Coming Soon: Sovereignty - Brace For Impact
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Topic: Coming Soon: Sovereignty - Brace For Impact
Posted By: GM Stormcrow
Subject: Coming Soon: Sovereignty - Brace For Impact
Date Posted: 08 Jul 2010 at 19:19
SOVEREIGNTY - BRACE FOR IMPACT
Hold
your horses, though - it's not live yet! But it will be, soon (tm).
The
schedule is for a phased release. Much of the pre-planning and
pre-release changes have been made already, and you can read about the
visible parts of these in the various Herald updates. But we are
talking completion in days from now, not weeks. It's more
important for us to get it all right than to rush it out if certain
areas haven't been fully tested; and we think when you read the posts
below you'll agree that it's all worth waiting for.
In the
meantime, Sovereignty is a game-changer,
and we know many of you are itching to find out what it all means so
you can carefully start planning (using the World Map and a calculator)
what Sovereign Squares you intend to claim, as well as the NAPs and
Confederations you might suddenly wish to rescind 
We know it's a huge wall of text, but
read it carefully and it should all make sense. If you have comments or
questions, stick them in this thread and we'll try to answer them.
So,
without further ado, here's a guide to Sovereignty.
Regards,
GM
Stormcrow
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Replies:
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 19:20
|
SOVEREIGNTY
WHAT
IS IT? Sovereignty is an ingame mechanism whereby player
cities may stake a claim to territory on the map outside their city.
Essentially,
you are extending your empire outside the walls of your city, and
getting the denizens of these squares to bend to your will, and support
your city.
Sovereignty is owned by the city that the claiming
player claims his or her Sovereignty from.
There are different
levels of Sovereignty, each providing additional benefits, options and
bonuses to the holding city, player and/or alliance.
Players may
compete for Sovereignty over a square, either by putting in a competing
claim of Sovereignty, or by capturing the city that holds Sovereignty,
in which case whatever Sovereignty remains after the Siege is complete
is transferred to the capturing player.
WHAT BENEFITS DO I GET FROM SOVEREIGNTY There
are some inherent benefits to Sovereignty:
- New Players will
not have their first city seeded on a Sovereign square
- Existing
Players (except the Sovereignty holder) may not settle a new city on a
Sovereign square
- The Sovereignty holder may build
Sovereign Structures on these squares that provide benefits to the
owning city (more on these Structures below)
- Different
levels of Sovereignty on a square also provide defensive benefits to the
player (and alliance) that holds Sovereignty.
WHAT SQUARES CAN I CLAIM SOVEREIGNTY
ON?
You may claim Sovereignty on any square in the game with the exception
of a) Settled Squares (Squares with Towns on them) and b) the Impassable squares (Lake, Loch, Volcanic peak, Fiery
mountain, Canyon & Swampland).
Different types of map square have different benefits and bonuses for
Sovereign Structures.
You may claim NPC Map squares for the
purposes of Sovereignty and Sovereign Structures, and these have more
exceptional bonuses.
WHAT ARE THE LEVELS OF
SOVEREIGNTY? There are 5 Levels of Sovereignty:
- SOVEREIGNTY I
Only the Sovereign city may
settle a new city on the square Occupying, Blockading and Sieging
(Hostile) Armies receive a 1% Penalty to Defense Sovereign Structures
Level I may be built
- SOVEREIGNTY
II
Only the Sovereign city may settle a new city on the square Occupying,
Blockading and Sieging (Hostile) Armies receive a 2% Penalty
to Defense Sovereign Structures Level II may be built
- SOVEREIGNTY III
Only the Sovereign city may
settle a new city on the square Occupying, Blockading and Sieging
(Hostile) Armies receive a 3% Penalty
to Defense Sovereign Structures Level III may be built
- SOVEREIGNTY IV
Only the Sovereign city may
settle a new city on the square Occupying, Blockading and Sieging
(Hostile) Armies receive a 4% Penalty
to Defense Sovereign Structures Level IV may be built
- SOVEREIGNTY V
Only the Sovereign city may
settle a new city on the square Occupying, Blockading and Sieging
(Hostile) Armies receive a 5% Penalty
to Defense Sovereign Structures Level V may be built
WHAT ARE THE COSTS OF CLAIMING
SOVEREIGNTY? I'm glad you asked. Nothing is for free 
To claim Sovereignty on a square you
have to win the hearts and minds of the NPC residents who reside on that
square to work for your cause.
In practical terms, this means
providing them with Cultural and Scientific values (represented by
Research Points) as well as hard, cold cash (represented by Gold).
Claiming
and maintaining Sovereignty will cost the claiming city an hourly
upkeep of Gold and Research Points.
This hourly upkeep is
modified by two things:
- The level of Sovereignty you claim,
and
- The distance of the Sovereign square from the claiming
city
The formula for calculating the costs of a Sovereignty
claim is as follows:
COST OF SOVEREIGNTY CLAIM
- 10
Research Points per Hour, and
- 100 Gold Per Hour
- Each
number multiplied by Sovereignty Level being claimed
- Each
number multiplied by Distance from the claiming City
|
EXAMPLE Claiming
Sovereignty II on the square directly to the North of your
City will cost the following:
- Research Points: 10 x
- Sovereignty
Level: 2 x
- Distance: 1 Square
- = 20 Research Points
per Hour
- Gold Cost: 100 x
- Sovereignty
Level: 2 x
- Distance: 1 Square
- = 200 Gold per Hour
Claiming
Sovereignty IV on a square 2 squares North and one square West will
cost:
- Research Points: 10 x
- Sovereignty Level: 4 x
- Distance:
2.23 Squares
- = 89.2 Research Points per Hour (Rounded to 89)
- Gold
Cost: 100 x
-
Sovereignty Level: 4 x
-
Distance: 2.23 Squares
-
= 892 Gold per Hour
|
Before you initiate a new Sovereignty claim or (an
upgraded Sovereignty claim) on a square you will be informed of the
hourly costs. HOW DO I INITIATE
A SOVEREIGNTY CLAIM?Well, firstly you'll need to
research some new Skills. - Sovereignty
Unlocks
the Sovereignty skill tree. This Skill is a pre-requisite for any
involvement in Sovereignty.
There are then 5 skills relating to
how many Sovereign Squares you may claim from a particular city: - Serfs
Allows you to claim up to 3
Sovereign Squares per city
- Peasants
Allows
you to claim up to 6 Sovereign Squares per city
- Thralls
Allows you to claim up to 10
Sovereign Squares per city
- Lieges
Allows
you to claim up to 15 Sovereign Squares per city
- Subjects
Allows you to claim up to 20
Sovereign Squares per city
There are also new skills
relating to the Level of Sovereignty you may claim: - Landholding
Allows you to Claim
Sovereignty Level I
- Tenancy
Allows
you to Claim Sovereignty Level II
- Fiefdom
Allows
you to Claim Sovereignty Level III
- Vassalage
Allows you to Claim
Sovereignty Level IV
- Feudalism
Allows
you to Claim Sovereignty Level V
To start a claim for Sovereignty you will need to stamp your
authority on a square - and this means sending an army to Occupy the
square. The army does not need to remain on the square during
the time it takes to claim sovereignty, it just needs to be there for
the initial claim or Sovereignty upgrade. However, if you leave
the army on the square, the time it takes to claim Sovereignty is
halved. To start your claim, simply click on the Occupying Army
and select "Claim Sovereignty". HOW LONG DOES IT TAKE TO CLAIM SOVEREIGNTY?Sovereignty
takes time to claim. - Sov I: 24hrs
- Sov II: 48hrs
- Sov
III: 72hrs
- Sov IV: 96hrs
- Sov V: 120hrs
These
are additive, and you must complete the claim for Sovereignty I before
you can claim for Sovereignty II. Therefore Sovereignty V will
take 15 days to achieve if you are not occupying the square with an
army, and 7.5 days to achieve if you are occupying the square with an
army. During this period your Sovereign Claim on the square will
slowly increase from 0% to 100%. Once 100% is reached, the square will
take on the new Sovereignty level. HOW CAN I SEE SOVEREIGNTY ON THE MAP?Mousing
over or clicking on a square on the World Map will display information
about: - Who owns (or is claiming/competing for) Sovereignty
there
- What the Sovereignty level is (and progression towards a
new level, if appropriate)
- What Sovereign Structures have been
built there
The "Influence Borders" option on the World Map
will also highlight claimed territory. We are looking at putting
icons onto Sovereign squares once structures have been built on them,
although this is unlikely to be in place for the launch of Sovereignty. HOW DO I GIVE UP SOVEREIGNTY/CANCEL A
CLAIM?- Go to the New "Sovereignty" tab in your
Castle
- Select the square you wish to give up sovereignty on from
the list
- Select "Cease Claim"
Your Sovereign
percentage will begin dropping (from 100% to 0%) at twice the speed it
took to claim Sovereignty in the first place. When it reaches 0%,
the Sovereignty level will be lost, and any Sovereign Structures built
on the square that relied on the Sovereignty level being in place will
be levelled down as well. HOW
DO I COMPETE FOR SOVEREIGNTY WITH ANOTHER PLAYER?If the
player has Sovereignty on the square already you must remove their
Sovereignty before you can claim your own. You will need to match
the Sovereignty Upkeep amount for that particular
Sovereignty level, with - of course - your own Distance modifier
applied, so players closer to the Sovereign square claim Sovereignty
more cheaply.
In the event of 2 (or more) identical claims for Sovereignty on a
square without anyone's army on the square, the Sovereign ownership %age
is "blocked" and will remain unchanged. However,
whilst an army from one of the claimants is occupying the square, their
claim for Sovereignty will be paramount, and Sovereignty will be lost by
the current player at twice the normal claim speed.
So, the procedure to sieze Sovereignty is: - Park an army
on the square
- Initiate your Sovereign counter-claim by clicking
on the Army and choosing "Claim Sovereignty"
- You will see how
much this claim will cost you to compete, if you wish to proceed, select
"Claim Sovereignty"
- Hold the Square to remove your
opponent's Current Sovereignty Level until the Square returns to being
non-Sovereign again. As your opponent's Sovereignty levels fall, it
becomes cheaper to maintain your counter-claim
- Re-Initiate
your own claim to build your own Sovereignty
WHAT OTHER EFFECTS ARE THERE FOR PLANTING A
HOSTILE OR NEUTRAL ARMY ON A SOVEREIGN SQUARE?We're also
glad you asked. Whilst a Hostile or Neutral Army is in Occupation
of a Sovereign Square: - The Sovereign Square holder will
immediately cease to gain any Sovereign Structure Benefits from that
square
- The Hostile or Neutral Army will siphon off the
resources (being generated by a Resource Sovereign Structure) or the
resources being pumped in (in the case of a Production Sovereign
Structure) - see the post below for more details on Sovereign
Structures.
The Army will fill to its carrying capacity, after
which the additional resources are simply lost.
So, planting an
occupying hostile army on someone else's Sovereign Square is not only a
method of siphoning substantial resources from the owning City, it can
also be used to halt or reverse Sovereign claims. WHAT NOTIFICATIONS DO I GET WHEN MY
SOVEREIGN SQUARES ARE AFFECTED?Players will receive email
notifications regarding Sovereignty Claims that involve them, as well
as when hostile armies take posession of Sovereign Squares. Because
the residents of that Sovereign Square are under your sway, they will
also report the player name and town name that the hostile or neutral
army belongs to, but they're not educated enough to make a guess at
military numbers - for that you will still need to scout the army's
location.
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 19:21
|
SOVEREIGN
STRUCTURES
WHAT
ARE THESE? They are the
meat between the resource-buns of the Sovereign sandwich.
They
allow cities to specialise in
different production and support roles.
When you have Sovereignty
on a
Square, you may build a Sovereign Structure on
it, providing you have the required skill.
These Sovereign
Structures may be levelled up, but only to the same level as the
underlying Sovereignty you currently hold. So you cannot build a Level V
Structure on a square that you only hold Sovereignty Level IV at.
Once
a Sovereign Structure is built, the serfs and peasants who live on the
square set to work in the type of Sovereign Structure you built,
providing additional benefits to the holding city.
You may only
build one Sovereign Structure on a Sovereign Square, and if you
wish to build a different type, you will have to tear town the current
structure first and rebuild from scratch.
Sovereign Structures
fall into 2 Main Categories:
- Resource Sovereign Structures, and
- Production Sovereign
Structures
There are 5 Levels of each
Sovereign Structure, indicated as I through V.
Taking them in
turn:
RESOURCE
SOVEREIGN STRUCTURES
These are:
| RESOURCE STRUCTURE |
BONUS TO |
Logging Camp
|
Wood |
| Earthworks |
Clay |
| Mineshaft |
Iron |
Gravel Pit
|
Stone |
Farmstead
|
Food |
Building one of these
Structures
provides %age bonuses to resource production in the holding city for the
relevant basic resource type.
HOW MUCH BONUS DOES A RESOURCE SOVEREIGN STRUCTURE GIVE? This
depends on the resource distribution of the underlying terrain on which
they are built.
The formula is:
[Sovereignty
Structure Level] x [Relevant Resource Distribution] x 0.2 = %age Bonus
So,
building a Logging Camp I on a square that has 5 wood underlying it
will give:
1 x 5 x 0.2 = +1% bonus...
... to Wood
Production in the holding city.
On the same square, a Logging
Camp V will give +5% bonus to Wood
production in the holding city. Building a Logging Camp IV on a
square with 7 wood will give +5.6% bonus.
Again,
players will be informed of what bonus the Structure will provide
before they build the Structure.
WHAT KIND OF BONUS WILL BUILDING A RESOURCE STRUCTURE ON AN
NPC SQUARE GIVE? These Squares have historically
always been 0|0|0|0|0 squares (ie zero wood, zero clay etc).
They
have been reseeded with semi-random permutations given 25 available
'plots'
and you can see these permutations on the map now.
By
semi-random, we mean that certain square types have had a propensity
towards a certain resource abundance:
- Ancient Forests tend
towards Wood
- Barrows tend towards Clay
- Abandoned
Mineshafts tend towards Iron
- Standing Stones tend towards Stone
- Dolmens
tend towards Food
- Ruined Towers have a random propensity
So
one might
find an NPC square with (eg) 20 Food on it, and building a
Farming Community V here would provide:
5 x
20 x 0.2 = +20% Food Bonus to the holding
city
These NPC squares remain unsettlable to new
towns.
NPC Faction spawns (and NPC resource spawns) on these
Sovereign-held NPC squares will continue as usual, and will
co-exist peacefully.
... At least, for the moment...
WHAT DO RESOURCE STRUCTURES COST TO UPKEEP? Resource
Structures do
not cost any additional upkeep, beyond the cost of maintaining
Sovereignty on the square (Gold and Research Points).
PRODUCTION SOVEREIGN STRUCTURES
These
are:
| PRODUCTION
STRUCTURE |
BONUS TO |
| Cattle Rancher |
Livestock |
| Bladesmith |
Swords |
| Renderer |
Leather Armour
|
| Farrier |
Horses |
| Bowyer |
Bows |
| Poleturner |
Spears |
| Bridlemaker |
Saddles |
| Plate Forger |
Plate Armour
|
| Armourer |
Chainmail Armour
|
| Engineering Yard |
Siege Blocks
|
| Papermill |
Books |
Brewers' Yard
|
Beer |
| Finishing School |
Diplomatic Units
|
Training Ground
|
Spearmen Units
|
Target Range
|
Ranged Units
|
Military Academy
|
Infantry Units
|
Jousting Yard
| Cavalry
Units
|
Assembly Yard
|
Siege Units
|
These Structures provide bonuses to the speed at which your city
produces
items and units.
The speed increase is an increase to the number of items produced per
hour in that city, and it therefore slighty differs from upgrading the
underlying building, although the nett effect (things get built faster) remains the same.
On the production menus for each building in your city you will be given
additional information on "Items Produced Per Hour", and how Sovereign
Structures are affecting this number.
Please note that we do not
currently have Production Structures that increase either Mana, Gold or
Research Points - although this may change in the future.
HOW MUCH BONUS DOES A PRODUCTION
SOVEREIGN STRUCTURE GIVE?
Depending on the focus taken by the city, the Square Chosen, Sovereignty
Level claimed and
the Structure Level built... "a lot".
Cities can now specialise in production areas - both of secondary
resources (Livestock, Swords etc) as well as unit types (Cavalry,
Diplomats etc).
All Production Sovereign Structures give an increase to the hourly
production speed of the Sovereign Holding town for the Structure's bonus
type, according to the following formula:
( 5 + [Additional Terrain Bonus] ) * [Sovereignty Structure Level]=
%age Bonus Whilst
you can build any Production Structure on any Sovereign
Square, different Terrain Types give an additional 1%, 2% or 3% bonus to
the per Structure Level figure. So instead of the %age Bonus running from 5% to 25% (for Sovereignty Structure I through V),
it can also run from 6% to 30%, 7% to 35%, or 8% to 40%.
These Terrain Types and Extra Bonuses are:
| Terrain Type |
Structure |
Extra Bonus |
Abundant crops
|
Brewer's Yard |
3% |
| Sharp crags | Bladesmith |
3% |
Abundant Quarry
|
Plate Forger |
3% |
| Craggy peaks | Armourer |
3% |
| Wooded land | Poleturner |
3% |
| Bountiful land | Cattle
Rancher |
3% |
| Rich Clay Seam | Papermill |
3% |
| Thick Forest | Bowyer |
3% |
| Clay seam | Renderer |
3% |
| Rocky outcrop | Farrier |
3% |
| Fertile pasture | Jousting
Yard |
2% |
Bleak mountains
|
Finishing School |
2% |
Turned Clay
|
Bridlemaker |
2% |
| Wooded Glade | Training
Ground |
2% |
| Rich quarry | Military
Academy |
2% |
Treacherous mountains
|
Brewer's Yard |
2% |
Landslip
|
Assembly Yard |
2% |
| Abundant Clay | Papermill |
2% |
| Dense Forest | Target
Range |
2% |
| Wooded Quarry |
Engineering Yard |
1% |
| Stony ground |
Armourer |
1% |
Forested hilltop
|
Bowyer |
1% |
| Lonely peaks |
Plate Forger |
1% |
| Mountains |
Bladesmith |
1% |
| Fertile orchard |
Brewer's Yard |
1% |
| Exposed Clay |
Renderer |
1% |
Heavy Clay Seam
|
Bridlemaker |
1% |
| Fertile ground |
Farrier |
1% |
| Alluvial plain |
Cattle Rancher |
1% |
| Light woods |
Poleturner |
1% |
| Scrubland |
Finishing School |
1% |
| Open Plains |
Jousting Yard |
1% |
| Moor |
Military Academy |
1% |
| Clearing |
Target Range |
1% |
| Tundra |
Training Ground |
1% |
For anyone interested, these bonuses have been allocated to square types
based on what makes sense (ie Woods for Bows etc) as well as
abundance/scarcity. The higher the bonus, the more scarce the square.
WHAT DO PRODUCTION STRUCTURES COST TO
UPKEEP? Unlike Resource Structures, which simply cost
whatever the Sovereignty Claim Cost is, Production Structures cost more.
You
need to supply these Production Structures with materials from the
Sovereignty-holding City to keep them assisting you in building the
final product faster.
These resource upkeep costs are
instantaneous: ie you don't need to ship them via caravan to the
Sovereign Square, they're debited from your City's resource income
automatically.
These additional resource costs for Production
Structures are fixed rate by Structure Level, and do not vary by
distance.
Production Structure Level I: 150
of each Wood, Clay, Iron & Stone per hour Production
Structure Level II: 300 of each
Wood, Clay, Iron & Stone
per hour
Production Structure Level III : 600
of each Wood, Clay, Iron & Stone
per hour
Production Structure Level IV : 1,200
of each Wood, Clay, Iron & Stone
per hour
Production Structure Level V: 2,400
of each Wood, Clay, Iron & Stone
per hour
WHAT SKILLS DO I NEED TO BUILD
A SOVEREIGN STRUCTURE? There are new skills: lots of
them.
I'm not listing them all here, but there are 5 skills per
Structure - one for each Structure Level - and the city that wishes to
build the Structure will need to have researched the appropriate skill
for that Structure.
These
new skills will be underneath the appropriate research type and have
the appropriate pre-requisite.
As examples:
The 5 skills
required to
build a Logging Camp V will appear under Carpentry in the
City research menu.
The 5 skills required to build a Training
Ground
will appear under Spear Mastery in the Military research menu.
HOW DO I BUILD OR TEAR DOWN A SOVEREIGN
STRUCTURE OF MY OWN? Go to the Sovereignty submenu in the
Holding City's Castle, and provided you have:
- The appropriate
skills
researched,
- Sufficient resources to build,
- The
appropriate level of
Sovereignty on the Square for the level of Structure you are
constructing
... you will be
able to start the building your Structure here.
Sovereign
Structure
construction does not appear in your
building queue, nor does it take up a building queue slot - as the
construction is being built elsewhere by your denizens on
the Sovereign Square. You can however see progress towards completion
in the
Sovereignty submenu.
The cost (and time) to build a Sovereign
Structure at a
particular level is given on the Sovereignty submenu in the Castle, but
broadly follows the appropriate city building pairing (eg):
*
Logging Camp I - same as Lumberjack at Level 1 * Logging Camp II
- same as Lumberjack at Level 5 * Logging Camp
III - same as Lumberjack at Level 10 * Logging Camp IV - same
as Lumberjack at Level 15 * Logging Camp V - same as
Lumberjack at Level 20
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 19:21
SOVEREIGNTY
Q & A
Q. Will I see
incoming Hostile or Neutral Armies that are attacking my Sovereign
square on the Events Timer?
No. No, you won't.
You
will, however, get an ingame mail when the army arrives at the
location, and your denizens will report on which player and town the
army belongs to.
Q. How do I
destroy another player's Sovereign Structure?
By
competing with that player for Sovereignty on the Square (see above).
For the avoidance of doubt, you cannot Siege or Blockade Sovereign
structures.
An alternative route is to destroy the city that
holds the Sovereignty. When a Sovereignty-holding city is razed, all
Sovereignty and Sovereign structures are lost.
When it is
captured,
Sovereignty (and its benefits/costs) transfer to the player who captured
the city.
Q. Where will the
emails regarding Sovereignty changes, challenges and Hostile Occupations
go?
They will be in your Inbox, and there
will be a new filter category called "Sovereignty". When we revamp the
mail system in its entirety, these will be filterable by town, as well
as have blanket rules applied to them (such as "I don't want emails
regarding X").
Q. Can I defend
my Sovereign Square?
Of course! To all intents
and purposes it is just another square on the map, but with some
special bits plugged on top.
Q.
When will the Sovereign Square graphics arrive?
Soon
(tm), but after release of Sovereignty itself.
Q. More than 100 new
skills? Are you insane?
Yes. Yes we
are. Thank you for asking.
Although we should add that many of
these additional skills are going to feed into the Crafting update which
will follow along in the fullness of time.
Q. My, those hourly resource costs for Production
Structures look high! You must have minmaxed the numbers in your model
when you designed this system, so what can a very large, focused city
produce if it specialises massively?
Well, it
does depend on a lot of variables. We like variables.
But a
production
speed increase of more than 250% in a particular production area is
very
(self-sustainably) achievable.
More so, if suitable supplies are
made to the
focused city.
Further opportunities to specialise cities will be
forthcoming.
Q. Isn't that
going to completely change the Illyriad Economy?
Yes
indeed. It's the first book in a trilogy of books entitled "Whither
Illyriad's Economy?".
This update addresses many (but not all)
of the imbalances that currently affect Illyriad's economy, whilst
simultaneously spurring additional opportunities for conflict via
strategically important terrain squares, as well as providing additional
requirements and incentives for players to specialise in particular
areas - and therefore to also work together.
Part
2 will be the Trade overhaul, and Part 3 will be Crafting.
Q. Isn't this going to cause a lot of conflict,
especially over the mega-food and production bonus squares?
Gosh
yes, we hope so.
Q. Are you
planning to allow Caravans to accompany armies? I could totally clean
out City X by siphoning off 2,400 x 4 = 9,600 resources per hour by
occupying a square with a single Sovereign V Structure!
Yes
we are, as part of the Trade overhaul.
But City X might be
unimpressed by your siphoning. And he'll know who you are.
Q. Gosh. With both food constraints and
military production bottlenecks being lifted, doesn't this mean a City
could whack taxes up to 100% and support a really huge army?
Yes
it does.
Bear in mind, though, that - at the moment - the city
would have to both produce and support the army as well, as
there is currently no means of transferring soldiers from City to City
and there are costs for producing soldiers (with the Gold cost for
Sovereignty V).
This will change in the Trade overhaul where
units will become a tradable commodity, and entirely
military-upkeep-focused cities will become a reality.
You would
be wise to keep this in mind when planning what Sovereign Structures to
build.
Q. Doesn't
this system of Sovereignty penalise players & Alliances who have
built cities next to one another (aka "Powerblocs" or "clusters")?
In some ways it does, and in other ways it doesn't. 
The
penalty is relatively small, in that the cities in the Powerbloc
cluster can't claim the cheapest Sovereignty on squares next to them, so
they have to claim their Sovereignty further afield - which will cost
them more to maintain.
We feel that the benefit of a Powerbloc
(for siege/blockade defense, travel times, etc) more than compensates -
and it is reality that there should be competition for scarce resources
in an overpopulated area. Plus the fact that a powerbloc is going to be
able to *really* claim some chunky territory around it, even if it
costs more. This will become highly valuable in the fullness of time,
especially when we introduce Fog of War / Visibility further down the
road.
Q. Are there future
plans for other Sovereign Structures?
Yes,
very much so.
These may range from new standalone structures for
other production benefits such as Mana, Research & Gold, to crafting
structures and - once we have Fog of War and Pathfinding in place -
additive structures (such as roads) and military structures such as
Watchtowers, Garrisons etc.
Q. So, what are the next dev biggies after the
Sovereignty release?
The long-promised new
spell schools are next, followed by a focus on overhauling the Trade
system.
During this period we will also take delivery of the
fantastic new City Map graphics and design, plus put some new reports,
bugfixes and updates in place for items that people have been clamouring
for (further reducing clicks, unit arrival times, military strength
summaries, mail system revamp etc).
Q. What happens if I run out of resources to support my Production Sovereign Structure costs?
When you run out of basic resources (wood, clay etc) the server will:
a) Choose the most recent Production Sovereign Structure built
b) Stop the bonus from it (and apply this lack of bonus to the remains
of existing production orders)
c) Cancel your Sovereignty Claim on that square, and Sovereignty begins
heading down
d) If this is insufficient to return your city to Positive resources, it
moves onto the next most recently claimed Sovereign square and repeats
To get the building functioning again you'll need to put an army back on
the square and reinitiate your sovereignty claim. Once it gets back up
to 100% and the correct level of Sovereignty is re-established, the
Production Structure will provide its bonus again.
If you don't re-establish Sovereignty it will continue to drop, and when
it reaches zero, sovereignty will level down entirely and the Sovereign
Structure will also level down to the maximum supported level.
Sovereignty will continue to drop down through the levels, until
re-established.
So, running out of resources is managable - but also potentially very
dangerous.
---------------
And
here endeth the Lesson.
I'd
just like to take this opportunity to thank all those Illyriad staff
members who have been involved in producing this first stage. We
wouldn't have got to this without the superlative involvement - above
and
beyond - of ThunderCat, Gryphon,
Strategos and Akita (who you may not
have run into yet, he's behind the scenes as our 'Chief Economist').
We'll
keep you posted on progress to release of each of these items.
Best
wishes,
GM Stormcrow
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 19:52
tl;dr version
- Sovereignty is cool
- Sovereignty allows you to specialise your city, and become monster at what you like doing
- Sovereignty also allows you to raid other people's squares and get moar thingz
- Sovereignty isn't out yet, but is coming soon
- er...
- that's it
|
Posted By: GM Gryphon
Date Posted: 08 Jul 2010 at 20:00
|
Lines like:
"They are the meat between the resource-buns of the Sovereign sandwich."
Are the reason I have undying love for SC...
Super exciting!
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 20:04
Posted By: Torn Sky
Date Posted: 08 Jul 2010 at 20:07
Q. About the NPC squares are the stats viewed currently permanent or will they change with the NPC spawns till someone claims Sov over it? Ie: theres 2 ruined towers, a +14 food and a +19 stone, next to me if i wait will they change to something more appealing to me?
And this update looks incredible even though i havent had time to fully read/understand it all yet

|
Posted By: WildBill
Date Posted: 08 Jul 2010 at 20:08
|
Sounds great, just have 1 question. I see having sovereignty in a square gives deiging, blockading and occupying armies a slight defensive disadvantage. Just wondering if they give or may in the future also give the owner of the square a defensive advantage?
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 20:15
Torn Sky wrote:
Q. About the NPC squares are the stats viewed currently permanent or will they change with the NPC spawns till someone claims Sov over it? Ie: theres 2 ruined towers, a +14 food and a +19 stone, next to me if i wait will they change to something more appealing to me?
And this update looks incredible even though i havent had time to fully read/understand it all yet

|
Hi Torn Sky,
No, the numbers on those NPC squares are now fixed.
They won't change for the foreseeable future - although there are some small glimmers of a possibility of an exceptionally high-level Geomancy "terraform" type-spell in the works, but even then this probably won't be applicable to NPC squares.
So what's on the map is what they're going to be.
Best,
SC
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 20:17
WildBill wrote:
Sounds great, just have 1 question. I see having sovereignty in a square gives deiging, blockading and occupying armies a slight defensive disadvantage. Just wondering if they give or may in the future also give the owner of the square a defensive advantage? |
Hi WildBill,
It's certainly possible, though that's more likely to be tied in with the further Sovereign structures such as Garrisons and Watch Towers etc (ie you can choose to build a defensive structure on the square, although there may also be penalties for doing so).
Best,
SC
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 20:57
GM Stormcrow wrote:
WildBill wrote:
Sounds great, just have 1 question. I see having sovereignty in a square gives deiging, blockading and occupying armies a slight defensive disadvantage. Just wondering if they give or may in the future also give the owner of the square a defensive advantage? |
Hi WildBill,
It's certainly possible, though that's more likely to be tied in with the further Sovereign structures such as Garrisons and Watch Towers etc (ie you can choose to build a defensive structure on the square, although there may also be penalties for doing so).
Best,
SC
|
Actually, thinking about it, I'm not 100% sure why the defensive penalty for hostile armies is there anymore. I think it was put in pre-Sally Forth, and since Sally Forth is live, it may actually no longer be desirable as a penalty.
So I might, before we go live with Sovereignty, swap it out entirely for your suggestion instead - which has the additional benefit of turning long-range sovereignty claims into offensive "jumping off points" as well.
/me will ponder.
SC
|
Posted By: Tinuviel
Date Posted: 08 Jul 2010 at 21:00
You guys are the best! Just when I think the game can't get any better, you keep proving me wrong. Keep up the great work!
Tin
|
Posted By: McFarhquar
Date Posted: 08 Jul 2010 at 21:12
|
[QUOTE=GM Stormcrow]
[Sovereignty
Structure Level] + [Additional Terrain Bonus] = %age Bonus
Whilst
you can build any Production Structure on any Sovereign
Square, different Terrain Types give an additional 1%, 2% or 3% bonus to
the final figure. So instead of the %age Bonus running from 1% to 5%,
it can also run from 2% to 6%, 3% to 7%, or 4% to 8% per Sovereignty
Structure Level. [/QUOTE]
This formula and text description don't match up to me. Is the formula supposed to be [Sov Level]*[Terrain Bonus], or [Sov Level]*([Sov Level]+[Terrain Bonus]), or should "per Sovereignty Structure Level" be removed from the text description, or something else entirely? (or, alternately, has my brain shut down and I just need it explained more simply?)
NB. Edited by Stormcrow to cross out something that was wrong and I don't want to propagate further!
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 21:44
McFarhquar wrote:
GM Stormcrow wrote:
[Sovereignty
Structure Level] + [Additional Terrain Bonus] = %age Bonus
Whilst
you can build any Production Structure on any Sovereign
Square, different Terrain Types give an additional 1%, 2% or 3% bonus to
the final figure. So instead of the %age Bonus running from 1% to 5%,
it can also run from 2% to 6%, 3% to 7%, or 4% to 8% per Sovereignty
Structure Level.
|
This formula and text description don't match up to me. Is the formula supposed to be [Sov Level]*[Terrain Bonus], or [Sov Level]*([Sov Level]+[Terrain Bonus]), or should "per Sovereignty Structure Level" be removed from the text description, or something else entirely? (or, alternately, has my brain shut down and I just need it explained more simply?) |
Hi McF,
If you build a Production Sovereign Structure Level 2 on a square that doesn't give a specific bonus, then: 2 + 0 = 2% Bonus
If you build on a square that gives an additional 2% bonus, then: 2 + 2 = 4% Bonus
Does that make more sense?
Best,
SC
EDIT: I am "idiota" and my brain has turned to mush. See below.
|
Posted By: Wuzzel
Date Posted: 08 Jul 2010 at 22:06
Cool stuff SC. Nice <3
Anyways i got 1 Question and 1 Remark.
How many buildings can you build on a square?
And you spelled Gryphon wrong in the last sentences 
-------------
|
Posted By: McFarhquar
Date Posted: 08 Jul 2010 at 22:16
GM Stormcrow wrote:
McFarhquar wrote:
GM Stormcrow wrote:
[Sovereignty
Structure Level] + [Additional Terrain Bonus] = %age Bonus
Whilst
you can build any Production Structure on any Sovereign
Square, different Terrain Types give an additional 1%, 2% or 3% bonus to
the final figure. So instead of the %age Bonus running from 1% to 5%,
it can also run from 2% to 6%, 3% to 7%, or 4% to 8% per Sovereignty
Structure Level.
|
This formula and text description don't match up to me. Is the formula supposed to be [Sov Level]*[Terrain Bonus], or [Sov Level]*([Sov Level]+[Terrain Bonus]), or should "per Sovereignty Structure Level" be removed from the text description, or something else entirely? (or, alternately, has my brain shut down and I just need it explained more simply?) |
Hi McF,
If you build a Production Sovereign Structure Level 2 on a square that doesn't give a specific bonus, then: 2 + 0 = 2% Bonus
If you build on a square that gives an additional 2% bonus, then: 2 + 2 = 4% Bonus
Does that make more sense?
Best,
SC
|
Check the italicised part at the end of my initial quote. Going by that, you would get that bonus for each level of the Sov Structure, whereas your answer, and the initial formula, state that that is the total bonus. I'm guessing from your answer that you want to remove
GM Stormcrow wrote:
per Sovereignty Structure Level. |
from the inital description.
Edited by SC: to cross out SC madness, see below.
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 22:20
Wuzzel wrote:
Cool stuff SC. Nice <3
Anyways i got 1 Question and 1 Remark.
How many buildings can you build on a square?
And you spelled Gryphon wrong in the last sentences 
|
Hi Wuzzel,
It's one Sovereign Structure per square only. I've clarified this in the post.
ty for the typo - corrected now.
SC
|
Posted By: GM Stormcrow
Date Posted: 08 Jul 2010 at 22:28
McFarhquar wrote:
Check the italicised part at the end of my initial quote. Going by that, you would get that bonus for each level of the Sov Structure, whereas your answer, and the initial formula, state that that is the total bonus. |
Good god.
And this was proof-checked by a number of people, myself included!
The real, true figures are as follows:
All Production Sovereign Structures give an increase to the hourly
production speed of the Sovereign Holding town for the Structure's bonus
type, according to the following formula:
( 5 + [Additional Terrain Bonus] ) * [Sovereignty Structure Level]= %age Bonus
Whilst
you can build any Production Structure on any Sovereign
Square, different Terrain Types give an additional 1%, 2% or 3% bonus to
the per Structure Level figure. So instead of the %age Bonus running
from 5% to 25% (for Sovereignty Structure I through V),
it can also run from 6% to 30%, 7% to 35%, or 8% to 40%.
|
Thank you very, very much for pointing this out, McF. +5 Internets.
I've edited the main post to reflect this, and I hope you don't mind McF, I "struckthrough" your quotations of me saying entirely the wrong this in your post.
|
Posted By: Larry
Date Posted: 08 Jul 2010 at 22:37
|
Ah that makes substantially more sense. The bonuses before seemed a little low given the rather immense costs.
|
Posted By: Torn Sky
Date Posted: 08 Jul 2010 at 23:31
GM Stormcrow wrote:
HOW MUCH BONUS DOES A RESOURCE SOVEREIGN STRUCTURE GIVE? This
depends on the resource distribution of the underlying terrain on which
they are built.
The formula is:
[Sovereignty
Structure Level] x [Relevant Resource Distribution] x 0.2 = %age Bonus
So,
building a Logging Camp I on a square that has 5 wood underlying it
will give:
1 x 5 x 0.2 = +1% bonus...
... to Wood
Production in the holding city.
On the same square, a Logging
Camp V will give +5% bonus to Wood
production in the holding city. Building a Logging Camp IV on a
square with 7 wood will give +5.6% bonus.
Again,
players will be informed of what bonus the Structure will provide
before they build the Structure.
|
isnt 5% bonus a little on the light side Logging
Camp V will give +5% and cost 500 gold/hr at 1 square away so you would need 10k/hr base income of wood just to break even on gold spent? or am i missing something
GM Stormcrow wrote:
Whilst
you can build any Production Structure on any Sovereign
Square, different Terrain Types give an additional 1%, 2% or 3% bonus to
the per Structure Level figure. So instead of the %age Bonus running
from 5% to 25% (for Sovereignty Structure I through V),
it can also run from 6% to 40%, 7% to 35%,
or 8% to 40% per Sovereignty
Structure Level.
|
srry about nitpickin
Edit: 2 more question: Can you stack bonuses over several squares, say build four lvl5 cattle ranches to get 100% bonus, or is only 1 building type per city
Can you see other players lvl of sov on a square and what structure they have, or do you have to send diplos to get the info(gonna look through 1 more time think i saw something about this)
|
Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 00:08
Torn Sky wrote:
isnt 5% bonus a little on the light side
Logging
Camp V will give +5% and cost 500 gold/hr at 1 square away so you would need 10k/hr base income of wood just to break even on gold spent? or am i missing something |
Only if you're saying 1 gold = 1 wood, which I think is difficult to argue at the moment (with our barter economy). Bear in mind that this is part of the move towards a monetised economy.
I certainly agree that early players will probably still be better off putting taxes to zero and not claiming sov for the early resource "level-up" phases, but there will come a point where 500 gold/h is a drop in the ocean, in return for 5% Resource Bonus.
The true test of "what a single resource item is worth" will be after we've introduced the full monetised market.
Torn Sky wrote:
srry about nitpickin
|
Not nitpicky at all, Torn Sky! ty for pointing it out, and fixed.
Torn Sky wrote:
Edit: 2 more question: Can you stack bonuses over several squares, say build four lvl5 cattle ranches to get 100% bonus, or is only 1 building type per city
Can you see other players lvl of sov on a square and what structure they have, or do you have to send diplos to get the info(gonna look through 1 more time think i saw something about this)
|
Yes you can absolutely have as many of each type of Sovereign Structure per city as you like. The limitation is the number of Sovereign squares you can claim, not what you can build on them.
On your second question, yes you can. Both the level of Sovereignty claimed and the level (and type) of structure will be visible to all.
Best
SC
|
Posted By: Aelfric
Date Posted: 09 Jul 2010 at 01:24
Great idea like this is what making me return to this game every single day and promoting it to other people.
Keep up the good work, devs! 
|
Posted By: Raritor
Date Posted: 09 Jul 2010 at 02:12
One more question, regarding the NPC armies. I think that they can appear in one "sovereigned" square, so, will they have the defence penalty as any occupying army?
The defence penalty is only against the armies of the city, or to all the cities of the player?
I am still trying to understand all the changes, but, great work indeed. Congratulations
|
Posted By: xilla
Date Posted: 09 Jul 2010 at 02:13
This is such an awesome update. Next time I'm paid, I'm buying some prestige, you work too hard to be giving this for free.
A few questions though, sorry if they're already answered in the post.
So I send my army to occupy a square, do I set it to occupy for 12 hours, or will it automatically stay there if I initiate a claim for sovereignty?
If I send for the army to return, will the claim auto revert to 24 hours, or will it depend on how long I had the army there for. Eg I had the army on the square for 6 hours, will it take 12 more hours to claim or will it take 18 hours?
If during the intial claim, I got to 75% and someone decides to annihilate my army and occupy the square, without an initial sovereign level there, will my claim be nullified, or will it decrease from 75%?
Does it make any difference as to the size of army I send to occupy? Can it be a handful of units and still achieve the same result?
I have a few more, but I'm sure they're answered....somewhere...
|
Posted By: Larry
Date Posted: 09 Jul 2010 at 03:40
|
By the way, you guys have an epic development rate.
|
Posted By: Dogbert
Date Posted: 09 Jul 2010 at 04:23
second that. good functional design also
------------- (.)
|
Posted By: WildBill
Date Posted: 09 Jul 2010 at 06:31
|
You say you can get a production of up to 250% even more if the proper resources are supplied. I'm taking that to mean you can go into a negative wood, clay, iron and stone production. I'm just wondering what will happen if you run out of resources.
|
Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 09:56
Raritor wrote:
One more question, regarding the NPC armies. I think that they can appear in one "sovereigned" square, so, will they have the defence penalty as any occupying army?
|
If the defence penalty makes it into the final release of Sovereignty, then yes.
Raritor wrote:
The defence penalty is only against the armies of the city, or to all the cities of the player?
I am still trying to understand all the changes, but, great work indeed. Congratulations
|
It's possible that we may apply it only to armies of the city. Still not quite decided on this one :)
|
Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 09:58
xilla wrote:
This is such an awesome update. Next time I'm paid, I'm buying some prestige, you work too hard to be giving this for free.
|
\o/
A few questions though, sorry if they're already answered in the post.
xilla wrote:
So I send my army to occupy a square, do I set it to occupy for 12 hours, or will it automatically stay there if I initiate a claim for sovereignty?
|
You have to choose the time you wish it to occupy, as per usual.
xilla wrote:
If I send for the army to return, will the claim auto revert to 24 hours, or will it depend on how long I had the army there for. Eg I had the army on the square for 6 hours, will it take 12 more hours to claim or will it take 18 hours?
|
The "twice as fast" bonus applies whilst the army is in occupation and goes when the army leaves. So 12 more hours, not 18.
xilla wrote:
If during the intial claim, I got to 75% and someone decides to annihilate my army and occupy the square, without an initial sovereign level there, will my claim be nullified, or will it decrease from 75%?
|
It will decrease from 75%.
xilla wrote:
Does it make any difference as to the size of army I send to occupy? Can it be a handful of units and still achieve the same result?
|
Army size makes no difference.
Regards,
SC
|
Posted By: DuckOfNormandy
Date Posted: 09 Jul 2010 at 10:44
|
This looks like a game revolution Strategy management will be drastically improved, as well as different players' interaction and chance of conflict. good! 
|
Posted By: Tony
Date Posted: 09 Jul 2010 at 11:46
|
Often thought how it would be nice to prevent foreign forces passing through your territory. In reality it wouldnt happen unless you had the appropriate diplomatic agreement. Would be good if people couldnt just walk through your sovereign territory.
|
Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 12:19
WildBill wrote:
You say you can get a production of up to 250% even more if the proper resources are supplied. I'm taking that to mean you can go into a negative wood, clay, iron and stone production. I'm just wondering what will happen if you run out of resources. |
Hi WildBill,
It's a good question and I'll add it to the FAQ.
When you run out of basic resources (wood, clay etc) the server will:
a) Choose the most recent Production Sovereign Structure built b) Stop the bonus from it (and apply this lack of bonus to the remains of existing production orders) c) Cancel your Sovereignty Claim on that square, and Sovereignty begins heading down d) If this is insufficient to return your city to Positive resources, it moves onto the next most recently claimed Sovereign square and repeats
To get the building functioning again you'll need to put an army back on the square and reinitiate your sovereignty claim. Once it gets back up to 100% and the correct level of Sovereignty is re-established, the Production Structure will provide its bonus again.
If you don't re-establish Sovereignty it will continue to drop, and when it reaches zero, sovereignty will level down entirely and the Sovereign Structure will also level down to the maximum supported level. Sovereignty will continue to drop down through the levels, until re-established.
So, running out of resources is managable - but also potentially very dangerous.
Best,
SC
|
Posted By: Duke Felirae
Date Posted: 09 Jul 2010 at 12:45
You are wonderful people... and I love you. If religion is implemented into the game, I will force all my citizens to worship you - which one of you GM's wants to be King of the Gods? 
------------- His Grace the Duke of Felirae
|
Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 13:32
Duke Felirae wrote:
You are wonderful people... and I love you. If religion is implemented into the game, I will force all my citizens to worship you - which one of you GM's wants to be King of the Gods?  |
Given the probable demands (prayers?) on that GM's time, I nominate GM Gryphon :)
|
Posted By: Akita
Date Posted: 09 Jul 2010 at 16:45
|
I recommend the worship of the deity they call "De'v N'ull", and prayers to Him shall be dispatched accordingly
|
Posted By: HonoredMule
Date Posted: 09 Jul 2010 at 19:55
Every one of my prayer stations has a direct conduit to De'v N'ull.
In fact it's where I put in most of my work. I'm very faithful.
|
Posted By: Duke Felirae
Date Posted: 09 Jul 2010 at 23:48
|
D'ev N'ull - King of the Gods Akita - God of Commerce Stormcrow - God of wisdom and creation ThunderCat - Gryphon - Strategos - God of strategy
Any suggestions for ThunderCat and Gryphon? The only GM I've talked to is Stormcrow, I know Akita is the economist and strategos sounds very similar to strategy.
------------- His Grace the Duke of Felirae
|
Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 23:56
Duke Felirae wrote:
D'ev N'ull - King of the GodsAkita - God of Commerce Stormcrow - God of wisdom and creation ThunderCat - Gryphon - Strategos - God of strategy
Any suggestions for ThunderCat and Gryphon? The only GM I've talked to is Stormcrow, I know Akita is the economist and strategos sounds very similar to strategy. |
ThunderCat once self-summarised his role thusly: "I look after the horizontal and vertical, Stormcrow controls the depth". I thought it was both accurate and unexpectedly poetic.
As for Gryphon, when you work out what he does...
... let me know, will you? I've been dying to know. 
|
Posted By: Duke Felirae
Date Posted: 10 Jul 2010 at 00:39
GM Stormcrow wrote:
As for Gryphon, when you work out what he does...
... let me know, will you? I've been dying to know. 
|
------------- His Grace the Duke of Felirae
|
Posted By: HonoredMule
Date Posted: 10 Jul 2010 at 01:34
Ouch...SC is god of creation but not destruction.
So in practice: WHOOMP "Hey, you like this? No?" .... "Ok, I'll put it in the garage." "Hmm, I need a bigger garage." WHOOMP
|
Posted By: col0005
Date Posted: 10 Jul 2010 at 03:18
Hey the upkeep changing with distance is great, however is there any advantage for conecting Sovereign squares? Clustering cities shouldn't be encoraged more, however it makes a lot of sense for a bonus to be applied to clustering Sovereign squares something along the lines of if there is a solid line of Sovereign squares to a square 3 squares away then distance = 1 and if 2 or more soverign squares are connected then distance = 1 + (distance-1)/n where n is the number of connecting squares
|
Posted By: GM Stormcrow
Date Posted: 10 Jul 2010 at 15:36
col0005 wrote:
Hey the upkeep changing with distance is great, however is there any advantage for conecting Sovereign squares? Clustering cities shouldn't be encoraged more, however it makes a lot of sense for a bonus to be applied to clustering Sovereign squares something along the lines of if there is a solid line of Sovereign squares to a square 3 squares away then distance = 1 and if 2 or more soverign squares are connected then distance = 1 + (distance-1)/n where n is the number of connecting squares
|
When pathfinding is in place, and places are connected by roads...
... then there's a distinct possibility that connected Sovereign Squares might be cheaper to maintain.
But, again, that's a way away.
|
Posted By: Xoref Klis
Date Posted: 10 Jul 2010 at 22:31
|
Hello,
Quick question. You said that an alternative to competing for a soveriegn square or planting a hostile army and siphoning would be to raze or capture the city that holds sovereignty.
Is it possible to capture a cities sovereign square if it has a Sovereignty level or Sovereignty structure on it that are a higher level than I have researched?
GM Stormcrow wrote:
SOVEREIGNTY Q & A
Q. How do I destroy another player's Sovereign Structure?
By competing with that player for Sovereignty on the Square (see above). For the avoidance of doubt, you cannot Siege or Blockade Sovereign structures.
An alternative route is to destroy the city that holds the Sovereignty. When a Sovereignty-holding city is razed, all Sovereignty and Sovereign structures are lost.
When it is captured, Sovereignty (and its benefits/costs) transfer to the player who captured the city. |
Great work guys. :)
|
Posted By: Torn Sky
Date Posted: 10 Jul 2010 at 22:40
I beleive if you compete against someone's Sov as your army sits there it lowers their Sov lvl and if the Sov lvl drop the structure also drops so when you drop their Sov lvl to 0 it should destroy their structure and you get to start lvling your Sov and building structure to what ever research lvl you have
If you capture the city though you get the research lvls that city has so it wont be a problem
|
Posted By: GM Stormcrow
Date Posted: 10 Jul 2010 at 23:53
Torn Sky wrote:
I beleive if you compete against someone's Sov as your army sits there it lowers their Sov lvl and if the Sov lvl drop the structure also drops so when you drop their Sov lvl to 0 it should destroy their structure and you get to start lvling your Sov and building structure to what ever research lvl you have
If you capture the city though you get the research lvls that city has so it wont be a problem
|
^^ has it exactly right
|
Posted By: col0005
Date Posted: 12 Jul 2010 at 01:26
I certantly wouldn't be thinking this would be implemented when sov is released and I've only had a little experience with programming but wouldn't it be possible to get a simmilar results to pathfinding through checks.
Ie If a sov square is connected to your city it becomes a prime1 sov square else If a sov square is connected to a prime1 sov square it becomes a prime2 sov square else If a sov square is connected to a prime2 sov square it too becomes a prime2 sov square check
If prime2 then Distance = distance + 0.2*(distance-1) else Distance = distance check
checks could be made and recorded every time the city creates or destroys a new soverign square. No prime 1 check is needed as distance will equal 1 Distance is the distance used to determine upkeep distance is the distance from the city
|
Posted By: Jax Caliber
Date Posted: 12 Jul 2010 at 19:38
GM Stormcrow wrote:
options and
bonuses to the holding city, player and/or alliance.
|
Dose this mean an alliance can occupy one?
|
Posted By: waylander69
Date Posted: 12 Jul 2010 at 22:37
just checking to see if we have any news on the updates...getting itchy feet to get started
|
Posted By: GM Stormcrow
Date Posted: 13 Jul 2010 at 23:03
waylander69 wrote:
just checking to see if we have any news on the updates...getting itchy feet to get started  |
Hi Waylander,
The 3 (and a half) phases are:
Phase 1 - Release of Sovereignty claiming skills, claiming/counter-claiming mechanisms, summaries Wednesday morning (ie tomorrow)
(Phase 1.5) Map changes for square mouseover and popup Wednesday pm
Phase 2 - Release of Sovereign Resource Structure skills and Resource Structure bonus mechanisms & summaries Thursday morning (ie the day after)
Phase 3 - Release of Sovereign Production Structure skills and Production Structure bonus mechanisms & summaries Friday morning (ie the day after that)
So, yes, it's all very imminent!
SC
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Posted By: GM Stormcrow
Date Posted: 13 Jul 2010 at 23:05
Jax Caliber wrote:
Dose this mean an alliance can occupy one? |
No, only players. But the defense penalty to hostile armies occupying a player's sovereign square would spread across to all players who are hostile to that army (ie the alliance).
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Posted By: waylander69
Date Posted: 13 Jul 2010 at 23:07
Posted By: KillerPoodle
Date Posted: 29 Jul 2010 at 23:19
Just a small quibble:
I got a little confused when looking at the bonuses to production given by some squares. When clicking on a square on the map it might say "Addtional bonus to structures: +7% to production of XXX unit per level of YYY structure."
Then in the formula above you have (( 5 + [Additional Terrain Bonus]) * Structure level).
Those two in combination might lead you to think you could get a 60% bonus ((5 +[7]) * 5) to that unit's production when actually the 7% is not the "additional" bonus to that structure it's the total bonus including the base of 5 you get from every square. E.g. it should only say +2% on the map.
KP
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Posted By: GM Stormcrow
Date Posted: 29 Jul 2010 at 23:42
KillerPoodle wrote:
Just a small quibble:
I got a little confused when looking at the bonuses to production given by some squares. When clicking on a square on the map it might say "Addtional bonus to structures: +7% to production of XXX unit per level of YYY structure."
Then in the formula above you have (( 5 + [Additional Terrain Bonus]) * Structure level).
Those two in combination might lead you to think you could get a 60% bonus ((5 +[7]) * 5) to that unit's production when actually the 7% is not the "additional" bonus to that structure it's the total bonus including the base of 5 you get from every square. E.g. it should only say +2% on the map.
KP
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A good point, well made, changed and live 
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Posted By: KillerPoodle
Date Posted: 30 Jul 2010 at 00:05
GM Stormcrow wrote:
KillerPoodle wrote:
Just a small quibble:
I got a little confused when looking at the bonuses to production given by some squares. When clicking on a square on the map it might say "Addtional bonus to structures: +7% to production of XXX unit per level of YYY structure."
Then in the formula above you have (( 5 + [Additional Terrain Bonus]) * Structure level).
Those two in combination might lead you to think you could get a 60% bonus ((5 +[7]) * 5) to that unit's production when actually the 7% is not the "additional" bonus to that structure it's the total bonus including the base of 5 you get from every square. E.g. it should only say +2% on the map.
KP
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A good point, well made, changed and live 
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Blimey. I am impressed. 
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Posted By: bartimeus
Date Posted: 31 Aug 2010 at 09:32
Shouldn't we automaticaly get the sovereignty bonus from the tile we settle on? it would make sense to me.
------------- Bartimeus, your very best friend.
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Posted By: Zangi
Date Posted: 31 Aug 2010 at 11:35
"I claim this land for my own and shall reap its bounty!"
"Sir, it'll take some time."
"What do you mean it takes time to claim it? Whats wrong?"
"The local peasants sir."
"But, they are born to serve, what can they do about it?"
"Well, they don't know you are lord of this land yet, it'll take time to inform em of their servitude."
"Bah, this is taking too long!"
"If we send soldiers to convince em, it'll be done faster."
"Alright! Let loose the hounds of war! We shall put these peasants where they belong!"
"... No need for such force sir... A little patience won't hurt."
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Posted By: Zangi
Date Posted: 05 Nov 2010 at 14:04
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This 'Guide' should be moved or copied to the guide section and stickied.
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