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Unintended Consequences

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
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URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=6822
Printed Date: 17 Apr 2022 at 03:14
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Topic: Unintended Consequences
Posted By: ajqtrz
Subject: Unintended Consequences
Date Posted: 01 Mar 2016 at 03:25
Under the category of unintended consequences we find the following scenario now available for exploitation in Illyriad, the result of which is pretty much "pay to win."

A player or alliance decides they wish to win at any cost, both in game and out.

Said player or alliance purchases large amounts of prestige with real world currency.

Having purchased the prestige they then sell the prestige in the form of prestige scraps etc...

Now, having large amounts of gold with which to sustain huge armies city sizes are irrelevant.

So they build huge armies with which to dominate their opponents who, had they had the same real world financial abilities, might do the same.

So is there a solution?  

Here's what I think the should be done.

Limit the size of a cities army to one and a half times it's current population.  This would result in the following:

1) It would limit armies from a single city to no more than  45k or so.  45k is no small number but it also means that all players can reach that number without a lot of out of game financial help. 

2) By limiting the size of armies you would place the emphasis on city growth rather than just enough to raise a huge army. 

3) By limiting the size of armies you lay renewed emphasis on properly equipped armies over more soldiers.  Currently it is not cost effective to use crafted items.  But if my army is as large as it can get and I still need it to be more effective I can use crafted items to do so. 

4) By limiting the size of armies you emphasize a more balanced PVP as no player or alliance can produce more soldiers than another by simply buying the prestige to do so.  Again, if one alliance is bent on "winning" at all costs and has the out of game finances to do so, they will produce millions of soldiers and simply "pay to win."

I think, in the long run,  "pay to win" must be avoided since that is a good reason many small to medium players leave games like Illyriad.    There are many "rich" players, but there are just so many more "average" ones who either do not desire or can not compete in a "pay to win" environment.

AJ



Replies:
Posted By: Sun Tzu
Date Posted: 01 Mar 2016 at 04:30
what the heck are you talking about.  i saw you get your ass kicked by TenKulch who was using one castle against your many and not much more than elite divisions and skill.  go somewhere else 


Posted By: Inferno
Date Posted: 01 Mar 2016 at 05:22
Large amounts of gold can be acquired within the game with no need whatsoever for real money, so buying prestige, turning it into scrolls, then selling it on the market is no different from hunting, gathering and/or crafting and selling what you've collected or made on the market for gold, or straight up selling basic resources, in the end all players are still governed by troop production times and there is no way around that.

Pay to win in games like Illy is usually associated with acquiring power instantly or at a much faster pace than the normal non-paying player would, I don't believe that's possible here, the only edge a paying player could get over a non-paying one regarding troops is that +10% attack power, and that is still achievable for non-paying players through daily prestige.

The only aspect that I could think of that is borderline pay to win is the insta-build option, personally I don't like it, even from the perspective of a prestige user, but I don't really have time to get into it now.

Have a nice day :)


Posted By: Malek
Date Posted: 01 Mar 2016 at 06:07
This thread should be changed to Unintended Nonsense. 

Firstly a player that razes his own towns and claims them as a victory should re-evaluate anything they post, though since AJ is miles above us mere mortals he does not have to consider that. 

Now, to the nonsense posted and how dumb it really is. 

1. What you are saying here is that people should be limited to 45k spears and others to 45k cavalry. I am not sure what game you are playing, on most terrain with most players cav will get somewhere between 3:1-6:1 ratios. The defending player will not be able to generate enough def/s to over come the attack/s posed by the cavalry let alone marching to the target where the undersiege player will continue to generate attack/s where the attacking player is fixed for defense. In summary rubbish idea. 

2. The problem with this particular strategy is that it takes a lot of time/investment and/or RL money to build these large towns. So this would have the reverse effect you would say and people wont risk their precious towns which is what occurs now. Having the complete opposite effect of what you are saying. The pvp is coming from the smaller dynamic towns where the large fat whale towns just get fatter. 

3. This is counter productive, you would then have the coiners actually buying all of the crafted gear, leaving nothing for the poorer player. If I will do anything to win and I am paying to do that, I will ensure that by buying every single piece of advanced gear that the other player might need. That aside with both parties full stacking their armies with elites does not work as well as you would think. 

4.I dont know where to start with this particularly hopeless idea. You have 0 warfare experience in this game yet you are trying to outline a viable concept for war with 0 comprehension of the war mechanic. One of the things you fail to take into consideration here is travel distance. If I send an army from fellandire to Aindara, I cant make anything to replace that army till its dead. That in and of itself shows this is nonsense. I could go on, but i dont have the time to get out the crayons and outline how war mechanics actually work. 

You keep banging on about this concept of "pay to win". The only difference that has occurred now is that prestige can be traded. Previously, the rich players could allocate prestige to the alliance pool and go have at it. 

You are not considering the one important aspect of this. Illyriad can not be pay to win as you cannot buy gold through the shop, you cannot instabuild armies, you cannot prestige research, you cannot speed up armies past the 50% FM, you cannot queue more than 2 buildings per queue. Need I go on?

 There is only a finite amount of gold in the server, it goes up and down depending on whats happening in game. Whilst there is only a finite amount of gold generated by the server this game cannot be a "play to win" game. If people are desperate to accumulate gold they will dilute the value of tomes and what not which in the end will see a stop trade on people selling prestige as they will perceive the return on investment in buying prestige will not be worth selling. 

Players are also limited to how fast they can produce troops as well, traditionally I could out produce anyone running large negatives having to keep up by doing a lot of trading. Whilst others have large standing armies based on the fact that they have 7 food towns and higher taxes. The trade off there being they cant re-produce said army in a hurry. 

The rich player concept is also rubbish. This game is not played on an individual basis, it is an alliance based game. A comprehensive understanding of how to wage war will trump a rich player any day of the week. There are some wealthy players in Shark/Vic/Unbow yet the wealth of that alliance group is not a major factor because if being a wealthy player was, sin would be dust by now simply down to the fact there are more players in those alliances which means a higher chance of people willing to spend money. This is a perpetual server and the players that have been playing for 5+ years have accumulated a significant amount of ingame wealth, and starting from before prestige was a tradeable item. 

I think in the long run, you stick to philosophy and preaching your intellectual superiority and stay away from game mechanics since you clearly do not understand them and simply spew forth the first thing that comes out of your mouth. 


Posted By: DeathDealer89
Date Posted: 01 Mar 2016 at 06:13
1. A person can sustain an army of nearly 10x the city size with almost no problem without any use of prestige.  45k troops is easy, you can have 100k troops in each city and still be positive with gold.  

2. Why should the devs want force players to focus on city growth rather than raising an army?  Both are fair goals

3. If you wanted to emphasize equipped armies you would vastly raise the power of equipped troops.  As it stands now even if you equipped all of them with the best equipment you would get maybe 50% boost for billions of gold.

4. Why would devs want to decrease a revenue stream specifically when said stream benefits the player/alliance very little.  If you think this game is pay two win then you have been heavily sheltered in playing this genre.  Players simply can't produce millions of soldiers via outside finance.  


Either way gold stores are rarely the limiting factor for army size.  It is more often the time required to produce the troops.  Outside money could support you for 1 war while you spent years building up.  But after those troops are spent there is no way to increase troop build speed with outside money.  


Posted By: BARQ
Date Posted: 01 Mar 2016 at 09:21
Aj there is an old Quote " a Poet can't be  a Soldier "
hope u can understand what i want to say


-------------
I m the most scarring dream of your life


Posted By: Brandmeister
Date Posted: 01 Mar 2016 at 14:12
When prestige trading was first implemented, I worried that Illyriad would become P2W. Since then I have seen that my concerns have never come to pass.

Permasat accounts produce more gold and resources than most battle accounts can use. That was true long before prestige could be bought or sold. As others have pointed out, the limiting factor is production time. Even unlimited gold and 0 taxes can only drive up the production speed so far. A true P2W regime would allow the instant completion of troops in exchange for money (represented by virtual currency that can only be acquired in bulk with cash), and the instant acquisition of troop materials for currency.

This game has always had a natural balance between large cities that allow the acquisition of 10 cities (now limitless), and smaller cities that efficiently produce troops or advanced materials. Putting all the emphasis on big cities will just cause even more conflicts over good food locations. That's just as pseudo-P2W as selling prestige for gold, because as we have already seen, the big prestige buyers will just build bigger cities.

Also, crafted items are profitable and cost effective. I am one of the biggest crafters in the game, and it makes gold far higher than the opportunity cost. Your assertions otherwise show a complete lack of understanding of the crafting, equipment, and trade aspects of this game.

I'm honestly not sure what aspects of the game you are proficient at, but it definitely isn't military, trade, or manufacturing.


Posted By: Attila
Date Posted: 01 Mar 2016 at 14:22
Originally posted by Brandmeister Brandmeister wrote:

When prestige trading was first implemented, I worried that Illyriad would become P2W. Since then I have seen that my concerns have never come to pass.


Debatable.

Prestige users have a clear advantage. As long as the supplies come in, you can keep your city alive, not matter if its under heavy pult fire. All you need is the mats coming in, and you can prestige all day.

In fact, its widely celebrated in YARR that they prestiged someone up 11k population in one hour. Are you implying that is not clearly pay to win?




Posted By: IbnSenna
Date Posted: 01 Mar 2016 at 14:33
mmh! I'd suggest try and prestige out one of your cities out of a determined, coordinated & competent attack from a couple/trio of attackers…

I don't think this can be achieved.


Posted By: Malek
Date Posted: 01 Mar 2016 at 14:38
Originally posted by Attila Attila wrote:


Debatable.

Prestige users have a clear advantage. As long as the supplies come in, you can keep your city alive, not matter if its under heavy pult fire. All you need is the mats coming in, and you can prestige all day.

In fact, its widely celebrated in YARR that they prestiged someone up 11k population in one hour. Are you implying that is not clearly pay to win?



Attila, you are also showing a severe lack of knowledge of the game mechanic. Have you ever tried to pres build whilst taking fire? I doubt it, there is a little mechanic called blockade, maybe you should look it up. You can get past blockades but it is a pain in the Censored. Also if you are taking hits from multiple sieges keeping the city above raze level is also harder especially as the hours tick by and the paults become more accurate. 
Sin landed 7 sieges and one block on a Lost A town, it fell in i think 3 or 4 hours. 
Cactus holds the record for fastest raze that I know of coming in at 12h27 mins. 
I would like to see you pres build out of either of those types of situations and stay above raze level. 

I also agree with brandmeister, some of this problem has been alleviated with the 90 day rule it has not been eradicated. 


Posted By: Rill
Date Posted: 01 Mar 2016 at 15:49
I am not attempting to suggest in this post that the ability to sell prestige is either good or bad.  Rather, I intend to support the suggestion that the ability to sell prestige in the game does have consequences; whether these are intended or not is something that can only be known by the developers.

Arguing that obtaining gold from selling prestige is equivalent to obtaining it by selling resources produced in one's city or gathered from the map is disingenuous.  Obtaining gold from prestige is nearly instant and requires barely any interaction with the game mechanics (other than obtaining a few items from the market needed to produce the prestige item).  Obtaining gold from items produced within the city requires having the relevant building and production time creating the items; similarly obtaining gold from harvested items requires having buildings AND devoting harvester time (as well as time collecting the items).  Even making gold by market arbitrage requires significant interaction with the game, as well as assumption of some risk related to increases or decreases in price.  (Not to mention serving a desirable purpose in making the markets more efficient.)  Selling prestige is thus not equivalent either in requiring skill or time to any other game activity.  

Insofar as "pay to win" means "obtaining an advantage from payment that would otherwise require skill or time," selling prestige therefore qualifies as pay to win.  Personally I think that pay to win should more properly be defined as "obtaining OVERWHELMING advantage from payment that would otherwise require skill or time," and I am not convinced that selling prestige meets that criteria.  On the other hand, I haven't had to fight prestige sellers.

Those who suggest that prestige does not affect troop building are conveniently ignoring the fact that being able to have low taxes (courtesy of selling prestige) allows one to produce more resources and research points, thus supporting more troop sov.  Juicing production of research points and possibly even other resources with prestige also allows more troop sov.  So a prestige seller and/or user can not only support more troops but produce them more quickly.  Does this make Illy pay to win?  Not with concerted opposition from many non-coiners, but it definitely weights the scale in that direction more than had been the case previously.

There may be other unintended consequences of prestige sales.  For example, if much of the gold from prestige sales is used to support large armies, that is gold that is sucked out of the economy.  This can lead to deflation, a drop in the prices of other commodities.  It is hard to tell whether the current collapse of commodity prices is related to this effect or to a balancing between the costs of commodities produced within the city and items that are harvested from outside the city.  (With the increased bonuses from crafted equipment, the value of troops produced with in-city items falls in relation to items gathered from outside of the city; it is hard to tell how much of the current collapse of city commodities is related to this effect.)

Whatever the cause, deflation in commodity prices decreases the ability of non-paying players to make up gold values through sales of in-game items, increasing the advantage to the paying player.  This effect may be balanced by corresponding deflation in the price of prestige items, but assuming a willingness to spend large sums of real-world money (which are not that large in comparison to some games), prestige is essentially an unlimited resource for the paying player, so the decline in prestige prices will not have the same effect as deflation in commodity markets has on the non-paying player.

All of these effects, however, pale in comparison to what I see as the main consequence of the ability to sell prestige for the game of Illyriad.  I am referring specifically to the effects on the developers' profit model.  Previously the game depended on spreading prestige purchases among a large number of players; because there were a limited number of things one could do with prestige, the amount of prestige any single player might be motivated to buy was limited.  Although increasing the number of cities substantially increased this amount, it was still limited.  However, as a result of the ability to sell prestige, the demand for prestige became if not unlimited at least substantially less limited, since demand could now be spread among multiple players.

What this means is that Illyriad is now (potentially) substantially more dependent on a relatively small group of high-spending players.  As long as these players are still spending, the developers have little incentive to either improve the game for the large majority of players OR to attract substantial numbers of new players.

It is this last fact that is most concern to me in terms of the long-term health of Illyriad.  The developers have made changes in the past year or so that allows them to extract substantially increased income from the existing, declining playerbase.  (Selling prestige is one; increasing the number of cities is another.)  The developers thus have less incentive to attract new players.  But the community needs new players to keep the game lively.  New players bring fresh perspectives and new skills.  They remind us what we love about the game.  And they replace established players who for reasons of life events or boredom cease to play.

The bottom line is that wringing more and more money from a smaller and smaller group of players WILL have consequences for the game long-term.  This is the consequence, intended or not, that has me most concerned.


Posted By: BARQ
Date Posted: 01 Mar 2016 at 16:10
Remember there r some players who can't buy pres for real money but have enough incoming of gold (through sat accounts or a gold farming alt or thieving ) to buy pres from market and use it in there advantage . they buy the pres so that sellers get the money . 
u know if u only use pres for ur advantage (and not sell it for gold ) u still make big affects on results of conflicts as u can get +20% boast for basic res , and also a boast for attack and def values of troops . 
so i think option to buy/sell pres through in game gold lvls that advantage to an extent 


-------------
I m the most scarring dream of your life


Posted By: Brandmeister
Date Posted: 01 Mar 2016 at 16:23
Originally posted by Attila Attila wrote:

Originally posted by Brandmeister Brandmeister wrote:

When prestige trading was first implemented, I worried that Illyriad would become P2W. Since then I have seen that my concerns have never come to pass.


Debatable.

Prestige users have a clear advantage. As long as the supplies come in, you can keep your city alive, not matter if its under heavy pult fire. All you need is the mats coming in, and you can prestige all day.

In fact, its widely celebrated in YARR that they prestiged someone up 11k population in one hour. Are you implying that is not clearly pay to win?



This conversation is specifically about whether making prestige sellable and tradable has advanced the game towards P2W. Players have always been able to speed construction with prestige, at least since I joined in 2012. Accelerating construction and speeding caravans are the least innocuous form of pay to win, to the point where they are a convenience not a true power function. The building materials cannot be purchased directly with prestige.

While prestige building might assist in defending a siege, it is worth pointing out that a blockade can easily squeeze off the flow of caravans, and that prestige building alone cannot save a city from the hourly barrage of catapults and rams. The best it can do is buy you some time.


Posted By: Brandmeister
Date Posted: 01 Mar 2016 at 16:36
Rill, the present "deflation" of commodity prices exists only because items are priced relative to the consumable commodity gold, which has utility within the game. Gold is presently valuable because (presumably) troop upkeep has become burdensome due to a lack of tournaments. Items have become less valuable relative to gold because armies are full, troop queues are stopped and thus items are building up, and gold is drawing down.

Regarding the prestige market, it is shallow. Scraps were 25 million before Christmas, and are now at the 15-18 million range. This is also quite different from pure P2W where conversion prices are fixed by the developers, and the supply and demand are infinite at that rate. Although most such games have a black market if the fixed rate is sub-optimal.


Posted By: Angrim
Date Posted: 01 Mar 2016 at 18:07
as a perpetual game, illyriad extends a natural advantage to accounts that were here first. in most cases, prestige seems to offer a motivated player the ability to support the game and in so doing "catch up" to a competitive level of accomplishment. recall that the game also supports massive indemnity payments from defeated alliances to victors in the case of war. that gold can as easily be used for the purpose the OP describes as gold from prestige sales.

there are some ways in which prestige may threaten the balance of the game, but the sale of it for gold seems very unlikely. there is a silly amount of gold in illyriad; i mostly worry that there aren't enough opportunities to use it to effect.


Posted By: mjc2
Date Posted: 01 Mar 2016 at 18:57
i agree with angrim on the silly amount of gold in game.  i mean just look at what terraforms go for, i sold them on a regular basis for 10+ times what i thought they should have been worth but there was always another customer willing to pay the market price so i saw no reason to lower mine to what i thought they were worth.  and honestly the only reason i have stopped selling terraforms is RL has started becoming too busy for me to complete them so i started an actual alt.


Posted By: ajqtrz
Date Posted: 01 Mar 2016 at 19:42
Originally posted by Sun Tzu Sun Tzu wrote:

what the heck are you talking about.  i saw you get your ass kicked by TenKulch who was using one castle against your many and not much more than elite divisions and skill.  go somewhere else 


I'm not sure of whom you are thinking because I don't believe I've ever been in a one on one with TenKulch. 

AJ


Posted By: Sun Tzu
Date Posted: 01 Mar 2016 at 20:40
I am thinking of you, and I dont believe I said you were in a one on one with TenKulch.  What I did say was that TenKulch, who decided that it was only necessary to use one castle against both your accounts, quite literally drove you into madness and caused you to start razing yourself, TenK using not much more than elite commanders and elite divisions with proper gear on correct terrain.  which means you can do a lot in this game if you apply some knowledge, hard work, skill, etc.  
What Angrim wrote is correct imo


Posted By: Brandmeister
Date Posted: 01 Mar 2016 at 21:29
A Google search of "ajqtrz raze himself" returned the following article:

https://illyriadtimes.wordpress.com/2015/08/10/high-leader-aj-uses-alt-to-raze-himself-ahead-of-bb-siege-doubles-down-on-surrender-demands/

I cannot speak to its veracity, other than the fact that ajqtrz himself explained his strategy.

I'm a little skeptical that one city could defeat many using only elite divisions. The most you could kill with a full elite army seems to be a few hundred troops.


Posted By: ajqtrz
Date Posted: 01 Mar 2016 at 21:52
Originally posted by BARQ BARQ wrote:

Remember there r some players who can't buy pres for real money but have enough incoming of gold (through sat accounts or a gold farming alt or thieving ) to buy pres from market and use it in there advantage . they buy the pres so that sellers get the money . 
u know if u only use pres for ur advantage (and not sell it for gold ) u still make big affects on results of conflicts as u can get +20% boast for basic res , and also a boast for attack and def values of troops . 
so i think option to buy/sell pres through in game gold lvls that advantage to an extent 


Okay, let's say you CAN sustain 100k army on the gold generated by one city through gathering, crafting, etc....  Is there a limit at which the city cannot sustain the army of a given size?  Of course there is.  And if you need supplies can you not get them with gold?  Of course you can.  And if you can turn prestige into in-game gold does that not mean you can have more gold than the guy who has no prestige?  Of course it does.  And, finally, if you have unlimited gold do you stop at 20 squares of sov?  Not if you don't need too.  And if you have 50 squares of sov does that not mean you can produce a lot faster?  It all adds up to fact that if you can generate X amount of gold without selling prestige, you can generate a lot more gold that AND selling prestige...which means, all things being equal, you CAN pay to win.

Remember, this is a theoretical problem waiting to become a reality (or perhaps already a reality?).  It's only a matter of time.

AJ


Posted By: ajqtrz
Date Posted: 01 Mar 2016 at 21:57
Originally posted by Inferno Inferno wrote:

Large amounts of gold can be acquired within the game with no need whatsoever for real money, so buying prestige, turning it into scrolls, then selling it on the market is no different from hunting, gathering and/or crafting and selling what you've collected or made on the market for gold, or straight up selling basic resources, in the end all players are still governed by troop production times and there is no way around that.

Pay to win in games like Illy is usually associated with acquiring power instantly or at a much faster pace than the normal non-paying player would, I don't believe that's possible here, the only edge a paying player could get over a non-paying one regarding troops is that +10% attack power, and that is still achievable for non-paying players through daily prestige.

The only aspect that I could think of that is borderline pay to win is the insta-build option, personally I don't like it, even from the perspective of a prestige user, but I don't really have time to get into it now.

Have a nice day :)


The buying of scrolls and selling them for gold is a lot more lucrative than gathering, crafting, etc.  And if you have the real money to do it, you can therefore generate a lot more gold.  As I just said above, and with gold you can have 50 sov squares pumping out units so the time factor is not a real throttle. 

As for the time factor, I think being able to produce troops at 800% would go a long way toward making things move more quickly.  Yet, I do think you are right that the "instant pay to win" crowd may not like it and avoid Illyriad.   But the "insta-build" is itself a nod to that crowd in my opinion.

AJ


Posted By: Sun Tzu
Date Posted: 01 Mar 2016 at 22:04
no need to be skeptical.  when your opponent loses the skill and work ethic required and can only manage a few hundred troops at a time.  for a majority of time elite divisions were all that was necessary.  he did all the damage to himself, at first without meaning to, then as time went on when the fever took ahold, started razing himself.  
That is why BB left him in the pathetic mess that he created, HE WASNT/ISNT WORTH TO FIGHT US. Couldve been a fun little war, at that time more than reasonable surrender terms from our end, instead turned into us questioning his sanity.  if thats a win for ajq then I pat him on the back of his straight jacket and send him on his way. 


Posted By: Brandmeister
Date Posted: 01 Mar 2016 at 23:10
Originally posted by ajqtrz ajqtrz wrote:

And, finally, if you have unlimited gold do you stop at 20 squares of sov?  Not if you don't need too.  And if you have 50 squares of sov does that not mean you can produce a lot faster?  It all adds up to fact that if you can generate X amount of gold without selling prestige, you can generate a lot more gold that AND selling prestige...which means, all things being equal, you CAN pay to win.

You clearly don't understand how sov works.

You can only build 20 structures. The basic resource consumption for 1-5 doubles at every level: 150, 300, 600, 1200, 2400. Even at 0 taxes, you can only produce a certain maximum amount of basic resources for production sovereign structures. So no, even with infinite gold, your production rate cannot be unlimited. You are limited by the practical aspect that if any of your basic resources run out while you are negative in that basic, all your sov structures will instantly fall apart. Above a certain consumption, it would be exhausting trying to ship in sufficient resources, although I know a few people who did it one month per year for tournaments, long before prestige sales were possible.

If you don't understand how sov works, I fail to see why anyone should take the rest of your P2W argument seriously. There is a practical amount you can boost even given limitless gold, which many accounts already had due to permasats.


Posted By: ajqtrz
Date Posted: 01 Mar 2016 at 23:17
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:

This thread should be changed to Unintended Nonsense. 

Firstly a player that razes his own towns and claims them as a victory should re-evaluate anything they post, though since AJ is miles above us mere mortals he does not have to consider that.


Be all that what it may, it's nice to know you will look past my weaknesses and take the time to consider and respond to my ideas.  I guess not all is lost.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


Now, to the nonsense posted and how dumb it really is. 

1. What you are saying here is that people should be limited to 45k spears and others to 45k cavalry. I am not sure what game you are playing, on most terrain with most players cav will get somewhere between 3:1-6:1 ratios. The defending player will not be able to generate enough def/s to over come the attack/s posed by the cavalry let alone marching to the target where the undersiege player will continue to generate attack/s where the attacking player is fixed for defense. In summary rubbish idea. 


Actually a (sort of ) good point.  My 45k is pretty much irrelevant though since whatever number you place there will have the same ratio between cav and other forces.  Right now many players favor plains to get that bonus, but their are similar bonuses for other types of troops on other terrain.  More to the point, if you are building a spear city on the plains, you might like to reconsider your strategy.  The same error might be as much building a cav city in a forest where cav doesn't do well and infantry does.  I the end it's what you build and where you build it that determines what size an army is needed to overcome your defenses.  And if you have more gold than the other guy (see above responses) you can have more troops, all other considerations being equal.  Right now the size of armies is limited only by the gold you are able to generate...a distinct advantage to those able to purchase prestige and sell it for gold.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


2. The problem with this particular strategy is that it takes a lot of time/investment and/or RL money to build these large towns. So this would have the reverse effect you would say and people wont risk their precious towns which is what occurs now. Having the complete opposite effect of what you are saying. The pvp is coming from the smaller dynamic towns where the large fat whale towns just get fatter. 

Well, at least you put in "or RL money" so I guess you do agree that RL money can help you in your goals.  As it stands now people don't risk their towns and most of Illy is pretty calm.  But that's their choice.  My point is that if I don't wish to risk my towns and my neighbor has the RL money to rebuild his any time he wishes he will probably be less intimidated by the idea of attacking me.  As for a lot of time and investment, that's true of anything for normal people, but there is little that can't be bought if your piggy bank is big enough, and bought fast.  There is the throttle of the research and I'm quite certain that's a good thing to have, but once you get to a certain size you can just capture the cities that have the research done as you need them.  Again, unlimited gold beats limited gold every time, no matter how high you put the "limit" on the limited gold.



Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:



3. This is counter productive, you would then have the coiners actually buying all of the crafted gear, leaving nothing for the poorer player. If I will do anything to win and I am paying to do that, I will ensure that by buying every single piece of advanced gear that the other player might need. That aside with both parties full stacking their armies with elites does not work as well as you would think.

You have a very good point.  If you limit the troops then the crafted gear becomes the next thing the player "pays [for] to win."  But of course, if he or she does that then he or she stimulates the creating of the crafted items and the gathering of the resources etc...with which to make them and instead of the player stimulating wars only they stimulate the economy as people rush to fulfill the need for gathered and crafted items.  At that point it's difficult to say what would happen.  Maybe their would be a real benefit to traders, gatherers, and crafters...not a bad scenario.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:



4.I dont know where to start with this particularly hopeless idea. You have 0 warfare experience in this game yet you are trying to outline a viable concept for war with 0 comprehension of the war mechanic. One of the things you fail to take into consideration here is travel distance. If I send an army from fellandire to Aindara, I cant make anything to replace that army till its dead. That in and of itself shows this is nonsense. I could go on, but i dont have the time to get out the crayons and outline how war mechanics actually work. 


Not sure why you can't produce troops why your army is in motion.  Seems to me I've done that a time or two.  As for commanders, yes you can send all five if you wish, but if you send two with 100,000 troops you would still have three at home while you used your 150 squares of sov to pump out 2000 per day or more...

As for the distances, if you have unlimited funds a couple of cities here and a couple of cities there, each with 200k troops or so should cover a lot of ground.  Again, it's the unlimited, or nearly unlimited resources that make the problem.



Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


You keep banging on about this concept of "pay to win". The only difference that has occurred now is that prestige can be traded. Previously, the rich players could allocate prestige to the alliance pool and go have at it. 


Actually, it's the relatively easy way they can supply anybody with prestige in exchange for gold that makes the difference.  Before you bought prestige and it could be used to basic raise resources, increase van speeds, etc.  It couldn't be used to pay for sov or anything requiring gold.  Now it can.  Now prestige is, in essence, an in game currency and can be easily exchanged for gold.  By allowing this the devs enabled rich players to, in essence, print their own money...because they can easily convert RL money into in-game money.

Now since gold can be used to do anything in Illy that you need done, with the exception of speeding up research, it's obvious that "pay to win" is 80% there.  And if you use your wealth to simply capture well developed cities (where the research is done already) in only a matter of months you can be a very large player.  And if you have an alliance doing this you have "pay to win."


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


You are not considering the one important aspect of this. Illyriad can not be pay to win as you cannot buy gold through the shop, you cannot instabuild armies, you cannot prestige research, you cannot speed up armies past the 50% FM, you cannot queue more than 2 buildings per queue. Need I go on?


You cannot buy gold directly but you can buy a much needed in-game asset, prestige.  And that you can easily trade for gold.
You cannot Insta-build armies but you can get pretty close with 1000% - 2000% sov.  (25x40 =1,000).  You cannot speed up armies but you can capture cities across the map and reduce times to about 4 days max.  And you can purchase the riding horses and equipment to go a bit faster than 50%  (25% fm, 25% riding horse, 15% extra light armour, 15% extra light weapon = 80%).  And if you have the gold to purchase all the gear needed and know that you can just replace it with more gold when you need it you will be more likely to use it.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


There is only a finite amount of gold in the server, it goes up and down depending on whats happening in game. Whilst there is only a finite amount of gold generated by the server this game cannot be a "play to win" game. If people are desperate to accumulate gold they will dilute the value of tomes and what not which in the end will see a stop trade on people selling prestige as they will perceive the return on investment in buying prestige will not be worth selling. 


I'm glad you noticed a possible self balancing feedback loop in the value of tomes.  Unfortunately, the cost of prestige is 0 to those who pay to win.  That's why it's so difficult to stop p2w.  If you value prestige at 0 you can sell it as low as you want so long as you are generating the gold you need.  Since prestige is far above 0 for the average player there will always be a market and thus the self balancing will not occur.  Self-balancing only occurs when the actual perception of value is relatively normalizes.  In Illy it's not, it's more of a polarized distribution along two axis.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


Players are also limited to how fast they can produce troops as well, traditionally I could out produce anyone running large negatives having to keep up by doing a lot of trading. Whilst others have large standing armies based on the fact that they have 7 food towns and higher taxes. The trade off there being they cant re-produce said army in a hurry. 


And if you had no limit of gold?  How big a deficit could you run then? And how big an army?  Which is exactly my point...by giving RL well-to-do players access to in-game gold via prestige trading you open the door to limitless armies because you can just buy more sov to speed things up, more prestige to speed things up, more armies to capture well researched towns to speed things up...etc...etc...etc...


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:



The rich player concept is also rubbish. This game is not played on an individual basis, it is an alliance based game. A
comprehensive understanding of how to wage war will trump a rich player any day of the week. There are some wealthy players in Shark/Vic/Unbow yet the wealth of that alliance group is not a major factor because if being a wealthy player was, sin would be dust by now simply down to the fact there are more players in those alliances which means a higher chance of people willing to spend money. This is a perpetual server and the players that have been playing for 5+ years have accumulated a significant amount of ingame wealth, and starting from before prestige was a tradeable item.
[/Quote

I'm not privy to the finances of players in any alliance except my own, and since I'm the only one in my alliance I have 100% knowledge of that aspect...lol.  However, if the rich player(s) and the "less rich" players are equally knowledgeable about how to fight a war, I'm putting my money on the rich player who can purchase whatever he or she needs to get the job done over the "less rich" player who has limited resources.  You seem to assume that p2w means the player isn't knowledgeable and thus the knowledge of the others will overwhelm him or her, or his or or her alliance. 

And no doubt people who have accumulated a "significant amount of in-game wealth" will do quite well for a long, long time.  But again, if I had to bet on a long, long war, my money would be on the one with the unlimited wealth over the one with even 5 years of accumulated riches. 



Your raise some interesting and provocative points.  Yet, you miss the fundamental problem in that once you allow the inflow of unlimited wealth you allow unlimited purchasing. And once you allow unlimited purchasing you allow pay to win.  It's not so much about the game mechanics but a fundamental flow of wealth into the game at a potential rate that makes it pay to win. 

On the more positive side you do present a good case for the rate of the flow into the game being slow enough that it might not actually develop into a pay to win, but I'm not happy with taking the wait and see route when some sort of limit on army size would put into place a throttle on the war side, which is usually where you find the pay to win crowd.

Of course that last statement may not be true.  My 10 years of playing online games like Illyriad says it is, but there are thousands of games I've never even heard of and thus it's only my impression.  Maybe there's pay to win in Farmland too.  I don't really know.  All I do know is that in the games I've played where that became an option it wasn't long before it was the only option.

Originally posted by ajqtrz ajqtrz wrote:

[Quote=Malek]

I think in the long run, you stick to philosophy and preaching your intellectual superiority and stay away from game mechanics since you clearly do not understand them and simply spew forth the first thing that comes out of your mouth. 


I would humbly suggest you broaden your perspective past simple game mechanics and investigate basic economics, human behavior and other games like Illyriad where play to win has become dominant.  I'm suggesting an improved game mechanics to keep the game away from p2w but understand that, as I've said before, "unintended consequences" are always lurking in the shadows.

Thanks for your comments.  Most of what you say did well to stick to the topic, and I appreciate that.

AJ






Posted By: mjc2
Date Posted: 02 Mar 2016 at 00:29
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:

You keep banging on about this concept of "pay to win". The only difference that has occurred now is that prestige can be traded. Previously, the rich players could allocate prestige to the alliance pool and go have at it. 


Actually, it's the relatively easy way they can supply anybody with prestige in exchange for gold that makes the difference.  Before you bought prestige and it could be used to basic raise resources, increase van speeds, etc.  It couldn't be used to pay for sov or anything requiring gold.  Now it can.  Now prestige is, in essence, an in game currency and can be easily exchanged for gold.  By allowing this the devs enabled rich players to, in essence, print their own money...because they can easily convert RL money into in-game money.

Now since gold can be used to do anything in Illy that you need done, with the exception of speeding up research, it's obvious that "pay to win" is 80% there.  And if you use your wealth to simply capture well developed cities (where the research is done already) in only a matter of months you can be a very large player.  And if you have an alliance doing this you have "pay to win."

this is incorrect.  you could always buy pres with gold in this game.  the sit feature allows a sitter to buy pres for you using their payment info and prior to scrolls coming out players regularly set up deals in GC using the sit feature to transfer pres.  this was done while the Devs where in GC talking to other people so it was always allowed.  the only thing the scrolls did to the pres market is place them on the market itself so buyers no longer had to trust sellers with their accounts through the sit feature.

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


You are not considering the one important aspect of this. Illyriad can not be pay to win as you cannot buy gold through the shop, you cannot instabuild armies, you cannot prestige research, you cannot speed up armies past the 50% FM, you cannot queue more than 2 buildings per queue. Need I go on?


You cannot buy gold directly but you can buy a much needed in-game asset, prestige.  And that you can easily trade for gold.
You cannot Insta-build armies but you can get pretty close with 1000% - 2000% sov.  (25x40 =1,000).  You cannot speed up armies but you can capture cities across the map and reduce times to about 4 days max.  And you can purchase the riding horses and equipment to go a bit faster than 50%  (25% fm, 25% riding horse, 15% extra light armour, 15% extra light weapon = 80%).  And if you have the gold to purchase all the gear needed and know that you can just replace it with more gold when you need it you will be more likely to use it.


your numbers here are also incorrect.  the highest you can possibly get troop sov is 800%.  this is 20sqs (max sov buildings you may build per city) x lvl 5(highest possible sov per sq) x 8%(if all 20 sqs give 3% troop sov bonus, which is the highest in game).  but doing this will cost you 48k of each basic per hour which is very hard to maintain and will take you days to set up not instantly.  you cannot claim lvl 5 sov or build lvl 5 sov buildings instantly, they both take time to build and cannot be pres built.  and this isnt even taking into account that most military players are running 200-400% troop sov anyway so the most a "play 2 win"(according to you) player can actually produce is 2-4 times as many troops as a non "pay 2 win" player and this will require a lot of basics management on their end to ensure they do not lose the sov bonuses.

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


Players are also limited to how fast they can produce troops as well, traditionally I could out produce anyone running large negatives having to keep up by doing a lot of trading. Whilst others have large standing armies based on the fact that they have 7 food towns and higher taxes. The trade off there being they cant re-produce said army in a hurry. 


And if you had no limit of gold?  How big a deficit could you run then? And how big an army?  Which is exactly my point...by giving RL well-to-do players access to in-game gold via prestige trading you open the door to limitless armies because you can just buy more sov to speed things up, more prestige to speed things up, more armies to capture well researched towns to speed things up...etc...etc...etc...


the gold deficit does not matter, we are telling you the big problem with army size is build time, you can only speed that up so much.  all of the calculations i have seen you use for potential troop production have been flawed on their basic assumptions.  actually read the limits everyone is telling you about and apply them to your math, then see what happens to the numbers you are worried about.  you are also ignoring the basics costs for troop sov.  you cant really move the amount of basics needed for the sov you are talking about in this game, cities simply do not have enough van capacity to do it.

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:



The rich player concept is also rubbish. This game is not played on an individual basis, it is an alliance based game. A
comprehensive understanding of how to wage war will trump a rich player any day of the week. There are some wealthy players in Shark/Vic/Unbow yet the wealth of that alliance group is not a major factor because if being a wealthy player was, sin would be dust by now simply down to the fact there are more players in those alliances which means a higher chance of people willing to spend money. This is a perpetual server and the players that have been playing for 5+ years have accumulated a significant amount of ingame wealth, and starting from before prestige was a tradeable item.
[/Quote

I'm not privy to the finances of players in any alliance except my own, and since I'm the only one in my alliance I have 100% knowledge of that aspect...lol.  However, if the rich player(s) and the "less rich" players are equally knowledgeable about how to fight a war, I'm putting my money on the rich player who can purchase whatever he or she needs to get the job done over the "less rich" player who has limited resources.  You seem to assume that p2w means the player isn't knowledgeable and thus the knowledge of the others will overwhelm him or her, or his or or her alliance. 

And no doubt people who have accumulated a "significant amount of in-game wealth" will do quite well for a long, long time.  But again, if I had to bet on a long, long war, my money would be on the one with the unlimited wealth over the one with even 5 years of accumulated riches. 



Your raise some interesting and provocative points.  Yet, you miss the fundamental problem in that once you allow the inflow of unlimited wealth you allow unlimited purchasing. And once you allow unlimited purchasing you allow pay to win.  It's not so much about the game mechanics but a fundamental flow of wealth into the game at a potential rate that makes it pay to win. 

On the more positive side you do present a good case for the rate of the flow into the game being slow enough that it might not actually develop into a pay to win, but I'm not happy with taking the wait and see route when some sort of limit on army size would put into place a throttle on the war side, which is usually where you find the pay to win crowd.

Of course that last statement may not be true.  My 10 years of playing online games like Illyriad says it is, but there are thousands of games I've never even heard of and thus it's only my impression.  Maybe there's pay to win in Farmland too.  I don't really know.  All I do know is that in the games I've played where that became an option it wasn't long before it was the only option.

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:



I think in the long run, you stick to philosophy and preaching your intellectual superiority and stay away from game mechanics since you clearly do not understand them and simply spew forth the first thing that comes out of your mouth. 


I would humbly suggest you broaden your perspective past simple game mechanics and investigate basic economics, human behavior and other games like Illyriad where play to win has become dominant.  I'm suggesting an improved game mechanics to keep the game away from p2w but understand that, as I've said before, "unintended consequences" are always lurking in the shadows.

Thanks for your comments.  Most of what you say did well to stick to the topic, and I appreciate that.

AJ





well the only 2 ways i can think of to prevent "pay 2 win" without using game mechanics are to either have the devs work for free or make the game "pay 2 play" which in both cases will just bring in illegal gold sellers(which would bring "pay 2 win" right back into the game) so if we do not allow the devs to make money off this game why should we allow others?  

and as for taking the "wait to see route" like you mentioned, this game has been around for over 5 years now with pres being able to be sold for gold in some way, if that isnt long enough for you then idk what is

as for your troop limit requirement, you would have to set it so high that it would take a year for someone to actually build that many troops which would make it completely useless.  the reason i am saying it would have to be that high is i can easily build cities that are capable of maintaining 100k troops and 320% troop sov without being negative in any item, including gold.  so your 45k troop limit is way too low.


Posted By: Brandmeister
Date Posted: 02 Mar 2016 at 02:42
Originally posted by ajqtrz ajqtrz wrote:

You cannot Insta-build armies but you can get pretty close with 1000% - 2000% sov. (25x40 =1,000).

You cannot have 40 sov squares. Your grasp of the game mechanics is flawed. Trying to run production sov V on 20 squares would give a basic 500%, and would consume 48000 resources per hour. It would take enormous effort to keep one city running at that level without a breakdown, let alone 8-10. You can't buy basic resources directly with prestige, so you would either need to run multiple supply accounts non-stop or purchase and shuttle huge volumes of resources from the hubs. A single successful troop or thief attack on your city would cause an instant collapse.

For fast production, I run four Sov IV and sixteen Sov III, and that requires a specially built production template that doesn't use a 7 food square.

For about the tenth time, please learn how to use the quote tags properly.


Posted By: BARQ
Date Posted: 02 Mar 2016 at 05:10
as said above u can't sov more than 20 sq and actually gold is not the main prob for sov to reduce troop production time and main prob is basic res and RPs remember with pres u can get 20% boast for all these things which allows u to get more sov for troops . 
plus consider this fact that now u can have upto 42 cities (limit on paper is 47 though but thats what one can achieve ) . and u can't even imagine to go pass 10-12 cities with out pres . so a player who can buy pres can go to 30-40 cities but some one who don't likes or can't pay RL money for pres will be limited to 10-12 now what ever troop limit u put for a town check the diff plus consider a pres buying player can get more troop sov as he has +20% boast for res and RP . he aslo has attack and def boast for his troops through pres . now is not this a Pay to Win situation ? when one can get all those boast while other can't 
Remember they only way to actually generate gold in this game is through tax by selling anything including pres items u only get that gold which others have already generated and are willing to give u in return of that item . so just stopping the ability to sell pres items will not resolve the matter as people already have that big amount of gold they r just not using it properly . while one who sells pres items and gather the gold to support his troops upkeep is actually sending that gold out of server so he is actually reducing the chance of having biggg armies. 
and just to tell i m a player who can't buy Pres for RL money and this option to buy pres for illy gold actually benefits me as i m a military player but never realised a prob for gold (although i don't sell pres items for illy gold) . as i have other means to get the gold the prob i face is that +20% boast for basic res production and RPs to get more troop sov


-------------
I m the most scarring dream of your life


Posted By: Tink XX
Date Posted: 02 Mar 2016 at 06:13
Originally posted by ajqtrz ajqtrz wrote:

Maybe there's pay to win in Farmland too.


It's Farmville, AJ, get it right! LOL Although it appears that there does indeed exist a knock-off of Farmville called Farmland. Kinda reminds me of "Nice" and "Adibas" running shoes that used to be sold on street markets in Russia in the days of my childhood. If you google "farmville revenues" you pretty quickly find out that said revenues hit 1 billion in 2013 Shocked Maybe it's not pay-to-win, but sure is pay-to-turnip.

I find it hilarious that you are lecturing Malek on the increase in troop production sov. Your entire post here is made out of false premises. This is such basic game mechanics that it requires zero peer reviewed academic research and/or syllogisms to comprehend it.

P.S. Being a player who hasn't bought prestige in the last 5 months and having run a few successful siege operations, I would like to know how much you were betting on the richer players winning. Tongue



Posted By: Hyrdmoth
Date Posted: 02 Mar 2016 at 14:10
Originally posted by Rill Rill wrote:

The bottom line is that wringing more and more money from a smaller and smaller group of players WILL have consequences for the game long-term.  This is the consequence, intended or not, that has me most concerned.
Now that aj's lack of knowledge of sovereignty has been comprehensively addressed, I would like to try and draw discussion back to Rill's point, which I think is interesting.

The vast majority of (or perhaps all?) free-to-play games rely on a small number of whale players who bring in the vast majority of the income for the developers of the game. This has consequences for the design of such games, which by necessity is skewed to keeping such players happy. All the other players only matter insofar as they keep the spending players happy.

It would result in a better game, and a more sustainable game in the long-run, if the same quantity of prestige was bought in smaller increments by a larger number of players. Trading of prestige makes that less likely, because a player can easily access moderate amounts of prestige with gold.

I'm not sure what the best thing to do is, but I would like the funding of the game to encourage the developers to continue work on Faction AI and other new content.

I think that increasing the in-game value of non-gold items would be good for the game (ie by adding the magic that would require the currently useless minerals, anatomies and herbs, or by changing the way that crafted items work - perhaps by increasing the maximum size elite divisions). How would this encourage a greater number of players to purchase modest quantities of prestige? I'm not sure.


Posted By: IbnSenna
Date Posted: 02 Mar 2016 at 17:45
Let's be comforted in the idea that some undocumented features in the game:
  • can happen
  • follow some rules
  • can be witnessed/obtained within the limits of an Illy player's lifetime
thinking of berries/fruit, diamond, mysteries, advanced crafted items, schools of magic, factions standing, portals, water ways, pathfinding…

I can remember some time when players in BL were unable to send diplos to Fortune Teller positions wihin the 23:59:59 limit…
This was mended!

So other features might be?


Posted By: palmz
Date Posted: 02 Mar 2016 at 22:40
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


You keep banging on about this concept of "pay to win". The only difference that has occurred now is that prestige can be traded. Previously, the rich players could allocate prestige to the alliance pool and go have at it. 


Actually, it's the relatively easy way they can supply anybody with prestige in exchange for gold that makes the difference.  Before you bought prestige and it could be used to basic raise resources, increase van speeds, etc.  It couldn't be used to pay for sov or anything requiring gold.  Now it can.  Now prestige is, in essence, an in game currency and can be easily exchanged for gold.  By allowing this the devs enabled rich players to, in essence, print their own money...because they can easily convert RL money into in-game money.

Now since gold can be used to do anything in Illy that you need done, with the exception of speeding up research, it's obvious that "pay to win" is 80% there.  And if you use your wealth to simply capture well developed cities (where the research is done already) in only a matter of months you can be a very large player.  And if you have an alliance doing this you have "pay to win."


..... you may say that Illyraid is nearly at the point where it is pay to win I reject this. I have played ture pay to win games and me=farm. However this game does not have a win scenario, if your goal is to be a city builder then yes it is can be a pay to win game as in your mind winning could be having the most citys.

Most would say pay to win is about using real money to have the best and most powerful armies in seconds, minutes, hours, or days. You pointed out how this could happen, others showed your arguments were flawed! Assuming you have seen this, you have chosen to ignore that this KEY POINT to your augment that has been shown as incorrect. Ouch



Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Malek Malek wrote:


You are not considering the one important aspect of this. Illyriad can not be pay to win as you cannot buy gold through the shop, you cannot instabuild armies, you cannot prestige research, you cannot speed up armies past the 50% FM, you cannot queue more than 2 buildings per queue. Need I go on?


You cannot buy gold directly but you can buy a much needed in-game asset, prestige.  And that you can easily trade for gold.
You cannot Insta-build armies but you can get pretty close with 1000% - 2000% sov.  (25x40 =1,000).  You cannot speed up armies but you can capture cities across the map and reduce times to about 4 days max.  And you can purchase the riding horses and equipment to go a bit faster than 50%  (25% fm, 25% riding horse, 15% extra light armour, 15% extra light weapon = 80%).  And if you have the gold to purchase all the gear needed and know that you can just replace it with more gold when you need it you will be more likely to use it.


I would like to see some recent scouting reports showing someone doing this. Should someone be doing this I would have to say it would be pushing up the prices for crafters attacking troops only drop 30 of the equipment of what was on the dead if my knowledge is correct. 

Seems like a lot of effort / money even for pay to win players.

Originally posted by ajqtrz ajqtrz wrote:

[Quote=Malek]
There is only a finite amount of gold in the server, it goes up and down depending on whats happening in game. Whilst there is only a finite amount of gold generated by the server this game cannot be a "play to win" game. If people are desperate to accumulate gold they will dilute the value of tomes and what not which in the end will see a stop trade on people selling prestige as they will perceive the return on investment in buying prestige will not be worth selling. 


I'm glad you noticed a possible self balancing feedback loop in the value of tomes.  Unfortunately, the cost of prestige is 0 to those who pay to win.  That's why it's so difficult to stop p2w.  If you value prestige at 0 you can sell it as low as you want so long as you are generating the gold you need.  Since prestige is far above 0 for the average player there will always be a market and thus the self balancing will not occur.  Self-balancing only occurs when the actual perception of value is relatively normalizes.  In Illy it's not, it's more of a polarized distribution along two axis.


You are making the assumption that a rich player has unlimited funds and will be happy to use all of it in the game, or an amount that would be seen as virtually unlimited. While the price of prestige has dropped recently but so have the prices of many key goods like cows. 

This suggests that these huge armies are not currently being built. I have not seen any reports of them running around killing anything in their path.  


[Quote=ajqtrz][Quote=Malek]

I think in the long run, you stick to philosophy and preaching your intellectual superiority and stay away from game mechanics since you clearly do not understand them and simply spew forth the first thing that comes out of your mouth. 


I would humbly suggest you broaden your perspective past simple game mechanics and investigate basic economics, human behavior and other games like Illyriad where play to win has become dominant.  I'm suggesting an improved game mechanics to keep the game away from p2w but understand that, as I've said before, "unintended consequences" are always lurking in the shadows.

Thanks for your comments.  Most of what you say did well to stick to the topic, and I appreciate that.

AJ



"basic economics", If you know anything useful about economics you would know that in real life basic economics = nothing. For you to misrepresent economics like this shows that any understanding you have of economics is rudimentary at best while you can define what some words mean and you can understand supply and demand graph

If you do not understand something please do not try to misrepresent it in the hopes no one 
will call you out on it. Unless I feel are using your understanding of economics, all arguments using it as a base will be considered plagiarised and ignored.

Now to google Ajqtrz and while I am at it can you please stop posting two or more times in a row it makes me want to disregard everything in those posts.

Really sorry about the wall of text everyone.


Posted By: ajqtrz
Date Posted: 02 Mar 2016 at 23:49
Palmz

I thank you for your opinion.  It was well expressed.  Sadly though I'm having a difficult time telling with what exactly you disagree.  You are correct that my knowledge of economic theory is less than other areas of study and thus I can probably make huge mistakes.  However, given that, I would truly appreciate a corrective instruction in what I said that was fundamentally incorrect.  And since you obviously have the economic background wouldn't it be nice to have a post on in what ways the introduction of increased trade options (meaning the ability to trade prestige for gold) into this economic system of Illy might effect the long term outlook?  At least that's as far as my limited study of economics has led me to believe. 

Really, put something together for us who struggle with all things economic.

AJ


Posted By: ajqtrz
Date Posted: 02 Mar 2016 at 23:53
Originally posted by Sun Tzu Sun Tzu wrote:

no need to be skeptical.  when your opponent loses the skill and work ethic required and can only manage a few hundred troops at a time.  for a majority of time elite divisions were all that was necessary.  he did all the damage to himself, at first without meaning to, then as time went on when the fever took ahold, started razing himself.  
That is why BB left him in the pathetic mess that he created, HE WASNT/ISNT WORTH TO FIGHT US. Couldve been a fun little war, at that time more than reasonable surrender terms from our end, instead turned into us questioning his sanity.  if thats a win for ajq then I pat him on the back of his straight jacket and send him on his way. 


Thank you for your opinion.  You have expressed it as well as it can be expressed.  Now if I could just find out why it's pertinent to the subject at hand. 

AJ



Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 00:00
Originally posted by Brandmeister Brandmeister wrote:

Originally posted by ajqtrz ajqtrz wrote:

You cannot Insta-build armies but you can get pretty close with 1000% - 2000% sov. (25x40 =1,000).

You cannot have 40 sov squares. Your grasp of the game mechanics is flawed. Trying to run production sov V on 20 squares would give a basic 500%, and would consume 48000 resources per hour. It would take enormous effort to keep one city running at that level without a breakdown, let alone 8-10. You can't buy basic resources directly with prestige, so you would either need to run multiple supply accounts non-stop or purchase and shuttle huge volumes of resources from the hubs. A single successful troop or thief attack on your city would cause an instant collapse.

For fast production, I run four Sov IV and sixteen Sov III, and that requires a specially built production template that doesn't use a 7 food square.

For about the tenth time, please learn how to use the quote tags properly.


And where are the instructions on how to use the quote tags properly?
Since I keep making mistakes ... though things often look right to me ... it would be nice if you did more than complain.  I'm willing to learn, how about a nice posted lesson?

Just a thought.

AJ


Posted By: Brandmeister
Date Posted: 03 Mar 2016 at 00:46
http://www.quatloos.com/Q-Forum/viewtopic.php?t=9348" rel="nofollow - A fine demonstration of how to use BB Codes and nested quotes. Read the very top section and then search box for the word Quotes.

Are you even going to acknowledge to anyone that your understanding of sovereignty was wrong, and that your predictions of extreme troop production speed are completely unfounded? This avoidance is what undermines your credibility. Several posters have pointed out a major flaw in your reasoning. You have posted several times, and yet have carefully avoided acknowledging your error. It seems unusual that you are nitpicking other people's posts, and yet as the original author have not taken a moment to address the very on-topic, completely factual refutations of your pet Pay-To-Win theory. Is this thread really a discussion about your ideas on Illyriad P2W, where you provide an impartial tone based on logic, or is it just another opportunity to give people a hard time for educating you about the game?


Posted By: Malek
Date Posted: 03 Mar 2016 at 01:18
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by ajqtrz ajqtrz wrote:

Be all that what it may, it's nice to know you will look past my weaknesses and take the time to consider and respond to my ideas.  I guess not all is lost.


Not going to look past your weaknesses, primarily as you dont look past those of others. 

Originally posted by ajqtrz ajqtrz wrote:


Actually a (sort of ) good point.  My 45k is pretty much irrelevant though since whatever number you place there will have the same ratio between cav and other forces.  Right now many players favor plains to get that bonus, but their are similar bonuses for other types of troops on other terrain.  More to the point, if you are building a spear city on the plains, you might like to reconsider your strategy.  The same error might be as much building a cav city in a forest where cav doesn't do well and infantry does.  I the end it's what you build and where you build it that determines what size an army is needed to overcome your defenses.  And if you have more gold than the other guy (see above responses) you can have more troops, all other considerations being equal.  Right now the size of armies is limited only by the gold you are able to generate...a distinct advantage to those able to purchase prestige and sell it for gold.


I really dont think you should be speaking about strategy especially me. I am yet to see you actually do anything of note (razing your own city does not count). 

Originally posted by ajqtrz ajqtrz wrote:

Well, at least you put in "or RL money" so I guess you do agree that RL money can help you in your goals.  As it stands now people don't risk their towns and most of Illy is pretty calm.  But that's their choice.  My point is that if I don't wish to risk my towns and my neighbor has the RL money to rebuild his any time he wishes he will probably be less intimidated by the idea of attacking me.  As for a lot of time and investment, that's true of anything for normal people, but there is little that can't be bought if your piggy bank is big enough, and bought fast.  There is the throttle of the research and I'm quite certain that's a good thing to have, but once you get to a certain size you can just capture the cities that have the research done as you need them.  Again, unlimited gold beats limited gold every time, no matter how high you put the "limit" on the limited gold.

Building cities fast only gets you so far. You cannot speed up the build speed of troops and sov only goes so far. Which makes you point worthless, you could have a small tuned town and take out your very large neighbour quite easily. 

Originally posted by ajqtrz ajqtrz wrote:

You have a very good point.  If you limit the troops then the crafted gear becomes the next thing the player "pays [for] to win."  But of course, if he or she does that then he or she stimulates the creating of the crafted items and the gathering of the resources etc...with which to make them and instead of the player stimulating wars only they stimulate the economy as people rush to fulfill the need for gathered and crafted items.  At that point it's difficult to say what would happen.  Maybe their would be a real benefit to traders, gatherers, and crafters...not a bad scenario.

Limiting troops is nonsense, I am not going to ever going to bother poking holes in a limiting troop numbers scenario. 

Originally posted by ajqtrz ajqtrz wrote:



Not sure why you can't produce troops why your army is in motion.  Seems to me I've done that a time or two.  As for commanders, yes you can send all five if you wish, but if you send two with 100,000 troops you would still have three at home while you used your 150 squares of sov to pump out 2000 per day or more...

As for the distances, if you have unlimited funds a couple of cities here and a couple of cities there, each with 200k troops or so should cover a lot of ground.  Again, it's the unlimited, or nearly unlimited resources that make the problem.


You are misconstruing my words to fit your narrative. According to the AJ Plan, if you can only have x troops, you cant make anymore even when on the move until they die, thats your theory, hence frozen production which makes limited troops more unrealistic. 

Not going to cover the 150 sov thing, I dont need to make you look more stupid about it than what you have already done yourself. 

Originally posted by ajqtrz ajqtrz wrote:


Actually, it's the relatively easy way they can supply anybody with prestige in exchange for gold that makes the difference.  Before you bought prestige and it could be used to basic raise resources, increase van speeds, etc.  It couldn't be used to pay for sov or anything requiring gold.  Now it can.  Now prestige is, in essence, an in game currency and can be easily exchanged for gold.  By allowing this the devs enabled rich players to, in essence, print their own money...because they can easily convert RL money into in-game money.

Now since gold can be used to do anything in Illy that you need done, with the exception of speeding up research, it's obvious that "pay to win" is 80% there.  And if you use your wealth to simply capture well developed cities (where the research is done already) in only a matter of months you can be a very large player.  And if you have an alliance doing this you have "pay to win."

You cant speed up troops or diplos, so having large amounts of prestige and gold, only gets you so far in this game. Not being able to speed those really degrades your premise of a P2W scenario. You could build a nice pretty 30k-40k town in a day, I could take it back in less than a day through various methods. 

Originally posted by ajqtrz ajqtrz wrote:


You cannot buy gold directly but you can buy a much needed in-game asset, prestige.  And that you can easily trade for gold.
You cannot Insta-build armies but you can get pretty close with 1000% - 2000% sov.  (25x40 =1,000).  You cannot speed up armies but you can capture cities across the map and reduce times to about 4 days max.  And you can purchase the riding horses and equipment to go a bit faster than 50%  (25% fm, 25% riding horse, 15% extra light armour, 15% extra light weapon = 80%).  And if you have the gold to purchase all the gear needed and know that you can just replace it with more gold when you need it you will be more likely to use it.


You really are proving you have absolutely no clue how this game actually works, I feel sorry for how lowly educated you are. 

20 Sov sq's, secondly speeding up those units takes away attack %. You should look at the effect that light gear has on a t2 cav unit. Especially an elven t2 cav, who move faster but with a lower attack score than a human knight. 

Originally posted by ajqtrz ajqtrz wrote:

Your raise some interesting and provocative points.  Yet, you miss the fundamental problem in that once you allow the inflow of unlimited wealth you allow unlimited purchasing. And once you allow unlimited purchasing you allow pay to win.  It's not so much about the game mechanics but a fundamental flow of wealth into the game at a potential rate that makes it pay to win. 

On the more positive side you do present a good case for the rate of the flow into the game being slow enough that it might not actually develop into a pay to win, but I'm not happy with taking the wait and see route when some sort of limit on army size would put into place a throttle on the war side, which is usually where you find the pay to win crowd.

Of course that last statement may not be true.  My 10 years of playing online games like Illyriad says it is, but there are thousands of games I've never even heard of and thus it's only my impression.  Maybe there's pay to win in Farmland too.  I don't really know.  All I do know is that in the games I've played where that became an option it wasn't long before it was the only option.


I would humbly suggest you broaden your perspective past simple game mechanics and investigate basic economics, human behavior and other games like Illyriad where play to win has become dominant.  I'm suggesting an improved game mechanics to keep the game away from p2w but understand that, as I've said before, "unintended consequences" are always lurking in the shadows.

Thanks for your comments.  Most of what you say did well to stick to the topic, and I appreciate that.

AJ

I skipped a few of your other parts mainly because, there is only so much of your postings I can read without alcohol. 
The only fundamental thing here that has been missed is your posting on how the game actually works. I cannot debate anything practically with a person whose base understanding of game mechanics is non functional. The majority of your argument on P2W is based on made up game mechanics. Instead playing the "wait and see route" try the explore and discover route first. 

You never humbly suggest, that is a thinly veiled turn of phrase that you use to try and make yourself look smarter. I am fully conversant and experienced in all aspects of this game and know how to use the economies of Illy and human behaviour? Not really going to bother with that, I have my method of using behaviours which will differ from everyone elses. As for trying other games? Why? I have been here nearly 5 years, why would I go elsewhere, the slow pace of the game is what keeps me here. 

We all know that you cannot admit that you were 100% in the wrong and will seek to shift the focus elsewhere. So unless you dont want to admit you do not know how the game works properly then "I humbly suggest" to not bother making an effort to continue this pointless thread as you have based it on a complete lack of knowledge of how the game works in its most basic form. 



Posted By: Rill
Date Posted: 03 Mar 2016 at 02:11
Even a stopped clock is right twice a day.  Just because aj made an error in his understanding of sovereignty doesn't negate his concerns regarding the possible consequences of prestige sales.  Rather than derailing the discussion with personal attacks, I suggest that folks meaningfully engage in the conversation or step back and let others say their piece(s).


Posted By: Malek
Date Posted: 03 Mar 2016 at 02:49
Originally posted by Rill Rill wrote:

Even a stopped clock is right twice a day.  Just because aj made an error in his understanding of sovereignty doesn't negate his concerns regarding the possible consequences of prestige sales.  Rather than derailing the discussion with personal attacks, I suggest that folks meaningfully engage in the conversation or step back and let others say their piece(s).

Seriously? 
AJ belittles everyone based on his supposed intellectual superiority. AJ is not a stopped clock, his logic on this topic is akin to a clock that cannot keep time and hence is never right. 

If prestige sales were an issue for a P2W scenario, don't you think that issue would have raised its head by now? Also, prestige sales were not uncommon before this anyway, it just made it a more legitimate way of purchasing tomes etc. Prior to this and since the inception of the game, Prestige could be bought for a person by making them a sitter and processing the transaction as a sitter in return for in game benefits. 
This also had no effect on the game. To date there has been no P2W scenario that has occurred. Due to the avoidance of the majority of the community to anything resembling PvP, I dont think there will be. Too many players are attached to their cities and until that changes any discussion for a P2W scenario is not worth mentioning. 


Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 03:51
Originally posted by Brandmeister Brandmeister wrote:

When prestige trading was first implemented, I worried that Illyriad would become P2W. Since then I have seen that my concerns have never come to pass.

Permasat accounts produce more gold and resources than most battle accounts can use. That was true long before prestige could be bought or sold. As others have pointed out, the limiting factor is production time. Even unlimited gold and 0 taxes can only drive up the production speed so far. A true P2W regime would allow the instant completion of troops in exchange for money (represented by virtual currency that can only be acquired in bulk with cash), and the instant acquisition of troop materials for currency.

This game has always had a natural balance between large cities that allow the acquisition of 10 cities (now limitless), and smaller cities that efficiently produce troops or advanced materials. Putting all the emphasis on big cities will just cause even more conflicts over good food locations. That's just as pseudo-P2W as selling prestige for gold, because as we have already seen, the big prestige buyers will just build bigger cities.

Also, crafted items are profitable and cost effective. I am one of the biggest crafters in the game, and it makes gold far higher than the opportunity cost. Your assertions otherwise show a complete lack of understanding of the crafting, equipment, and trade aspects of this game.

I'm honestly not sure what aspects of the game you are proficient at, but it definitely isn't military, trade, or manufacturing.
 
Let's see.  To craft enough items to support sov of the proper amounts you would have to craft and sell about four million gold a day.  Does our crafting do that?  Not that it matters much in this as it takes almost 0 time to crafts a scroll and it can sell in an instant as well.  Thus, I get millions for a couple minutes work at most and you get -   .what...hmm...thousands?  So yes, you CAN raise millions by crafting, but can you do it at 4 million a day?  I think not.  A single Tome sale could raise 1/2 Billion...500 million, enough to fund a 100k army for a number of months.  Have to wonder how many forest spears you have to produce to raise that kind of gold.  Please do the math for me as I don't understand crafting enough and can't figure out if taking a month to raise a couple of million is equal to taking five minutes to raise a half a billion.  Or maybe you don't understand how gold is the basis of the Illy economy and with enough of it you can do pretty much as you please.
 
Now do correct me if you do think you can keep up with the tome traders by crafting, gathering and trading.  It may be possible in some way of which I've not thought.  How about backing up the claim with some hard evicence?  The difference between what I'm saying and what you are is that I put examples and numbers with mine, you just make bold claims without the least concern with actually making an argument. 
 
Not sure how much gold a city can produce in a day.  Gold is 4 x pop so a 20k city could produce 80k of gold an hour or 24 x 80,000 -- 1.92 million a day.  10 cities at 1.9 million a day is a LOT of gold, and it's enough to support 100,000 troops.  But it's also good for only 90 days and takes some work transporting all that gold, but still doable.  On the other hand, 560 million in five minutes generates a lot more gold a lot faster and thus could support 500k of troops in five cities.
 
As for the balance of the city sizes I think you are probably right. But if you have unlimited resources you can have both large armies in some of our cities and large cities nearby for their pop.  A 30k city next to a 10k city is pretty good combination especially if the 10k has 100k troops in it.
 
You are correct that a "true" P2W game would be more P2W if you could just win instantly.  But time is relative and if I can win in Illy by becoming dominant in a year that sure beats the many, many years it would being a proficient trader, crafter and gatherer and then military expert.  P2W is done to shorten the time to winning not eliminate it.  For if you take some time to win you give yourself the illusion that it was you skill rather than your money.  At least that's what I think drives the p2w crowd.
 
AJ
 
 


Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 04:13
Originally posted by Malek Malek wrote:

Originally posted by Rill Rill wrote:

Even a stopped clock is right twice a day.  Just because aj made an error in his understanding of sovereignty doesn't negate his concerns regarding the possible consequences of prestige sales.  Rather than derailing the discussion with personal attacks, I suggest that folks meaningfully engage in the conversation or step back and let others say their piece(s).

Seriously? 
AJ belittles everyone based on his supposed intellectual superiority. AJ is not a stopped clock, his logic on this topic is akin to a clock that cannot keep time and hence is never right. 

If prestige sales were an issue for a P2W scenario, don't you think that issue would have raised its head by now? Also, prestige sales were not uncommon before this anyway, it just made it a more legitimate way of purchasing tomes etc. Prior to this and since the inception of the game, Prestige could be bought for a person by making them a sitter and processing the transaction as a sitter in return for in game benefits. 
 
This also had no effect on the game. To date there has been no P2W scenario that has occurred. Due to the avoidance of the majority of the community to anything resembling PvP, I dont think there will be. Too many players are attached to their cities and until that changes any discussion for a P2W scenario is not worth mentioning. 
 
A couple of questions.
 
Ignoring the personal attacks for the moment, how do you know that no P2W isn't occurring right now?  There are a lot of players and there are a lot of players generating very large armies.  Even the fastest p2w strategy takes some time.  So how is it you know this "fact?"
 
And if prestige sales were "not uncommon" can you tell me how common they were exactly? Are there statistics on such things?  Personal experience maybe?  I would honestly be interesed in this unknown part of my own analysis.  Since I've not been here long enough to have experienced the "not uncommon" sales of prestige it would be fascinating to compare the changes to see if there are more now or fewer.
 
Do try to contribute some information so we can all do a better job at addressing the question raised.
 
Thanks,
 
AJ
 


Posted By: Malek
Date Posted: 03 Mar 2016 at 06:41
For P2W to be occurring, you have to be at war who is at war apart from sin and vic/unbow/shark/tuna? No one. How many wars have there been since the end of the great war? Not many. The only real P2W in this game is by warring. Most of the alliances in this game all talk tough, but never really carry through with anything. 
I am certain that the people sin are at war with are not P2W as they have proven they will sacrifice towns and position. Sin is not P2W. This rounds out anyone in a P2W scenario "right now". 
As for building up? build away, when it comes time to put the p2w cities into play, you will find quite quickly that your version of p2w does not happen. This I know through experience. 

The gray market for prestige purchases was a hot topic for a while, transacions were processed through sitters, I know a few players that used to do this, one of them heavily. I was never in the prestige selling business as my RL money goes to my gaming and not someone elses. 
I think the biggest change in the prestige market is the fact that the price has significantly come down which would hamper a P2W as there dollar does not go as far. 
As there is no real outcome in Illy, the P2W scenario is largely irrelevant this is due to there being a perpetual server and the fact that the majority of the community really dont care. If there are any potential players that want to have a crack at a P2W scenario have at it. It is the dollars of those people that play the game that keep it going. 
Perhaps one of the reasons that there has been a slowdown of DEV interactivity and updates stems from the fact that there is not enough prestige being purchased to warrant an investment in releasing any updates in a timely manner. 



Posted By: Brandmeister
Date Posted: 03 Mar 2016 at 06:57
Originally posted by ajqtrz ajqtrz wrote:

how do you know that no P2W isn't occurring right now?  There are a lot of players and there are a lot of players generating very large armies.  Even the fastest p2w strategy takes some time.  So how is it you know this "fact?"

If you are actually versed in formal argument techniques, then surely you know that Malek cannot be asked to prove a negative. You just demanded hard evidence of others. As the person asserting that P2W happens here, the responsibility is yours to furnish proof positive that it has happened in at least one case. You cannot credibly make a theoretical argument based on a very flawed understanding of the underlying math, and then demand that other people prove you wrong with actual facts. This is your assertion, so put in the groundwork, or concede the point.

Many people here, including myself, have already demonstrated that true structural P2W cannot happen in Illyriad. You proposed a scale of 1000-2000% faster troop production or more. That is practically impossible given the constraints on basic resource production and the inability to instantly create basic resources. While prestige sales can produce immediate gold, that gold is only part of the equation of troop production. Either you can describe a city layout that can deliver the troop production speeds you suggest, or you must concede the point.

Now you are trying to morph this into an upkeep problem. While prestige sales can indeed help with upkeep, I do not find that any more disruptive than the alternate arrangement of using permasat farms. Military accounts in this game often run at 0% taxes and are supplied externally. Effectively their gold is nearly infinite, and so the bottleneck during tournaments and wars is the troop production rate, not the acquisition of more gold.

As long as the mathematical bottleneck in this game is troop production speed, nobody can sell prestige to attain a real P2W scenario. Production is limited by sovereignty, and sovereignty is limited by basic resource production, and basic resource production cannot be strongly influenced by either prestige (beyond the standard 20% boost) or augmented with gold derived from prestige sales (or any other gold source).

The worst that can happen with prestige items is that some players who are willing to pay some real money can come up the curve faster than normal. Rapid growth has always been the case in Ilyriad, vis a vis prestige building of captured cities. As Malek pointed out, people have also sometimes sold prestige for gold via the more awkward sitter mechanism. The main distinguishing point of true pay-to-win is the ability to far exceed the free-to-play accounts by huge factors. That cannot happen in Illyriad because the way troop production is currently structured, the best a wealthy player could do would be to rapidly achieve parity with a standard tournament or military account. They could not exceed the powers of those accounts regardless of additional spending, and so the time investment of slowly built accounts is preserved. As long as that parity isn't broken, this game cannot be accurately described as pay-to-win.


Posted By: Brandmeister
Date Posted: 03 Mar 2016 at 07:32
Your original statement:
Originally posted by ajqtrz ajqtrz wrote:

3) By limiting the size of armies you lay renewed emphasis on properly equipped armies over more soldiers. Currently it is not cost effective to use crafted items. But if my army is as large as it can get and I still need it to be more effective I can use crafted items to do so.

What you attempted to change it into:
Originally posted by ajqtrz ajqtrz wrote:

Let's see.  To craft enough items to support sov of the proper amounts you would have to craft and sell about four million gold a day.  Does our crafting do that?  Not that it matters much in this as it takes almost 0 time to crafts a scroll and it can sell in an instant as well.  Thus, I get millions for a couple minutes work at most and you get ... 


Don't try to change your statements. Your original assertion was that "currently it is not cost effective to use crafted items". I addressed that. Crafted items are very cost effective when properly used. As a result, it is profitable to craft certain items right now and sell them to competent customers.

The myths about "crafted gear is not cost effective" and the related "crafting is not profitable" are oft repeated and wholly incorrect. Both myths take for granted the outrageous price points in Centrum, which largely do not represent the real supply or demand of the crafted item niche market. A knowledgeable crafter can constantly produce a superior return by efficiently manufacturing in-demand items. Likewise, a smart player can use crafted gear to great effect. Over the years my customers have shared some shocking battle reports using crafted gear.

I don't really care if someone can sell a tome and make a lot of gold. Your statement that they produce in a couple minutes' work what I produce in weeks of crafting is misplaced. Their real world money has value, as does prestige. If they wish to trade me a few hours of their real world labor for the imaginary digital items that I enjoy crafting, perhaps I consider that a benign transaction. After all, the prestige sales you so decry also have a motivated buyer. Those free-to-play gamers are now able to enjoy the benefits of paid prestige without the requirement of investing real money into the game. I can only see that as a win-win. It isn't possible to break Illyriad with gold alone, so all this really boils down to is a more efficient market.


Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 17:51

When I was in college my best friend once said of me that I was always busy "re-supposing what others had pre-supposed."  It's a pretty good description.  I do tend to think outside the box and thus, sometimes make glaring mistakes.  If I were afraid of making mistakes, even glaring ones, I'd probably have missed some of the most important (and painful) lessons of my life.

So when I "re-supposed" the whole sov issue I first analyzed why there was this idea that you could only have 20 sov squares.  I knew from my own discussions and training that the cost was prohibitive once you had a sov square, lvl 3 more than a couple squares from you city, so it was obvious to me that the bases of the objection wasn't in the number of squares but in the cost of those squares, a point several people have made. 

However their assumption that you need to raise the sov to level 2 or 3 to be effective seems to me to be to be in error.  That you can have up to 150 squares is allowed led me to ask why the smart developers would have that level if it were either impossible or outside of the abilities of a person to sustain.  And that led me to do some calculations of my own.  Here they are.

I may have made a mistake somewhere in the following calculations and be wrong entirely.  I suspect somebody will rapidly re-do the math and will, no doubt, reveal to me my errors either in calculations or assumptions. I can accept that.

With a Chancery of Estates and Serjeanty research you can claim up to 150 sov squares.   We start with that assumption being true.  We also assume that if the developers allowed the claiming of 150 squares it could be done effectively, even if not efficiently.   The cost of the Chancery of Estates in basic resources upkeep is 800 wood, 3200 Clay and 1600 stone. An alternative would be to raise the Chancery of Estates to level 10 and do the Burbage research and limit yourself to 100 squares.  That greatly reduces the basic resources needed  to 550 wood, 1350 clay and only 88 stone.  But for now we are assume the full Chancery at lvl 20.  You might note that once you have the  Chancery you get a 40% discount so keeping it at lvl 20 will reduce your level 1 costs significantly.  My  guess is that once the developers realized the high cost of having sov of over 20 squares they put this in as a way to increase the sov squares available and usable.  And since the supporting troop type building only reduces the gold costs, there will be no need for that building since we have unlimited gold.

First what can a 5 square resource balanced city produce?

A plot can produce 2,538 in an hour.  Times 5 plots is 12,690.  (2,538*5 = 12,690).  Add the prestige boost we are at, 15,228. And if we use the proper buildings we get another 40% boost to 20,304.

Further improvements of up to 22% are possible.  For this exploration I assume the 8% geomancy spell is applied to the clay as it's the most used for Chancery building and while not totally eliminating the deficit does make it mostly modest.  (8% of 203045 is 1,624.32 and thus cuts the clay shortage incurred by the Chancery from 3200 to about 1600).

So our basic resource budget tops out at 20,304.  There are costs to this and with those costs the actual number is something around 15,000.  Other costs include the cost of building maintenance as discussed above, which vary from res to resource but which add up to about 8% for the three resources used by the Chancery. 

Now what combination of sov and unit production can be accomplished with that?  If we have 20 squares of level 3 sov the cost in resources is 600 per square per hour: 12,000 total (20 x 600).  For that we get a 15% x 20  production increase of 300%.  Not too impressive but not to bad either.   And if we continue adding level 3 sov squares, each square adds 15% to our production rate.  Since, at maximum resource production is 15,000 we have about 5 more squares we can add at lvl 3 before we outstrip our ability to feed the sov.  A total of 25 sov squares times 15% for a total improvement of about 375%.    Not great,  but acceptable.  And that’s sustainable without importing anything but gold and and books to cover the research points (we'll look at the gold and research points farther down).

Of course, if we lower those 25 sov square levels to level II we get a 250% (25 x 10%)  boost at a cost of only 7,500/hr (300 x 25).  Even adding another 10 squares we get a 300% boost at 10,500 per hour. (35 x 300).  And so on.  In the end we arrive at the equation which shows us that with 15,000 basic resources we can sustain 50 level 3 sov squares.  At this point it's just basic math.  The cost of each square does not change with the distance so we just divide the amount of available hourly basic resource by the cost: 15,000/300 = 50. And 50 squares is 500% improvement... quite nice!

But of course, the real costs are not in the basic resources but in the distance from the city and it's growing cost of gold and research points.  So lets take a hypothetical example and see where it leads.

Let's take 120 level 1 sov squares and lay them out around a hypothetical city in the dessert.  A nice balanced 5 food city.  If you have 120 squares of lvl 1 sov it costs 49,436 gold and 4943.6 research per hour.  The farthest you would have your sov square would be 6 squares away, and highest multiplier based upon distance would be 6.08 or 608/hr.  (6.08 x 100).  But of course, distance has no bearing on the amount of the resources needed so you have almost all the resources since the actual maximum production is about 15,000 and the cost of the 120 sov lvl 1 squares appears to be 18,000/hr (150 x 120).  This is, of course, 12,000 / hr above what you can sustain (3,000 x 4 resources) but since you have a level 20 Chancery of Estates you get a 40%  discount anyway and that adds up to far 6,000/hr.  It is unclear to me if the benefits of the Chancery apply to basic resources, but even if they don't a negative 3,000/hr adds up to only 288,000 resources per day (4x 72k), an amount you can easily bring in or have delivered. 

So 120 squares is doable from the point of resource production.  You will have to import at most 96 carts of resources per day to cover the 72k shortfall in each resource ( 3,000/pr hr * 24 hours * 4 resources) but that's pretty minor if you have the prestige to move your carts.  And even if you subtract some resources used to support your city you can still import enough with about two trips to your local hub/market a day.

But of course, it's the gold and research points that have limited sov for the most part.

Since the distance is the crucial factor in calculating the cost of each of our squares we can use the following grid to compute the cost of each square.

 

1

2

3

4

5

6

7

1

1.41

 

 

 

 

 

 

2

2.24

2.83

 

 

 

 

 

3

3.16

3.61

4.24

 

 

 

 

4

4.12

4.47

5.00

5.66

 

 

 

5

5.10

5.39

5.83

6.40

7.07

 

 

6

6.08

6.32

6.71

7.21

7.81

8.49

 

7

7.07

7.28

7.62

8.06

8.60

9.22

9.90

 

When we do that we get the following grid:



 

 

 

 

608

600

608

 

 

 

 

 

 

 

 

583

538

510

500

510

538

583

 

 

 

 

 

565

500

447

412

400

412

447

500

565

 

 

 

583

500

424

361

316

300

316

361

424

500

583

 

 

538

447

361

283

224

200

224

283

361

447

538

 

608

510

412

316

224

141

100

141

224

316

412

510

608

600

500

400

300

200

100

x

100

200

300

400

500

600

608

510

412

316

224

141

100

141

224

316

412

510

 

 

538

447

361

283

224

200

224

283

361

447

538

 

 

583

500

424

361

316

300

316

361

424

500

583

 

 

 

565

500

447

412

400

412

447

500

565

 

 

 

 

 

583

538

510

500

510

538

583

 

 

 

 

 

 

 

 

608

600

608

 

 

 

 

 

The number in the square represents the multiplier times 100, the cost of gold for level one sov square.  Since research points are 10% of the gold costs, we can use both charts to compute the gold and research costs.

Calculating our 120 sovereign square we find at level 1 they cost us 1,186,464 (add up the total of the squares in the second chart) in gold each day and 118,646 in research points.  The gold is no problem as we have that in unlimited quantities.  And as for the research pts, if you use books you can convert them to research points.  Thus, since you get 20 research pts per book it would take just over 5932 of books a day (118,646 / 20).  Of course you can have a building for making some books, but you can also purchase 6k of them at, current value, 410 gold.  But for sake of fluctuation we can bump the price to 500 per book.

But all this is sort of academic and exaggerated because you get that 40% discount so, actually your needs are only 60% of these numbers. The gold output would be 711,878 and the books needed, about 3560 a day, or 1,780,000 (500 x 3560) in gold.  Since you have unlimited gold you can spend about 2.5 million a day and have your 120 squares of sov and your 600% speed increase.  And with 30 more squares you could use to produce even more you can reach a maximum of 750% unit production speed.  I suspect, though I have not done the math, that the 1,000% level is reachable, but doubt that you could do the 2,000% I suggested, though I suppose with unlimited funds even that could be reachable as everything needed can be bought.

In summary, to sustain 120 level 1 sov squares you would need to import at most 288k of basic resources, 3.5k of books (minus what you produce of course), and 711,878 in gold.  And it may be that with a careful placing of other level 2 squares you may actually do even better.  Now here's the fun part.  Once you have that sov with a 600% production bonus, you can produce troops.  How many and how fast you ask?

If you have kobolds at 3 minutes 5 seconds and speed them up by a factor of 6 you get 2802 per day.  At that rate it would take you right at 35.68 days.  In just over a month you could have your 100k army and some fun.

100,000 troops from one city with only modest importing needed.    Yes, the troops will cost you some too, but again, you just buy that.

So it appears to me my first intuitions were correct.  36 days, 100k,  and no limits.

"The point of sovereignty is not necessarily to be able to do something efficiently; rather the point is that you can do more of it, more quickly, at high cost."  Albatross, May 11, 2011, Illyriad forums.

I repeat.  I may be mistaken in some way and have calculated sov costs incorrectly.  You are certainly right that I don't know as much about sov as I would like.  But still it's nice that you all took the time to read my post.

 AJ

 

 

 

 

 

 

 

 



Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 18:11
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Your original statement:
Originally posted by ajqtrz ajqtrz wrote:

3) By limiting the size of armies you lay renewed emphasis on properly equipped armies over more soldiers. Currently it is not cost effective to use crafted items. But if my army is as large as it can get and I still need it to be more effective I can use crafted items to do so.

What you attempted to change it into:
Originally posted by ajqtrz ajqtrz wrote:

Let's see.  To craft enough items to support sov of the proper amounts you would have to craft and sell about four million gold a day.  Does our crafting do that?  Not that it matters much in this as it takes almost 0 time to crafts a scroll and it can sell in an instant as well.  Thus, I get millions for a couple minutes work at most and you get ... 


Don't try to change your statements. Your original assertion was that "currently it is not cost effective to use crafted items". I addressed that. Crafted items are very cost effective when properly used. As a result, it is profitable to craft certain items right now and sell them to competent customers.



There is no change.  The first statement refers to the use of crafted items, the second to the production of crafted items.  The first says it's not really cost effective to use crafted items, the second questions if you can produce enough crafted items and sell them to sustain a large army in comparison using the selling of prestige. 


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:


The myths about "crafted gear is not cost effective" and the related "crafting is not profitable" are oft repeated and wholly incorrect. Both myths take for granted the outrageous price points in Centrum, which largely do not represent the real supply or demand of the crafted item niche market. A knowledgeable crafter can constantly produce a superior return by efficiently manufacturing in-demand items. Likewise, a smart player can use crafted gear to great effect. Over the years my customers have shared some shocking battle reports using crafted gear.


Good points all.  But of course since I'm not knowledgeable about such private sales and the "real" Illy economy, I have only what I have to go on.  And I do know that crafted items are listed at sometimes outrageous price points.  Often the buy price is 1/2 of the sell price.  But that just means you have to make more of them to actually sell them and maintain the army of which we speak.  The TOME price is not the asking price but the willing to pay price currently listed in Centrum.  Thus if I had a tome it's the actual price somebody is willing to pay at this point.

And I did not say crafting was not profitable, but that in comparison to selling unlimited prestige it's not competitive.  It cannot compete with 1/2 billion sales.  If you have evidence to the contrary I'd love to hear it.

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:


I don't really care if someone can sell a tome and make a lot of gold. Your statement that they produce in a couple minutes' work what I produce in weeks of crafting is misplaced. Their real world money has value, as does prestige. If they wish to trade me a few hours of their real world labor for the imaginary digital items that I enjoy crafting, perhaps I consider that a benign transaction. After all, the prestige sales you so decry also have a motivated buyer. Those free-to-play gamers are now able to enjoy the benefits of paid prestige without the requirement of investing real money into the game. I can only see that as a win-win. It isn't possible to break Illyriad with gold alone, so all this really boils down to is a more efficient market.


So you do agree that it would take you "weeks" to craft enough items to compete with the gold generated by the sale of prestige.  At least we've made it that far.  And you seem to be saying you don't really care if somebody purchases a lot of prestige it's a benefit to all of us.  I agree.  It's not the prestige sale of which I'm "decrying" but the ability to use the prestige to "win" the game without the long hard work a less financially endowed person would need to invest.  There's nothing morally wrong with p2w but unless you consider it's impact on the other players of the game and have a sense of the need to maintain a level playing field as much as possible.



Posted By: Hyrdmoth
Date Posted: 03 Mar 2016 at 18:11
AJ.

Please go to, Research Tree --> Sovereignty --> Subjects (2nd row, 2nd from right end).


Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 18:14
Originally posted by Hyrdmoth Hyrdmoth wrote:

AJ.

Please go to, Research Tree --> Sovereignty --> Subjects (2nd row, 2nd from right end).


Please go to Research Tree--> Socage, --> Sejeanty  (3rd row, last item in the row)

Thanks

AJ


Posted By: Hyrdmoth
Date Posted: 03 Mar 2016 at 18:16
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Hyrdmoth Hyrdmoth wrote:

AJ.

Please go to, Research Tree --> Sovereignty --> Subjects (2nd row, 2nd from right end).


Please go to Research Tree--> Socage, --> Sejeanty  (3rd row, last item in the row)

Thanks

AJ
AJ.

Do you know what a sovereign structure is?


Posted By: Count Rupert
Date Posted: 03 Mar 2016 at 18:23
It really doesn't matter whether your math for the sov costs for 120 squares is correct or not.  You're confusing being able to claim sov claims and being able to make use of those claims through the construction of structures on your sov.  You're only allowed a maximum of 20 structures, period.  It's why most do not claim more than 20 sov squares as you can not make use sov squares above 20 to boost production.  20 structures built somewhere on 20 of your vast 120 sov claims at level 1 will garner you a 100% boost in troop production, not the 600% you're claiming.  If you look at the research tree you'll see there is a line for what level you can raise a claim to.  There is a research tree for how many squares you can make claims on and there is a research tree for how many structures you can build be built on your claims.  There are reasons why one might make claims in excess of 20 squares, increasing production isn't one of them.


Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 18:36
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Originally posted by ajqtrz ajqtrz wrote:

how do you know that no P2W isn't occurring right now?  There are a lot of players and there are a lot of players generating very large armies.  Even the fastest p2w strategy takes some time.  So how is it you know this "fact?"


If you are actually versed in formal argument techniques, then surely you know that Malek cannot be asked to prove a negative. You just demanded hard evidence of others. As the person asserting that P2W happens here, the responsibility is yours to furnish proof positive that it has happened in at least one case. You cannot credibly make a theoretical argument based on a very flawed understanding of the underlying math, and then demand that other people prove you wrong with actual facts. This is your assertion, so put in the groundwork, or concede the point.


Actually you could prove it as the set if finite and thus you could make a survey of 100% and have absolute certainty it's not happening.  But of course that's probably impossible.  My point is that your statement that it isn't happening isn't any more provable than saying it isn't.  And, more to the point, I've never said that p2w IS happening, but that it COULD happen. 

As for the ground work.  Done.  Take a look and correct what glaring errors you find because according to everybody there must be some real big ones.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Originally posted by ajqtrz ajqtrz wrote:


Many people here, including myself, have already demonstrated that true structural P2W cannot happen in Illyriad. You proposed a scale of 1000-2000% faster troop production or more. That is practically impossible given the constraints on basic resource production and the inability to instantly create basic resources. While prestige sales can produce immediate gold, that gold is only part of the equation of troop production. Either you can describe a city layout that can deliver the troop production speeds you suggest, or you must concede the point.


The city layout of which you speak is already posted.  Do take a look. You see, I do hold myself to standards and if I ask others to provide the calculations they use, I do the same.

I've actually conceded the point in the last post.  I implied that 750% is probably the top percentage and stated that 2,000% while probably theoretically doable, is not likely.



Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Originally posted by ajqtrz ajqtrz wrote:


Now you are trying to morph this into an upkeep problem. While prestige sales can indeed help with upkeep, I do not find that any more disruptive than the alternate arrangement of using permasat farms. Military accounts in this game often run at 0% taxes and are supplied externally. Effectively their gold is nearly infinite, and so the bottleneck during tournaments and wars is the troop production rate, not the acquisition of more gold.


Actually those who claim that 20 squares is the max have been the ones who "morphed" this into a upkeep problem.  Do read the immediate responses to my initial post.  In the midst of the rhetoric of "aj's an idiot" are the explanations by which they claim the 20 sov square limit, the real one being that you can't pay for more squares...i.e. pay the upkeep.

I agree with you that the production rate is the problem, but if I maintain a production rate of 1,000% for very long I pretty much outstrip those who don't have the billions I can raise to do so.  Do look at my analysis of an actual city layout that could, as I understand it now, work to produce 600% production increase.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

[QUOTE=ajqtrz]
As long as the mathematical bottleneck in this game is troop production speed, nobody can sell prestige to attain a real P2W scenario. Production is limited by sovereignty, and sovereignty is limited by basic resource production, and basic resource production cannot be strongly influenced by either prestige (beyond the standard 20% boost) or augmented with gold derived from prestige sales (or any other gold source).


This is true if you must rely upon your own res production.  But basic resources are cheap and readily available. I've actually done contract supply of basic resources so there are players willing to deliver if you have the gold.  In the end, if you have no limit on gold you have no limit on contract deliveries of basic resources.  Thus, the amount of gold you posses determines the amount of resources you can deliver to your warehouses.  For some reason sov doesn't care if YOU produced the basic resources or the city down the street.

Thus, your basic assumption that YOU have to produce the basic resources needed is incorrect.

[Quote=ajqtrz][QUOTE=Brandmeister] [QUOTE=ajqtrz]
The worst that can happen with prestige items is that some players who are willing to pay some real money can come up the curve faster than normal. Rapid growth has always been the case in Ilyriad, vis a vis prestige building of captured cities. As Malek pointed out, people have also sometimes sold prestige for gold via the more awkward sitter mechanism. The main distinguishing point of true pay-to-win is the ability to far exceed the free-to-play accounts by huge factors. That cannot happen in Illyriad because the way troop production is currently structured, the best a wealthy player could do would be to rapidly achieve parity with a standard tournament or military account. They could not exceed the powers of those accounts regardless of additional spending, and so the time investment of slowly built accounts is preserved. As long as that parity isn't broken, this game cannot be accurately described as pay-to-win.


I agree it would be harder to p2w here.  But you argument rests on an assumption that you cannot sustain more than 20 sov squares.  I think with unlimited gold you can.  As for the ratio of p2w vs f2p  I would suggest that the ratio is a lot larger than you envision.  Even a modest player like myself who invests about five dollars a month or so can achieve a lot, but not an army of 100k every 36 days.  Look at my analysis and see where the flaws might be.  If I'm right then you may need to re-think your assumptions.

What you are saying, I think, in essence, is that troop production throttles even the richest player and makes it impossible to actually do p2w.  But if troop production could be enhanced to 1,000% would that be significant enough to make a p2w person able to enact p2w?  I think it could.

Do analyze my post and see what you think.

AJ



Posted By: ajqtrz
Date Posted: 03 Mar 2016 at 18:40
Originally posted by Count Rupert Count Rupert wrote:

It really doesn't matter whether your math for the sov costs for 120 squares is correct or not.  You're confusing being able to claim sov claims and being able to make use of those claims through the construction of structures on your sov.  You're only allowed a maximum of 20 structures, period.  It's why most do not claim more than 20 sov squares as you can not make use sov squares above 20 to boost production.  20 structures built somewhere on 20 of your vast 120 sov claims at level 1 will garner you a 100% boost in troop production, not the 600% you're claiming.  If you look at the research tree you'll see there is a line for what level you can raise a claim to.  There is a research tree for how many squares you can make claims on and there is a research tree for how many structures you can build be built on your claims.  There are reasons why one might make claims in excess of 20 squares, increasing production isn't one of them.


Thank you.  Now I see my error.  I am wrong and everybody else is right.  I see no way around this limit.

AJ

LOL, and you thought I'd be more tenacious.....

What threw me was the supposition I had that sov was used for building.  Don't really know any other reason for it, but I suppose there are some.

And with that, we've reached the final episode of this discussion in my mind.  I've learned a lot and am glad somebody figured out my mistake.  Wish I'd done it myself, but hey, I'm not as smart as some people think I think I am.  LOL.

AJ


Posted By: Lagavulin
Date Posted: 03 Mar 2016 at 19:13
claiming rare herb or minerals is one use of them.  Not going to cover the extra 100 sov one can claim, but still.....

Also sov level 5 can be used to help exo to a spot that is otherwise forbidden by the presence of rival cities.




Posted By: palmz
Date Posted: 03 Mar 2016 at 23:50
Aj the economic points felt over simplified and were not in context. The way it was written just did not sit right. For someone who fully understood what they were talking about when they are very good at debating. 

I did have a longer answer but this had moved past the point where I felt posting it would be appropriate.

Thankyou and sorry for dredging up old information.


Posted By: ajqtrz
Date Posted: 06 Mar 2016 at 23:39

In a recent post on “Unintended Consquences,” after a long discussion of my claim that one could use prestige, and thus unlimited gold, to make Illyriad into a “pay-to-win.” The scenario I presented was pretty clear, but, after quite a lengthy discussion, was wrong. Just plain incorrect.

I looking back I’ve pinpointed the process by which I wasn’t getting the message that it wouldn’t work and my interlocutors were frustrated (if I interpret the tone of their posts correctly), that I just didn’t believe them.

Here is a bit of analysis and some quotes by which you might see better how easily, in this case, things fell apart.

In my initial post I laid out the following scenario by which a person could pay-to-win:


“A player or alliance decides they wish to win at any cost, both in game and out.

Said player or alliance purchases large amounts of prestige with real world currency.

Having purchased the prestige they then sell the prestige in the form of prestige scraps etc...

Now, having large amounts of gold with which to sustain huge armies city sizes are irrelevant.

So they build huge armies with which to dominate their opponents who, had they had the same real world financial abilities, might do the same.”


Nothing in this says the armies would be dependent on sov, but of course, that is rightfully implied.

So one of my locutionors responded with:

“You clearly don't understand how sov works.

You can only build 20 structures. The basic resource consumption for 1-5 doubles at every level: 150, 300, 600, 1200, 2400. Even at 0 taxes, you can only produce a certain maximum amount of basic resources for production sovereign structures. So no, even with infinite gold, your production rate cannot be unlimited. You are limited by the practical aspect that if any of your basic resources run out while you are negative in that basic, all your sov structures will instantly fall apart. Above a certain consumption, it would be exhausting trying to ship in sufficient resources, although I know a few people who did it one month per year for tournaments, long before prestige sales were possible.

If you don't understand how sov works, I fail to see why anyone should take the rest of your P2W argument seriously. There is a practical amount you can boost even given limitless gold, which many accounts already had due to permasats. “

And he was fully correct.

But....

Notice that the needed information that I missed, “You can only build 20 structures” is sandwiched between an initial claim that I “don’t understand sov” and a whole paragraph stating that nobody should take my arguments seriously. The twin sweeping claims overshadowed the needed information because they were, I think, not really attempts to clarify but to clarify AND undermine the speaker – myself. And the second was the message I got. A much exaggerated example might be “Your’re an idiot for thinking that cars don’t need fuel and I don’t pay any attention to stupid people like you,” which might result in an argument about the intelligence of the person in which the person misses entirely the point that cars need fuel.

That, I think, is the first mistake. But of course, the real mistake at that point was on my part as I pretty much ignored the very next sentence, “You can only build 20 structures.” If I would have read that carefully, I would have re-worked my argument and not spent the next few days building an argument on an incorrect premise.

The was reinforced by twin uses of “sov.”  One was literal, the other metonymic, used to represent the building of buildings on sov squares, a related process. In other words, literally understanding sov is understanding the in’s and out’s of claiming sov and of putting buildings on some of the sov squares. The building of structures is a part of the whole sov process, but not a necessary part. So a literal “you don’t understand sov” would mean the claiming of sov with it’s costs, and not necessarily a claim about also not understanding structures on sov squares. That I took “you don’t understand sov” to mean I don’t understand how to make sov claims and the costs of those claims, is obvious. That the poster meant “you don’t understand sov and the use of buildings on that sov” is obvious. He used “sov” as a metonymy (a part to represent the whole) and I more literally. And from that my mistakes in my scenario piled up.

I could have done it better. I could have read more closely. And, if I may be bold enough to suggest that the poster may have himself improved his communication by simply not starting out with a broad and all-encompassing statement that would put any player on the defensive. He may, of course, disagree. All of which shows how difficult it is, once you take an adversarial stance against another person, to hear them.

In the end it was when another poster repeated the key fact that you can’t have more than 20 buildings, that I retracted my statement about the scenario. The second post, the beginning of which reads:

“It really doesn't matter whether your math for the sov costs for 120 squares is correct or not.  You're confusing being able to claim sov claims and being able to make use of those claims through the construction of structures on your sov.  You're only allowed a maximum of 20 structures, period.  It's why most do not claim more than 20 sov squares as you can not make use sov squares above 20 to boost production ….“

This was instantly heard because it made a claim I could verify when it said, “Your’re confusing being ble to claim sov claims and being able to make use of those claims...” and wasn’t preceded by a sweeping statement about my lack of ability. It enabled me to go back and re-interpret “you don’t understand sov” as a metonymy and then to actually get the correct statement “you can only build 20 structures.”

In summary I believe the lions share of the blame is my own. I should have been calmer and received the correction with a more generous spirit and I certainly should have read more carefully since what was needed was always there.

AJ





Posted By: Hyrdmoth
Date Posted: 07 Mar 2016 at 00:57
AJ, given the ... detail in your own posts I would think it only polite for you to read carefully the replies that you receive.

Obviously in this case I just had to find an excuse to reply because I'm gutted not to have my replies to you in that thread analysed.


Posted By: Brandmeister
Date Posted: 07 Mar 2016 at 03:18
You have routinely flamed others for not reading your posts carefully, even though they are a dozen large paragraphs in length. I gave you a single, concise paragraph explaining how sovereignty functions, and why that prevented your pay-to-win scenario, and you didn't even read it carefully.

I put you on the defensive? Really. My statement was correct: you didn't understand how sovereignty works. My experience with you has been that you blow off any and all valid points that might contradict your opinions, without considering their merit. I see nothing new here, except the added twist of blaming me for not making my point more palatable for you (amusing, given your own stance on preaching at us).

If I reacted negatively, perhaps it is because I am weary of you lecturing us about changing game mechanics that you haven't actually taken the time to understand. You did that with crafted items, then trade hubs, and now with selling prestige. I would respect a process that started by asking questions, rather than one that short circuits a thorough examination in favor of skipping straight to preaching your desired solution. If you preach, you automatically presume a stance of authority relative to everyone else, and if your facts are wrong or your understanding is deeply flawed, then you should expect to get called on it immediately, and none too politely.


Posted By: Tensmoor
Date Posted: 07 Mar 2016 at 14:33
I find his use of large words quite amusing when coupled with incorrect sentences. Unfortunately the amusement is not enough to encourage me to wade through it all.


Posted By: ajqtrz
Date Posted: 07 Mar 2016 at 19:27
Originally posted by Hyrdmoth Hyrdmoth wrote:

AJ, given the ... detail in your own posts I would think it only polite for you to read carefully the replies that you receive.

Obviously in this case I just had to find an excuse to reply because I'm gutted not to have my replies to you in that thread analysed.


LOL.  I could go back and do so if you like.  NOT!

But you are right.  I should be better disciplined and try not to react emotionally to things said, especially in a sweeping manner.  But of course we've all made mistakes, have we not?  The only thing a person can do when they make a mistake is to apologize and try to do better.   Anything else is probably beyond mere mortals like me.

AJ




Posted By: ajqtrz
Date Posted: 07 Mar 2016 at 19:30
Originally posted by Tensmoor Tensmoor wrote:

I find his use of large words quite amusing when coupled with incorrect sentences. Unfortunately the amusement is not enough to encourage me to wade through it all.


You are probably correct that I occasionally do use incorrect grammar and syntax.  If you have found a case of such, do try to be specific as I'm always in the mood for improvement and one cannot improve much is one is unwilling to see his or her errors or if, being blind to them, is willing to be shown what others plainly see.  I'm pretty familiar with that failure at this moment, so do let me know of what sentence or sentences you refer.

Thanks,

AJ


Posted By: Dungshoveleux
Date Posted: 07 Mar 2016 at 22:47
All this reads like Mr Logic from Viz...


Posted By: Tensmoor
Date Posted: 08 Mar 2016 at 13:22
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Tensmoor Tensmoor wrote:

I find his use of large words quite amusing when coupled with incorrect sentences. Unfortunately the amusement is not enough to encourage me to wade through it all.


You are probably correct that I occasionally do use incorrect grammar and syntax.  If you have found a case of such, do try to be specific as I'm always in the mood for improvement and one cannot improve much is one is unwilling to see his or her errors or if, being blind to them, is willing to be shown what others plainly see.  I'm pretty familiar with that failure at this moment, so do let me know of what sentence or sentences you refer.

Thanks,

AJ

I would suggest you start with your post above and (carefully) analyze your use of words. If you want a more specific case then please try to spot the error in this snippet.
Quote one cannot improve much is one is unwilling to see his or her errors




Posted By: ajqtrz
Date Posted: 16 Mar 2016 at 22:32
Originally posted by Tensmoor Tensmoor wrote:

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Tensmoor Tensmoor wrote:

I find his use of large words quite amusing when coupled with incorrect sentences. Unfortunately the amusement is not enough to encourage me to wade through it all.


You are probably correct that I occasionally do use incorrect grammar and syntax.  If you have found a case of such, do try to be specific as I'm always in the mood for improvement and one cannot improve much is one is unwilling to see his or her errors or if, being blind to them, is willing to be shown what others plainly see.  I'm pretty familiar with that failure at this moment, so do let me know of what sentence or sentences you refer.

Thanks,

AJ

I would suggest you start with your post above and (carefully) analyze your use of words. If you want a more specific case then please try to spot the error in this snippet.
Quote one cannot improve much is one is unwilling to see his or her errors




Yep, a typo slipped by me.  Sadly such typos are the hardest to spot, much harder than grammar problems I think.

Thus, it would be interesting to figure out how many of my mistakes are just typos and how many are actually incorrect grammar or syntax.  I suspect typos cover most but not all.

As for the "wading through it all" it may be necessary to do more editing, but I do believe, generally speaking, my writing is not repetitive.  Which means I'm only saying what I wish to say and not much else.

AJ


Posted By: ajqtrz
Date Posted: 16 Mar 2016 at 22:35
Originally posted by Dungshoveleux Dungshoveleux wrote:

All this reads like Mr Logic from Viz...


Who is "Mr Logic from Viz?"

Aj


Posted By: ajqtrz
Date Posted: 16 Mar 2016 at 22:38
Having made the mistake mentioned above I went back and re-did the analysis of my claim that it is possible to "p2w."  What I found was that, even with a 20 building limit is is possible to get to over 800% unit production AND do so at a cost of about 5 million gold a day.  Supplies would have to be sent on a schedule but it can be done. 

On the other hand, I doubt the coordination could be maintained for long as it would take very well spaced deliveries to the local storage buildings to keep things running smoothly and that would take more than one person committed to the effort.  In the end the production of 100k spears would take about 36days (if my memory serves me right) and that isn't too bad.

So while I still maintain it is possible, if it is done it would have to be done by a very organized and disciplined alliance with the desire to "p2w."

AJ

PS.  If you want the numbers they can be supplied.



Posted By: Rill
Date Posted: 16 Mar 2016 at 22:39
100k spears in 36 days will not win much of anything.  Unless you were fighting me, but my armies are pathetic.


Posted By: Sun Tzu
Date Posted: 17 Mar 2016 at 04:05
Yep, a typo slipped by me.  Sadly such typos are the hardest to spot, much harder than grammar problems I think.

Thus, it would be interesting to figure out how many of my mistakes are just typos and how many are actually incorrect grammar or syntax.  I suspect typos cover most but not all.
-ajacjizz

wtf? are you an actual real person cus im having trouble understanding how an actual human being can think the way you do.....  im sure youll give me a story bout how as a small child you were prone to debate with yourself, something that is quite commonplace, till bout 11 or 12 or so.  however as a grown college educated man and professor of all things, id think youd have more experience with what it is that you choose to debate about.  
SHUT UP OR I WILL SHUT IT FOR YOU.


Posted By: Bobtron
Date Posted: 17 Mar 2016 at 05:43
Originally posted by ajqtrz ajqtrz wrote:

Having made the mistake mentioned above I went back and re-did the analysis of my claim that it is possible to "p2w."  What I found was that, even with a 20 building limit is is possible to get to over 800% unit production AND do so at a cost of about 5 million gold a day.  Supplies would have to be sent on a schedule but it can be done. 

On the other hand, I doubt the coordination could be maintained for long as it would take very well spaced deliveries to the local storage buildings to keep things running smoothly and that would take more than one person committed to the effort.  In the end the production of 100k spears would take about 36days (if my memory serves me right) and that isn't too bad.

So while I still maintain it is possible, if it is done it would have to be done by a very organized and disciplined alliance with the desire to "p2w."

AJ

PS.  If you want the numbers they can be supplied.



I'm going to trust that you did your calculations right, that 5 million gold per day can get 800% unit production, with 100k spears in a month or so. However, from my experience, non-paying players can also easily get 5 million gold per day, thus discrediting the idea that only paying players can "p2w" and do what is written above.

In 2015, I used to own an arterium mine, and while operating below full capacity, I could get 3 mining trips per day, each with 100 miners. So that works out to be 200 arterium per day.  I also had several specialized swordsmiths, enough to build 300 war axes from the arterium daily. Back then, war axes sold for around 14k each, working out to be 4.2 million per day*. This was from an underdeveloped city of only ~4,000 pop. Once the mine is maxed out on capacity, profits would be over 6 million per day. Furthermore, this is only using several of the city's 20 plots,  once all other plots are utilized effectively, more money on top of that 6 million could be gotten.

Therefore, a player with 2 accounts, one making money as described above, and the other churning out troops, it would be more than possible to accomplish what "p2w"ers could do.

(You may say that arterium is scarce and only available to a few. But you could also easily accomplish 5 million per day with any other crafted equipment, like plainsmen armour, or animal-scale armour)

I believe a more effective argument against "p2w" would  be the ability to buy more equipment from the market, rather than sov costs.

*costs of basic equipment like swords are negligible




-------------
I support the Undying Flame!


Posted By: DeathDealer89
Date Posted: 17 Mar 2016 at 06:17
I think the bigger point that is in his example it would take 9 cities to support that 1 super city.  So the player that just used all 10 of his cities would crush him.


Posted By: Pellinell
Date Posted: 17 Mar 2016 at 13:09
BS. Ive never bought prestige and there are few with larger armies. One can make plenty trading and harvesting/mining to pay for large armies.


Posted By: Brandmeister
Date Posted: 17 Mar 2016 at 14:11
Originally posted by DeathDealer89 DeathDealer89 wrote:

I think the bigger point that is in his example it would take 9 cities to support that 1 super city.  So the player that just used all 10 of his cities would crush him.

Exactly. One crazy theoretical city at 800% is worth 9 standard barracks. Except a 9 city account wouldn't run 0% sovereignty on each city. With the normal 150-200%, the typical 9 city account would crush that hyper-specialized account by a factor of 2.5-3x.

I find this 800% number to be absurd. 20x sov 5 would be 500%, and that is the absolute maximum you could build. The sov costs would be astronomical for the basic resources. You would never, ever be able to obtain and then ship in enough basic resources to support that. The 800% number vs 500% also assumes finding a solid block of +3% military sov, which is only possible in a very few rare locations in the tundra or desert.

Again, no offense to ajqtrz, but why are we accepting theoretical city configurations from a player who doesn't understand or use sovereignty? Have any of you ever seen a 20x5 city that produces items or units? It would be a stunt, not a real city. I run an 8x4, 12x3 city on all +8% sov, and any more than that would require shipping in tremendous amounts of basic resources. The cost doubles at every level. You would need at least 2-4 accounts supporting that one account just to keep things at break even, and shuttling resources around would drive you crazy.



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