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Let's Discuss the 10 sq rule with settlers

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Topic: Let's Discuss the 10 sq rule with settlers
Posted By: Diva
Subject: Let's Discuss the 10 sq rule with settlers
Date Posted: 04 Apr 2014 at 00:09
I'd like the discussion here and perhaps add a poll shortly. If anyone has looked at the map lately, looking for prime spots to move, your eyes will certainly cross. 

For the incoming new players, and probably more from LoU soon, there is hardly enough abandoneds to go around before we get the next clearing of spots. People are now looking for spots to settle, as newbs they usually need a 2nd city to achieve growth, and the quickest way is settling out of the rings... many have started their 2nd city with this in mind to get out of the Newb Rings.

Broken Lands has seen more broken promises, but hey we are still here. Elgea has no extra viable land anymore that isn't in someone's 10 square circumference.

The 10sq rule is imposed by the game itself, with Tenaril and Exodus. And it has been a rigid rule to settlers by those who feel it is set in stone.

We do need to redefine the settler's position and try to see where we can compromise. It was stated that you don't need 10sq circumference around any city as we can only sov 20 squares.

So do we turn away new players because we can't help them? Tell them to wait for 30 days and HOPE nine other players aren't headed to the same square? IMHO, the 10sq rule for settlers needs to be discussed, its old and outdated.

Perhaps your say will make a change.

Diva


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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire



Replies:
Posted By: Epidemic
Date Posted: 04 Apr 2014 at 00:37
I say we stop telling all the newbs to build new towns and move out of the newb circle. Let them figure it out on their own.

The 10 sq. rule needs to stay in place, even expanded on. No way am I going to allow another town within my 10x10.

Go find one of the hundreds of dead games out there that have all the cities built on top of each other. I didn't stay in this game for nearly 3 years just to see it destroyed by a bunch of huggers.


Posted By: TomBombadil
Date Posted: 04 Apr 2014 at 01:11
Whilst almost all prime real estate has already been taken up by either older players or the 10sq circles around their cities, there remains plenty of land around the map with up to 15 squares free in every direction.

"...Elgea has no extra viable land anymore that isn't in someone's 10 square circumference.
We do need to redefine the settler's position and try to see where we can compromise. It was stated that you don't need 10sq circumference around any city as we can only sov 20 squares."

-- Or perhaps we should start thinking of city expansion differently: instead of searching for those great (and mostly occupied) 7-food sites with good sov, just find an open space** and plonk down (almost) all of your cities there. I've found that many cities close together in 'nonviable' land inspire much better growth compared to scattering your cities around by only settling prime spots; so much so that I dislike settling further than 4sq's away from another city of my own, or my alliance's.

** I can find plenty of spots all over the map where there are no cities for 15 squares in any direction. While not considered prime land, these parts have massive potential if you don't mind clustering your cities properly.

"But I don't want to cluster my cities!", I hear some of you say. Well then, you'd simply have to negotiate for one of the massive number of great locations within 10sq's of another player. Something you might find very easy if you only want to settle a single city in a specific area.


Posted By: Brandmeister
Date Posted: 04 Apr 2014 at 03:14
I agree with Tom. Polite settlement requests are usually met with approval, within reason. There is no reason to assume everyone is hostile to requests just by looking at the map and assuming 10 squares.

Also, it is my belief that most players why cry about not getting perfect 7 food spots with 20 food dolmens are generally inept players anyway. You need the extra sov for size, and the extra size for bigger armies. Until you're a skilled tournament (or real) Illyriad warrior, those perfect locations are irrelevant to your level of ability. If you want size for size's sake, this isn't really the game for that.


Posted By: Pellinell
Date Posted: 04 Apr 2014 at 03:41
  I am happy to see this being discussed. Though I am on the other end of the spectrum in my opinion, I want to thank Diva for starting this thread.

  In the nearly 3 years I have been in Illy I have always followed the 10 square rule as has my alliance. We recently exo'ed around 30 cities to better spots in our regional hubs mostly in and around Keshsalia and Perrigor. We did so in about a months time and without violating anyones 10 squares. I will admit that finding a good square for settlement is not as easy as when I was a newb. However it is entirely possible.
    
   My alt is in a leadership position within a training alliance and the 10 square rule is observed there as well. It takes a bit of time to find our newbs spots suitable to their needs however it is accomplished by a few dedicated members who's only job is to find spots for these new players. (I absolutely hate looking for settlement spots as I don't have the patiences so I am more than grateful of their efforts)

  So while I understand your frustration I don't see why this rule needs to be changed as it is still possible to find good and even great spots without breaking the 10 square rule. I can say for 100% certainty that TO will not change their policy in regards to settlement and will continue to protect all within the 10 square radius of our cities.

   


Posted By: Bartleby
Date Posted: 04 Apr 2014 at 03:50
Originally posted by Epidemic Epidemic wrote:

I say we stop telling all the newbs to build new towns and move out of the newb circle. Let them figure it out on their own.

The 10 sq. rule needs to stay in place, even expanded on. No way am I going to allow another town within my 10x10.

Go find one of the hundreds of dead games out there that have all the cities built on top of each other. I didn't stay in this game for nearly 3 years just to see it destroyed by a bunch of huggers.

I agree, helping newbs and hugs are destroying the game. LOL


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Posted By: Diva
Date Posted: 04 Apr 2014 at 06:10
Originally posted by Pellinell Pellinell wrote:

 
  So while I understand your frustration I don't see why this rule needs to be changed 
  

Where is this rule?


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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: Rill
Date Posted: 04 Apr 2014 at 10:37
I think the main problem is that people see it as a "rule."  To me, it is a guideline or a courtesy.  It is likewise courteous to agree to allow someone to settle closer than 10 squares as long as the settlement is not so close as to interfere with city growth.

For those who say that 10 squares is some sort of reflexive minimum, I simply ask, "Why?"

Other than assertion of dominance or trying to prevent other people from settling in "your" area, why are 10 squares so sacrosanct?

And if the intention is to assert dominance or to "claim" an area ... again, why? What advantage does this provide?

I'd like people to seriously and thoughtfully engage with this question.  I've been playing for Illyriad for close the three years now and have yet to hear any strong argument for exclusive control of an area.  ("We like it that way" is not a well-reasoned argument.)

10 squares is not required for sovereignty claims; a more reasonable guideline for that would be 6 squares, or possibly 7-8.

With regard to mutual defense, exclusivity in an area does not seem to be substantially better than mere dominance.  And attempts at exclusivity or rigid enforcement of an arbitrary "rule" tend to stir up animosity.

Perhaps the developers need not worry so much about creating opportunities for "friction."  It seems to me that the playerbase is quite good at creating arbitrary (and needless) sources of friction all on its own.

I struggle with this question with my alliance mates as well.  When someone sees someone who settles within 10 squares without asking permission, the immediate reaction is that the other person has somehow disrespected or violated the player's space.  Hopefully one's first reaction could be to look at the actual situation and ask "well, does this settlement actually infringe on the potential growth of the other city"? and "is there any other reason the city being there will cause a substantial problem?"  Most of the time the answer to both questions is "no."

As I said, I struggle even with folks in my alliance on this issue.  Yet at the same time I think that if one can set aside issues of ego and power, there is plenty of room for everyone.  And there are plenty of people who will find every opportunity to exercise arbitrary and capricious ego and/or power trips without the rest of us helping them along.


Posted By: Pellinell
Date Posted: 04 Apr 2014 at 14:24
Originally posted by Diva Diva wrote:

Originally posted by Pellinell Pellinell wrote:

 
  So while I understand your frustration I don't see why this rule needs to be changed 
  

Where is this rule?

It is a behavioral constraint that the entire community has adopted and followed for a very long time. So an unspoken rule if you like. 

  The point is as I stated above, It is still possible to relocate or settle without violating another's 10 squares. 


Posted By: lorre
Date Posted: 04 Apr 2014 at 14:35
Originally posted by Pellinell Pellinell wrote:

Originally posted by Diva Diva wrote:

Originally posted by Pellinell Pellinell wrote:

 
  So while I understand your frustration I don't see why this rule needs to be changed 
  

Where is this rule?

It is a behavioral constraint that the entire community has adopted and followed for a very long time. So an unspoken rule if you like. 

  The point is as I stated above, It is still possible to relocate or settle without violating another's 10 squares. 

not the entire community, i always only asked for 5 squares :p


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The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies.
Napoleon Bonaparte


Posted By: GM Rikoo
Date Posted: 04 Apr 2014 at 14:54
Originally posted by Diva Diva wrote:

Originally posted by Pellinell Pellinell wrote:

 
  So while I understand your frustration I don't see why this rule needs to be changed 
  

Where is this rule?

Just to be clear: this is not a game-enforced "rule." It is something that the players have come up with as a courtesy to other players. But, as we hoped when the game was designed, the players can come up with these type of rules if they want! :)


GM Rikoo


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Illyriad Community Manager / Public Relations / community@illyriad.co.uk


Posted By: Diva
Date Posted: 04 Apr 2014 at 17:30
Originally posted by GM Rikoo GM Rikoo wrote:

  the players can come up with these type of rules if they want! :)


GM Rikoo

End of discussion then.  Those that stick to the property line of 10 square are not going to relent what has been stated above. And because it is long standing force of the community, so be it. 

Thanks for everyone's input.

Diva

GM RIKOO, please close the thread.. it's now a moot point.


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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: GM Rikoo
Date Posted: 04 Apr 2014 at 17:45
The discussion can go on, it might be helpful to some. I was simply stating where the game stands on player-made rules, for the benefit of newbies/people who do not know.

GM Rikoo


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Illyriad Community Manager / Public Relations / community@illyriad.co.uk


Posted By: abstractdream
Date Posted: 04 Apr 2014 at 18:24
Originally posted by Rill Rill wrote:

I think the main problem is that people see it as a "rule."  To me, it is a guideline or a courtesy.  It is likewise courteous to agree to allow someone to settle closer than 10 squares as long as the settlement is not so close as to interfere with city growth.

For those who say that 10 squares is some sort of reflexive minimum, I simply ask, "Why?"

Other than assertion of dominance or trying to prevent other people from settling in "your" area, why are 10 squares so sacrosanct?

And if the intention is to assert dominance or to "claim" an area ... again, why? What advantage does this provide?

I'd like people to seriously and thoughtfully engage with this question.  I've been playing for Illyriad for close the three years now and have yet to hear any strong argument for exclusive control of an area.  ("We like it that way" is not a well-reasoned argument.)

10 squares is not required for sovereignty claims; a more reasonable guideline for that would be 6 squares, or possibly 7-8.

With regard to mutual defense, exclusivity in an area does not seem to be substantially better than mere dominance.  And attempts at exclusivity or rigid enforcement of an arbitrary "rule" tend to stir up animosity.

Perhaps the developers need not worry so much about creating opportunities for "friction."  It seems to me that the playerbase is quite good at creating arbitrary (and needless) sources of friction all on its own.

I struggle with this question with my alliance mates as well.  When someone sees someone who settles within 10 squares without asking permission, the immediate reaction is that the other person has somehow disrespected or violated the player's space.  Hopefully one's first reaction could be to look at the actual situation and ask "well, does this settlement actually infringe on the potential growth of the other city"? and "is there any other reason the city being there will cause a substantial problem?"  Most of the time the answer to both questions is "no."

As I said, I struggle even with folks in my alliance on this issue.  Yet at the same time I think that if one can set aside issues of ego and power, there is plenty of room for everyone.  And there are plenty of people who will find every opportunity to exercise arbitrary and capricious ego and/or power trips without the rest of us helping them along.
I tend to agree that 10, set in stone is a bit silly. It just isn't realistic. I also believe that there are plenty of spots still available. A 7 food spot is great if a large population is your goal, but it's not mine. I have had those sorts of spots and they kind of hampered my other resources. There are only 25 res spots after all. Those who give up some clay or iron or whatever for food will pay the price unless a large population is all they really want.

Personally, I don't care so much about asking. I have asked and been met with kind replies to the positive. I have answered such with positive replies but it just doesn't really matter. Realistically, if a player knows what a good spot looks like, they wont get too close because they wont want to hinder their own future in that new city. If they make a stupid mistake, they can be shown they have and likely be willing to try again.

As for "exclusive control", I don't have an argument for that, however I can argue why I'd like to see a Crow-less or an EE-less area. It isn't exclusive, it is safe. When the pile on comes, travel times make a lot of difference.

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Bonfyr Verboo


Posted By: bansisdead
Date Posted: 04 Apr 2014 at 19:27
Originally posted by Rill Rill wrote:

And if the intention is to assert dominance or to "claim" an area ... again, why? What advantage does this provide?

I'd like people to seriously and thoughtfully engage with this question.  I've been playing for Illyriad for close the three years now and have yet to hear any strong argument for exclusive control of an area.  ("We like it that way" is not a well-reasoned argument.)

10 squares is not required for sovereignty claims; a more reasonable guideline for that would be 6 squares, or possibly 7-8.

With regard to mutual defense, exclusivity in an area does not seem to be substantially better than mere dominance.  And attempts at exclusivity or rigid enforcement of an arbitrary "rule" tend to stir up animosity.


It's pretty clear claiming an area for your alliance has its benefits.  In the case of the dominion it has allowed us to provide a safe haven for our newbies to settle, it allows us to easily and quickly send resources to our alliance friends and it gives us a mutual defensive advantage.  It makes more sense to surround yourself with allies and not enemies, don't you think?  Regarding the Dominions claim it was never truly enforced, but tbh if many ppl in illy respect the 10 square 'rule' then they have to also respect our claim over MM, as we pretty much filled the area, though that has changed slightly since the war, but we are still the dominant confed in that area.


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Posted By: Rill
Date Posted: 04 Apr 2014 at 20:55
You can have all the benefits you mentioned by encouraging folks to locate in an area without "claiming" it.  So claiming it seems to be extraneous to the benefits you seek.


Posted By: bansisdead
Date Posted: 04 Apr 2014 at 21:17
We don't claim MM as our own, as I said .  Though we also have the right to expect the same treatment as anyone else in Illy, if its ok for 1 player to claim 10 squares around their city, then we claim that right, which covers much of MM (maybe I was not clear rereading my comments, our claim is the land around our towns, not the whole of MM).

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Posted By: bansisdead
Date Posted: 04 Apr 2014 at 21:41
We are indirectly claiming most of MM as our land as we reside on much of that land.  When the idea of claiming MM was first banded about, a side effect of this claim was that we would become a 'nation' maybe the first nation of illyriad, personally I find this concept an interesting one, and one which shouldn't be seen as negative.


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Posted By: Dragonwort
Date Posted: 05 Apr 2014 at 00:17
It's interesting to see all of the pro and con arguments by people with 8-10 cities. Except for a player moving uncomfortably close to you...it is a moot point. Your cities are established. I am a newbie (less than 2 months) and I want NO CHANGE to the courtesy/rule/whatever. As of this morning I had 4 cities in my cluster with 3 more 7 food spaces on which I could exodus an abandoned city. These 7 food spots would be gone because they would be outside the5/7/8squarerule/courtesy/whatever.

My point is that the game has these rules courtesies in place and most play and respect them.
I am in a teaching alliance and I was taught and respect the rule. I agree space is at a premium and my reasons are purely selfish...I want to continue building using the strategy of my choice AND still use the 10 square rule.

My point is this: Think long and hard about how a rule/courtesy/whatever change will affect ALL players...not just newbies and veterans, but thiose in-between.

That's my 2 penceSmile Dragonwort

UPDATE: In my opinion the 10 square rule is there to facilitate the growth of your EMPIRE since few players sov that distance. AND just to reiterate...it's rather easy to opine on changes that have little effect on empires already established.
 




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Just another wrench in the works..


Posted By: Rill
Date Posted: 05 Apr 2014 at 00:23
The idea that Dragonwort or anyone should be able to "save" a city location simply because it is in proximity to his/her existing cities is the main problem with the application of this guideline.  The guideline is intended to promote the growth of existing cities, not to reserve spots you "might" want later on.

I hope your plan works out for you, Dragonwort, but I suggest that you approach it with flexibility.  Circumstances change.  And if you don't happen to be able to get those exact city locations you want (because someone wanted one before you built the population to create seven or eight cities), it is not the end of the world.


Posted By: bansisdead
Date Posted: 05 Apr 2014 at 00:36
Good city placement and the 10 square 'courtesy' allows for players to save locations for new cities, since u are not going to use 10 squares of sov around one city.  Rill you have to accept people are not going to play this sandbox game as you want it to be played.

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Posted By: Bartleby
Date Posted: 05 Apr 2014 at 00:51
Originally posted by bansisdead bansisdead wrote:

Rill you have to accept people are not going to play this sandbox game as you want it to be played.

The same could be said from the other side, no?


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Posted By: Dragonwort
Date Posted: 05 Apr 2014 at 01:12
Originally posted by bansisdead bansisdead wrote:

Good city placement and the 10 square 'courtesy' allows for players to save locations for new cities, since u are not going to use 10 squares of sov around one city.  Rill you have to accept people are not going to play this sandbox game as you want it to be played.

This is the obvious answer to those who ask what's the advantage. Clustering cities makes res transport, troop transport, and sharing of different crafting between cities; faster and easier.

Clustering is an often used strategy during warfare...and I can almost guarantee that Illy will become even more warlike with the influx of new players from a certain game closingWink Dragonwort


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Just another wrench in the works..


Posted By: Rill
Date Posted: 05 Apr 2014 at 05:40
Dragonwort, every time there are new players people predict Illy will be more "xx" as a result.  "warlike" is often one of those descriptors.  I'm still waiting to see it.  (Long-established players are the ones most involved in the current war, as opposed to new players, for example.)

Having cities close together is certainly an advantage.  Having them 10 squares from each other is not substantially more advantageous in my experience than having them 100 squares from each other -- and there are advantages to being slightly more spread out as well, for example from a hunting and harvesting perspective.

My own approach has been to create "twin cities" about 10-20 squares from each other, all in the same general area.  It seems to be working pretty well so far.


Posted By: bansisdead
Date Posted: 05 Apr 2014 at 06:46
Originally posted by Bartleby Bartleby wrote:

Originally posted by bansisdead bansisdead wrote:

Rill you have to accept people are not going to play this sandbox game as you want it to be played.

The same could be said from the other side, no?


Well the current status quo has been accepted by the vast majority of the illy base.  As far as I can understand it Rill is telling others that their style of play is the problem and not the other way round.  So no it couldn't...


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Posted By: Bartleby
Date Posted: 05 Apr 2014 at 07:20
Originally posted by bansisdead bansisdead wrote:

Originally posted by Bartleby Bartleby wrote:

Originally posted by bansisdead bansisdead wrote:

Rill you have to accept people are not going to play this sandbox game as you want it to be played.

The same could be said from the other side, no?


Well the current status quo has been accepted by the vast majority of the illy base.  As far as I can understand it Rill is telling others that their style of play is the problem and not the other way round.  So no it couldn't...

Yes, I thought this topic was a "discussion" of the status quo, no?


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Posted By: bansisdead
Date Posted: 05 Apr 2014 at 07:47
This IS a discussion, yes?

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Posted By: Rill
Date Posted: 05 Apr 2014 at 11:29
I don't think that either way of viewing things is "wrong" or "right" in any sort of moral sense.  I am speaking pragmatically about what I see as being effective or ineffective.

I think the majority of players agree with me and tend to function in the way I've described, agreeing to settlement within 10 squares but beyond 5-6 squares in most instances.  This has certainly been my experience.

Although there are a few vocal people who claim a sacrosanct 10 squares, if you look at the map of Illy, there are many, many examples of people from different alliances living in proximities closer than 10 squares, and it seems to be working just fine.

Naturally most people believe that theirs is the majority view.  One could start a poll on the question, but forum polls tend to be affected by sampling error.

Perhaps we will just have to agree to disagree.


Posted By: Dragonwort
Date Posted: 05 Apr 2014 at 13:43
[QUOTE=Rill]Dragonwort, every time there are new players people predict Illy will be more "xx" as a result.  "warlike" is often one of those descriptors.  I'm still waiting to see it.  (Long-established players are the ones most involved in the current war, as opposed to new players, for example.)[Quote]

And , of course, you won't see it yet (not on a grand scale anyway) these players are too new and too small. BUT..a little time lurking in GC will illustrate my point. Some of the newer players after hopping from alliance to alliance looking for that perfect fit have started warring with each other on a small scale...just to be warring. Some have even taken on established players and lost cities in the process.

More than once, a new player has asked, "how do I form an alliance?" with the intent, most likely, of bringing along their entire alliance from the"other" game. Rather than read; they ask. And THAT may be the one saving grace...for some their aggressiveness is exceeded only by their impatience.

If Illy changes..it won't be overnight but the signs are there. remember where you read it first...lol Smile Dragonwort




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Just another wrench in the works..


Posted By: lorre
Date Posted: 05 Apr 2014 at 16:13
Originally posted by Dragonwort Dragonwort wrote:

[QUOTE=Rill]Dragonwort, every time there are new players people predict Illy will be more "xx" as a result.  "warlike" is often one of those descriptors.  I'm still waiting to see it.  (Long-established players are the ones most involved in the current war, as opposed to new players, for example.)[Quote]

And , of course, you won't see it yet (not on a grand scale anyway) these players are too new and too small. BUT..a little time lurking in GC will illustrate my point. Some of the newer players after hopping from alliance to alliance looking for that perfect fit have started warring with each other on a small scale...just to be warring. Some have even taken on established players and lost cities in the process.

More than once, a new player has asked, "how do I form an alliance?" with the intent, most likely, of bringing along their entire alliance from the"other" game. Rather than read; they ask. And THAT may be the one saving grace...for some their aggressiveness is exceeded only by their impatience.

If Illy changes..it won't be overnight but the signs are there. remember where you read it first...lol Smile Dragonwort


i have noticed that illy has become more agressive allready, but i might have had a false memory in my head of a peacefull utopia that crushes anyone who threatens it :p




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The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies.
Napoleon Bonaparte


Posted By: Nokigon
Date Posted: 05 Apr 2014 at 16:58
Recent experience dictates that cities more than 300 squares from each other are almost useless for mutual defence. As such, you will forgive me for wanting to ensure that my alliance can settle almost exclusively in an area which I have inhabited for almost 4 years now.

It is for our own protection, not from some ego trip.


Posted By: Halcyon
Date Posted: 05 Apr 2014 at 17:12
I think we need more new players to join established alliances. This will both make the top alliances in the game active and will enable the new players to settle or even Exodus and Tenaril into squares even 5 distant from their alliance mates. A 5 square distance ensures that both cities may claim sovereignty 2 squares from the city which will still allow each city its 20 sov squares.


Posted By: Gossip Boy
Date Posted: 05 Apr 2014 at 18:41
Originally posted by Halcyon Halcyon wrote:

I think we need more new players to join established alliances. This will both make the top alliances in the game active and will enable the new players to settle or even Exodus and Tenaril into squares even 5 distant from their alliance mates. A 5 square distance ensures that both cities may claim sovereignty 2 squares from the city which will still allow each city its 20 sov squares.


+1


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Elessar2
[08:34]<Rill> when you've just had part of your brain taken out, you lack a certain amount of credibility
<KillerPoodle> I can say anything I like and it is impossible to prove or disprove


Posted By: Angrim
Date Posted: 05 Apr 2014 at 19:42
cross-linking this reference for the convenience of any newbs reading the thread. on page 2 is HonoredMule's response which details H?'s thinking when it posted the 10-square rule as an alliance policy.

http://forum.illyriad.co.uk/epidemic-vs-crows_topic4839_page1.html

because i was there at the time, i best recall mCrow's reaction to the announcement of the rule, which was quite sceptical (and, to be fair, the practice works less well even now as one nears the centre board, where newbs spring unbidden from the very soil and ancient, close-built cities abound), but i think it is fair to say that the major alliances warmed to the idea once they realised that they could use it themselves, and, as a practical matter, there is not much incentive for them to give up privilege now established.

regarding it not being a rule of the game...it certainly is a rule where exodus and tenaril are concerned. what H? did was extend the concept to other sorts of settlements. had the game itself enforced an 8-square radius for exodus, i suspect we would be discussing the draconian nature of the "8 sq rule".


Posted By: GM Rikoo
Date Posted: 05 Apr 2014 at 20:23
Originally posted by Angrim Angrim wrote:

regarding it not being a rule of the game...it certainly is a rule where exodus and tenaril are concerned. what H? did was extend the concept to other sorts of settlements. had the game itself enforced an 8-square radius for exodus, i suspect we would be discussing the draconian nature of the "8 sq rule".

Actually, you are correct. I forgot to mention this part. Thanks!

GM Rikoo


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Illyriad Community Manager / Public Relations / community@illyriad.co.uk


Posted By: Rill
Date Posted: 05 Apr 2014 at 20:55
It is a rule for Tenaril only where not confed, and it is a rule with an exception for Exodus -- the exception being that you can claim level V sovereignty and exodus to any settleable square.  The point of my saying this is not to contradict Angrim or Rikoo, but since a GM has spoken, let's get all the facts here in this thread lest someone later say "but GM Rikoo said ..."


Posted By: Epidemic
Date Posted: 05 Apr 2014 at 22:14
I wonder if the players most vocal for getting rid of the 10 sq rule even know there are things on the map that others harvest, like minerals, herbs, animal parts and such. Do they know there are npcs on the map that players can attack? Do they know factions will become a feature soon? Do they know there is this research called 'Serjeanty' that allows for 150 sovs per town that may be useful at one point? Do they know that congestion will only lead to more violence and abandonments?


Posted By: Diva
Date Posted: 06 Apr 2014 at 01:10
Originally posted by Epidemic Epidemic wrote:

will become a feature soon? Do they know there is this research called 'Serjeanty' that allows for 150 sovs per town that may be useful at one point? Do they know that congestion will only lead to more violence and abandonments?

The soon part has me hearing echoes... we have no idea when Broken Lands is opening, pathfinding, or any new feature will be "available" if not implemented here at the same time or before. Lots of stuff has been promised. Oh well! LOL  I can't even see the use yet for 120 sov'ed squares in ELGEA or how to get them or pay for them... wouldn't the circumference have to be enlarged? Make people move away? Talk about friction.. 

So my discussion began with what was the reality of what we have now, not promised or soon.


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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: Rill
Date Posted: 06 Apr 2014 at 02:58
No, Epidemic, I don't know anything about Illy.  I've not even been playing it for three years yet.  I have no experience hunting animals, killing stuff, harvesting, or anything like that.  I don't have any experience being part of a large alliance that engages in all of those activities.

/me dislodges tongue from cheek

As for congestion leading to violence, I suggest that it is more likely that irrational responses to perceived congestion that will lead to violence.  Certainly if you are sincere in your "10 squares or death" thing and if lots of other people join you in that attempt, congestion could lead to violence.  On the other hand, of people adopt more of a "live and let live" approach, then congestion could just lead to more fun for everyone.  More neighbors to trade with, for example.  More people to be allies when factions are released.  All that sort of good stuff.


Posted By: Diva
Date Posted: 06 Apr 2014 at 05:39
There is ONE more thing I'd like to ask... If I land on and have, the ONE spot of 7 food between all the other circles that may have 7 foods, closer to me than you, I have created my 10sq. but away from 3 other 10sq around me, which has put me in the  one place to take from within your outer 10sqs. Do you feel you can push me out as I sov? I am LEGALLY not in your realm and have created my own overlapping into yours. what IS the difference if I'm on sq 9-8 squares in your 10sqs. when I can take it legally that way once I land on an unclaimed 7 food from 11 squares away? The only FREE one? If they met in a square, no problem but since they don't, 3 - 10sq CIRCUMFERENCE will always leave a free opening be it 5 or 7 food square.  This IS all over the map to take a 7 food, and then take from neighbors outer areas of YOUR 10 all the 7's I want, I am legal. Do you still have something to say about over laps? And what is the difference now that I'm IN your 10sq, but I am legal. What is the difference if you say OK new person, you can have the 9 inside my 10 without all the falderol, ITS MINE! The difference IS I can still take it if I'm legal in that 11th square from any of you.



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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: Angrim
Date Posted: 06 Apr 2014 at 13:18
Originally posted by Diva Diva wrote:

There is ONE more thing I'd like to ask...
i'm not sure i understand the example; an image might help.

the effect of the 10-square rule properly executed (and i exclude Epidemic from this comment because he has geometrically peculiar ideas about the rule itself) is that each town has a five square radius in which is closer to it than to any other settlement. in concept, this allows each city involved to hunt or sov in a defined area around itself without fear of overlap with neighbours.

where that potential overlap is allowed by agreement (i.e., where a player has agreed to allow settlement within ten squares of an existing town), i (personally and as an eCrow rook) encourage players to agree in writing to the bounds of potential sov. lacking that, one falls back on the respective alliance policies (generally either first-claim or closest-town), but those policies can be in conflict and land agreements are invariably more difficult to conclude after they become disputes. this is one of the beneficial effects of the ten square rule--a request for settlement allows the established player to state the conditions under which s/he could live in harmony with a new neighbour, and the new neighbour has the opportunity to digest those conditions and determine if the target square is as advantageous as first imagined.


Posted By: Diva
Date Posted: 07 Apr 2014 at 06:49
oops, see post below Tongue

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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: Diva
Date Posted: 07 Apr 2014 at 07:07
My example below .. I am LEGAL in the circle correct?  I can't  build a city over by any of those 7's around me after I exodus, tenaril, settle in on that ? But I have created my own 10 sq circumference.. do I need to ask anyone? can I build ALL over my 10 if I want to cluster? Of course building in someplace too close is friction, I understand that.. but I would choose to build (send settlers) to the outskirts of my neighbors. And I certainly would sov up to level 5 on one of the two sovs north, to get the benefit of the dolman, and exodus to it

The Green and Yellow city also have the same option, but to come close to ME now is friction and reason to ask to move, they are so to speak "now in my zone of preferences". They are unreasonable of course to settle there. But I am too far from their base of a single city in their 10! Would they sov all along to there.. I think not, expensive to do so. 

There are also veteran players who have already sov'd their 20 plots near their city and don't plan to change any plus have 10 cities.  

I am an example of having 20 squares already, figured it out, and placed buildings and other uses on my 20 squares. If I'm not changing anything, I would, could and will say yes to settlers, they are the ones to think about their own sov when they get there.


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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: Gesar
Date Posted: 11 Apr 2014 at 05:44
I have an easy solution that would be profitable to the game owners, as it would encourage newcomers to join and feel they were participating equally. My solution is: create a duplicate Elgea, perhaps call it "Mirgea" (short for Mirror Elgea). Nice and empty! No development work necessary for the game designers! Fun for all!


Posted By: Rill
Date Posted: 11 Apr 2014 at 05:54
That sort of goes against what the developers are trying to accomplish -- although it might be fun.


Posted By: Diva
Date Posted: 11 Apr 2014 at 05:55
If only.. Gesar, and sounds very plausible atm for space. no change to the current lands or nothing, just expansion of what we have.. 
I LIKE IT!


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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: Angrim
Date Posted: 11 Apr 2014 at 05:59
Originally posted by Diva Diva wrote:

My example below .. I am LEGAL in the circle correct?  I can't  build a city over by any of those 7's around me after I exodus, tenaril, settle in on that ?
you are "legal" at the location you've selected. after settling, convention suggests that the five squares closest to your city in any direction are available for your city's use...but not necessarily for further settlement.

Originally posted by Diva Diva wrote:

But I have created my own 10 sq circumference.. do I need to ask anyone? can I build ALL over my 10 if I want to cluster?
the 10 square rule is still in force, so if you settle within 10 of another city, the "rule" states that you should ask permission. distance to your city is not pertinent. (radius, not circumference.)

Originally posted by Diva Diva wrote:

Of course building in someplace too close is friction, I understand that.. but I would choose to build (send settlers) to the outskirts of my neighbors. And I certainly would sov up to level 5 on one of the two sovs north, to get the benefit of the dolman, and exodus to it
you can't exodus to a dolmen, so i'm not sure what you're describing. sov freely within 5 squares for the food or other benefits. additional settlements require additional notifications.


Posted By: Diva
Date Posted: 13 Apr 2014 at 01:38
Originally posted by Angrim Angrim wrote:

 you can't exodus to a dolmen, so i'm not sure what you're describing. sov freely within 5 squares for the food or other benefits. additional settlements require additional notifications.

No, not to the dolmen, but there are two 7 food square next to the dolmen. and all that river front :)

That was just to clear the air, and WORK with my neighbors, and describing how it can be done legally, so the inference of "my 10sq rule from a neighbor" is just an argument for this so called rule.  No one can own it if its already overlapped by SEVERAL people when there was space previously or a legal space now.

You get my drift.



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"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire


Posted By: Arcangelo
Date Posted: 14 Apr 2014 at 04:42
Okay as a new player I want to understand this 10 sq unwritten courtsey rule better. Is it a 10 sq radius (which in efffecy becomes a very large 20 sq diameter) or a 5 sq radius? The 10 sq radius then equates to a 40 sq circumference (10 sq in all directions) around a city.
Now maybe in the beginning of the game it made it sense and could be easily adhered to. But with the growth of the game and new players joining, doesn't it seem prudent that it be reconsidered.
I mean don't you want the game to grow and new players added? I think the unwritten rule should be changed/amended to 5 sq radius, which gives you a 10 sq diameter and 20 Sq circumference.
Thoughts from GM's??


Posted By: Rill
Date Posted: 14 Apr 2014 at 05:12
GMs won't provide input on player-driven guidelines.  They are responsible for game mechanics.

As practiced, it is a 10-square radius, although most alliance practice a "soft" 10-square radius in which they request consultation if it is within 10 squares, but agree to most settlements outside 5-6 squares.  There are of course exceptions.


Posted By: Miklabjarnir
Date Posted: 14 Apr 2014 at 17:24
The 10 square rule still makes good sense, the map is far from filled up. Occationally there is even a new "choice" spot when somebody abandons an account, but I think many are too preoccupied with getting perfect military locations. Unless you plan to specialize in warfare, you can get a lot of enjoyment out of Illyriad with most of your cities on 5 or 6-food squares. It is all about the kind of role you want to play in this world. As a miner, hunter or trader you can be better served and gain more gold from a desolate location with ample game, minerals and herbs nearby.

The best argument for the 10-square rule is that it leaves space for future expansion and enables the first settlers in a place to be a little bit selective about who they want as neighbours. Unless they plan to use it for their own expansion, most people will let you settle inside their area of interest if you have a good reputation.


Posted By: Neytiri
Date Posted: 15 Apr 2014 at 03:23
I have a simpler solution for the developers:
Enforce the "two account" rule and dispense with permanent sitters.

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"It is well that their bodies know the heat and the cold; it will make them strong warriors and mothers." - Absaroke elder (from Edward S. Curtis's book 'The North American Indian')


Posted By: Arcangelo
Date Posted: 15 Apr 2014 at 03:50
Originally posted by Miklabjarnir Miklabjarnir wrote:

The 10 square rule still makes good sense, the map is far from filled up. Occationally there is even a new "choice" spot when somebody abandons an account, but I think many are too preoccupied with getting perfect military locations. Unless you plan to specialize in warfare, you can get a lot of enjoyment out of Illyriad with most of your cities on 5 or 6-food squares. It is all about the kind of role you want to play in this world. As a miner, hunter or trader you can be better served and gain more gold from a desolate location with ample game, minerals and herbs nearby.

The best argument for the 10-square rule is that it leaves space for future expansion and enables the first settlers in a place to be a little bit selective about who they want as neighbours. Unless they plan to use it for their own expansion, most people will let you settle inside their area of interest if you have a good reputation.

So how does the rule make sense for a new player who has no control on where the game placed me. So I can't settle my second city near my original one because if violates someones else 10 sq rule even though they will never use half of those squares? So I have to settle somewhere farther apart and slow my growth. And as a new player how am I suppose to earn a good reputation? That takes time and diplomacy. 

In my opinion, the rule is outdated and unfair to the new players. Since this game has no end game, the established players will always have an edge over the new ones. How is a new player with two cities ever a threat to an established player with 8-10 cities. 



Posted By: Rill
Date Posted: 15 Apr 2014 at 04:00
Arcangelo, if you want to settle a city in a particular location near your first city, talk to the players around you -- often then will be just fine with that city settlement.

I notice you are in HOTH alliance in the game -- I suggest you work with your alliance leaders and WOT leaders to help you with settlement concerns.  I think you will find that you can work something out where you can grow and thrive.

If I can be of assistance, please contact me.


Posted By: Brandmeister
Date Posted: 15 Apr 2014 at 06:19
Originally posted by Neytiri Neytiri wrote:

I have a simpler solution for the developers:
Enforce the "two account" rule and dispense with permanent sitters.

+1

Although I think most people who argue over perfect locations will never utilize them, it's undeniable that too many prime locations are occupied by perma-farms.


Posted By: Lwyllyn
Date Posted: 15 Apr 2014 at 09:16
My alt and I have been able to place 3 towns within another player's 10x10 without creating any friction. How? The same way I get away with hunting and gathering as close as 1 square from a town: by sending them mail asking for the ok.

The worst case scenario: a 'no' answer!


Posted By: Myll
Date Posted: 23 Apr 2014 at 22:31
While I do have a similar thread already going, my goal at that other post is simply to put to bed the notion that there is a 10-Square "Rule" that in fact does not exist.  As stated there, it is a 10-Square Restriction in game code to Tenaril/Exodus settlement that can be superseded by Sov 5 on the tile.
 
All other references to this are Alliance Policies, and not a rule.  To even correct a prior GM Rikoo statement on this, because the terminology matters - players do not create Rules in this game, nor do alliances create Rules in this game.  Only the game's leadership/dev's create game rules.  A GM should tread very carefully when using terms such as Rule, Policy, Restriction, Tradition, etc..  Nothing should be called a Rule unless the Game Company publishes it as such.  None of us, not even GM Rikoo, is the final authority for publishing a Game Rule.
 
Now, to get on with this, let it be known that my alliance, Tsunami [WAVE] will not publish nor honor a 10-Square Policy published by other alliances, but only because we do not acknowledge it.  Having said that, we will still follow tradition and courtesy as many of you do, especially mindful of the 20-square sovereignty pattern that the average player may employ, and specific to Settlement of towns.  However, there is already a Game coded restriction in place to settlement specifically, and it is the Sovereignty claim system.  If you don't want someone else to settle, then claim Sovereignty over the tile.
 
However, for resources, there is no way to guard/hold resources on the map other than placing your army on top of the tile and then hoping someone bigger does not come along with their army and crush you.  That - is the only way to define ownership of rare minerals, rare herbs, grapes, hides, anatomies, basic minerals, and basic herbs.  Anything else is just bluster, if you aren't willing to commit an army to hold the ground.  You don't own the "mineral rights" to the land - even in real life that is a complicated legal process and not automatic for the ground just beneath your home, so let's try not to apply fantasy logic here (and oh by the way this is an international game so not everyone has the same "norm" opinions as the others).  In this game, only armies control resources on the land, otherwise we bump caravans.
 
Myll


Posted By: Brandmeister
Date Posted: 24 Apr 2014 at 02:33
I think a sov claim over a rare herb or mineral formation is a sufficient statement of ownership. However, a garrison (even a tiny one) just makes good sense, especially for herbs, which can be destroyed by over harvesting.


Posted By: Myll
Date Posted: 24 Apr 2014 at 03:57
Originally posted by Brandmeister Brandmeister wrote:

I think a sov claim over a rare herb or mineral formation is a sufficient statement of ownership. However, a garrison (even a tiny one) just makes good sense, especially for herbs, which can be destroyed by over harvesting.

Brand,
Up front - I am in total agreement that an army should be on site if you want to control the resources. 

You said, "...a sov claim...is a sufficient statement of ownership."  -- but that I would totally disagree with.  Your statement con-volutes two separate issues: Land Claim/Settlement, vs Resource control.  The Sov claim does not restrict any other player from harvesting, it only prevents settlement, and isolates the tile's sov building capability to the player who claimed sovereignty.  Sov claims do not imply that you own the resources sitting on said land, only an army on site controls the ability of harvesters to access the resources (or harvester(s) on site can indicate who is currently working the land until bumped or killed).

You may want it to imply ownership, but the coding of the game does not restrict gameplay for harvesting actions.  Yes, I already know the detractors will talk about Diplomacy and how important the finesse of it is, but that in itself still does not render ownership of the res, it only results in interpersonal negotiation with an end result of a player being sent an approval or disapproval of potential actions, and even then the players are both taking risk by sending either army(s) and/or harvester(s) to the site, and a 3rd party could even show up with their own army and harvesters! 

It's the "owner" part of the equation that really needs to be dissected in this argument - there is no ownership outside your town, only sovereignty (which is not by definition ownership), and there is control (which is temporary and based on the amount of force/army you are willing to commit).
Myll


Posted By: Pellinell
Date Posted: 24 Apr 2014 at 04:48
  The mechanics of the game are irrelevant. The issue is alliance policy. As to it not being a "rule" I disagree with the assertion that players can't create rules. A rule as defined in the dictionary says "one of a set of explicit or understood regulations or principles governing conduct within a particular activity or sphere" The fact is the majority agree to abide by the 10 square rule, it is an understood regulation enforced by a large percentage of players thereby making it a rule by definition.

  It is absolutely a rule within 10 squares of my cities. That's not to say I don't let others harvest because I do provided they ask before hand. Bottom line is this, if you enter my 10 squares you abide by my rules. This in my opinion is not unreasonable. It actually prevents a lot of issues that would arise if there wasn't a 10 square rule. 


Posted By: Brandmeister
Date Posted: 24 Apr 2014 at 21:19
Myll, a sov claim says "this square is mine". That includes any rare herbs or rare minerals on the square. The army is there to prevent obnoxious players from poaching, and thus avoid pointless conflicts that might escalate. But if I went on vacation for a few days and my Iceheart guards returned, I would still be cross to find other players harvesting my mines. Personally I would bump, but I wouldn't blink if a more aggressive player opened fire in that situation.

Sov makes ownership of the square and its resources completely obvious, with or without troops.


Posted By: Myll
Date Posted: 24 Apr 2014 at 22:33
Originally posted by Brandmeister Brandmeister wrote:

Myll, a sov claim says "this square is mine". That includes any rare herbs or rare minerals on the square. The army is there to prevent obnoxious players from poaching, and thus avoid pointless conflicts that might escalate. But if I went on vacation for a few days and my Iceheart guards returned, I would still be cross to find other players harvesting my mines. Personally I would bump, but I wouldn't blink if a more aggressive player opened fire in that situation.

Sov makes ownership of the square and its resources completely obvious, with or without troops.

I am trying to make a point - there is no obvious ownership of resources on the surface of a tile, whether sov'd or not.  The resources are free game without an army.  Your perspective is biased because of how yourself and others have viewed the issue for the last 2+ years, but not all players, especially those new to the game, have that bias (and as I've termed in the other thread - Dogma).

Players of all types will respect an army - whether sent to control the tile long term, or to kill off harvesters that are unprotected or under-protected.  But - to shew away players that could otherwise harvest with personal profile policies in writing, or alliance profile policies in writing, does not mean much to a player who ignores such things.  I'm not saying my alliance purposely looks for opportunities to go grab resources on sov'd tiles - but they are learning to see and understand whether resources are guarded or not.  

The fact of the matter is - either a player is going to actively play the game, actively defend the resources they desire to keep around their town (sov'd or not), or hope that their written policies influence others to leave their surrounding tiles free and clear to do what they please.  Which seems like the more reasonable approach?  I see the former, not the latter, as a better way to instruct new players and approach this game.  There are no "divine mineral rights" in the game and long-term alliances have been trying to uphold such within 10-squares of towns.

The game needs to change going forward, as we will certainly see more crowding of towns, which is a related but separate issue.
Myll


Posted By: Starry
Date Posted: 24 Apr 2014 at 22:55
Originally posted by Myll Myll wrote:

Originally posted by Brandmeister Brandmeister wrote:

Myll, a sov claim says "this square is mine". That includes any rare herbs or rare minerals on the square. The army is there to prevent obnoxious players from poaching, and thus avoid pointless conflicts that might escalate. But if I went on vacation for a few days and my Iceheart guards returned, I would still be cross to find other players harvesting my mines. Personally I would bump, but I wouldn't blink if a more aggressive player opened fire in that situation.

Sov makes ownership of the square and its resources completely obvious, with or without troops.

I am trying to make a point - there is no obvious ownership of resources on the surface of a tile, whether sov'd or not.  The resources are free game without an army.  Your perspective is biased because of how yourself and others have viewed the issue for the last 2+ years, but not all players, especially those new to the game, have that bias (and as I've termed in the other thread - Dogma).

Players of all types will respect an army - whether sent to control the tile long term, or to kill off harvesters that are unprotected or under-protected.  But - to shew away players that could otherwise harvest with personal profile policies in writing, or alliance profile policies in writing, does not mean much to a player who ignores such things.  I'm not saying my alliance purposely looks for opportunities to go grab resources on sov'd tiles - but they are learning to see and understand whether resources are guarded or not.  

The fact of the matter is - either a player is going to actively play the game, actively defend the resources they desire to keep around their town (sov'd or not), or hope that their written policies influence others to leave their surrounding tiles free and clear to do what they please.  Which seems like the more reasonable approach?  I see the former, not the latter, as a better way to instruct new players and approach this game.  There are no "divine mineral rights" in the game and long-term alliances have been trying to uphold such within 10-squares of towns.

The game needs to change going forward, as we will certainly see more crowding of towns, which is a related but separate issue.
Myll

Myll,  I think there are plenty of players that would disagree with your statement.   Since you seem to be on a campaign, try placing a harvester on a silversteel mine square and you'll get your answer.    

I'm all for helping new players and have done so all my Illy life but you are using new players as an excuse to start problems with other players.    Any respectable alliance leader will tell you that diplomacy yields results, a friendly note from a player goes a long way to obtaining permission to harvest on squares or to move a city within ten squares of another player.   It's not difficult, there is plenty of room for new players but if you believe you are entitled to key locations without diplomacy, you are sadly mistaken.   As in all games, longevity has it's benefits if you are suggesting that you have rights to squares claimed by another player, you don't understand the culture or history of this game.   On the other hand unlike most games, Illy players go out of their way to help new players understand and build up in this game and one of the first lessons new players are instructed is diplomacy will get you more than brute force.      It appears you would rather send an army to prove your point rather than try diplomacy first.    I wish you luck with that, if that is your view of the future of Illy.  


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CEO, Harmless?
Founder of Toothless?

"Truth never dies."
-HonoredMule



Posted By: Deranzin
Date Posted: 24 Apr 2014 at 22:56
Originally posted by Myll Myll wrote:

I am trying to make a point - there is no obvious ownership of resources on the surface of a tile, whether sov'd or not.
 

Well that is your point, but not how most people view things ... as I told you in the other similar topic, it is all about respecting other people's playstyles.
 
Originally posted by Myll Myll wrote:

 

Players of all types will respect an army - whether sent to control the tile long term, or to kill off harvesters that are unprotected or under-protected.
 

How do you know that .?. Next thing you know someone else like you wants to "make a point" that killing armies that are standing on the map is "fair game" or something like that ... Tongue

Originally posted by Myll Myll wrote:


  But - to shew away players that could otherwise harvest with personal profile policies in writing, or alliance profile policies in writing, does not mean much to a player who ignores such things.
 

Good ... maybe some other people make a point that this player's armies are fair game and do "not mean much" ...

Originally posted by Myll Myll wrote:


 I'm not saying my alliance purposely looks for opportunities to go grab resources on sov'd tiles - but they are learning to see and understand whether resources are guarded or not. 


I am starting to think that you are setting up the wave to crash on a huge waterbreak in the future LOL

Originally posted by Myll Myll wrote:

  There are no "divine mineral rights" in the game and long-term alliances have been trying to uphold such within 10-squares of towns.

The game needs to change going forward, as we will certainly see more crowding of towns, which is a related but separate issue.
Myll


Again that is your own opinion ... do as you will, but do not expect others to let you tread over them and how they manage their cities and their sov'ed squares.

P.s.
For a person that actually helped a person grow a city one step away from his own and sacrificed 1/3 of my sov for that newbie, I still find your "I'll grab what isn't nailed down to the floor" attitude, very aggravating ... kudos to you, there aren't many things that manage that nowadays LOL


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Just like a "before and after" ad ! ahahahaah :p


Posted By: Brandmeister
Date Posted: 25 Apr 2014 at 03:01
Myll, you are verging on sophistry here. If your point is that "An army leaves no doubt," then fine, I agree. It's why I garrison my rare resources. But since 90% of experienced Illy players seem to concur that sov establishes ownership of the tile and the resource, I think your entire argument falls apart. Ownership is established by consensus, the community has consensus, and I wouldn't expect that to change anytime soon.



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