 5-day stay, but this is a minor disadvantage).  The key is to find a square that EITHER matches their starting square OR their destination square.

*facepalms* I've never thought of doing it that way round. Well, I feel silly. 

I doubt you're going to change my opinion on terraforming though ;) If newbies don't have the patience for it, they probably aren't much suited to Illyriad and would quit regardless. They can still harvest, build scouts/spies, do their mysteries etc. They have to stick around the newbie ring and stay at lvl 12 for a while, that's all. 


Posted By: Angrim
Date Posted: 29 Mar 2013 at 03:11
Originally posted by Meagh Meagh wrote:

> I've been placing marker armies since I started 18 months ago and they were always respected - by players over 200x my size who went above and beyond to assist my new village! At the risk of sounding like an inebriated grandparent, things aren't like they used to be!
just to point out.. The exodus mechanic is relatively new. We didn't have it back then.

factually correct, but a bit of a red herring.  exodus is 15 months old, not 18, but the practice of markers predates it.



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