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Coming Soon: Sovereignty - Brace For Impact

Printed From: Illyriad
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URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=765
Printed Date: 17 Apr 2022 at 02:42
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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  Wink

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



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:
  1. New Players will not have their first city seeded on a Sovereign square

  2. Existing Players (except the Sovereignty holder) may not settle a new city on a Sovereign square

  3. The Sovereignty holder may build Sovereign Structures on these squares that provide benefits to the owning city (more on these Structures below)

  4. 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 Wink

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:

Quote 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


Quote 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?
  1. Go to the New "Sovereignty" tab in your Castle
  2. Select the square you wish to give up sovereignty on from the list
  3. 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 landCattle Rancher 3%
Rich Clay Seam Papermill 3%
Thick Forest Bowyer 3%
Clay seam Renderer 3%
Rocky outcrop Farrier 3%
Fertile pastureJousting 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. Big smile

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
Embarrassed


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
Big smile


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
Originally posted by Torn Sky 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
Big smile

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
Originally posted by WildBill 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
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by WildBill 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
Star  Wink  Clap  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
Originally posted by McFarhquar McFarhquar wrote:

Originally posted by GM Stormcrow 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 Censored


-------------


Posted By: McFarhquar
Date Posted: 08 Jul 2010 at 22:16
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by McFarhquar McFarhquar wrote:

Originally posted by GM Stormcrow 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

Originally posted by GM Stormcrow 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
Originally posted by Wuzzel 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 Censored

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
Originally posted by McFarhquar 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:

Quote
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
Originally posted by GM Stormcrow 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

Originally posted by GM Stormcrow 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
Originally posted by Torn Sky 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.

Originally posted by Torn Sky Torn Sky wrote:


srry about nitpickin

Not nitpicky at all, Torn Sky!  ty for pointing it out, and fixed.

Originally posted by Torn Sky 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! Smile


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
Originally posted by Raritor 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.

Originally posted by Raritor 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
Originally posted by xilla 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.

Originally posted by xilla 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.

Originally posted by xilla 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.

Originally posted by xilla 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%.

Originally posted by xilla 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!  Clap


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
Originally posted by WildBill 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? Smile

-------------
His Grace the Duke of Felirae


Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 13:32
Originally posted by Duke Felirae 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? Smile

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 Tongue




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.
Smile


-------------
His Grace the Duke of Felirae


Posted By: GM Stormcrow
Date Posted: 09 Jul 2010 at 23:56
Originally posted by Duke Felirae Duke Felirae wrote:

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.
Smile


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. Wink


Posted By: Duke Felirae
Date Posted: 10 Jul 2010 at 00:39
Originally posted by GM Stormcrow GM Stormcrow wrote:

As for Gryphon, when you work out what he does...

... let me know, will you? I've been dying to know. Wink
LOL

-------------
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
Originally posted by col0005 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?
 
Originally posted by GM Stormcrow 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
Originally posted by Torn Sky 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
Originally posted by GM Stormcrow 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 Big smile


Posted By: GM Stormcrow
Date Posted: 13 Jul 2010 at 23:03
Originally posted by waylander69 waylander69 wrote:

just checking to see if we have any news on the updates...getting itchy feet to get started Big smile

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



Posted By: GM Stormcrow
Date Posted: 13 Jul 2010 at 23:05
Originally posted by Jax Caliber 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).


Posted By: waylander69
Date Posted: 13 Jul 2010 at 23:07
Thumbs Up Hug


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


Posted By: GM Stormcrow
Date Posted: 29 Jul 2010 at 23:42
Originally posted by KillerPoodle 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


A good point, well made, changed and live Smile


Posted By: KillerPoodle
Date Posted: 30 Jul 2010 at 00:05
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by KillerPoodle 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


A good point, well made, changed and live Smile


Blimey.  I am impressed.  Clap


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.


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."


Posted By: Zangi
Date Posted: 05 Nov 2010 at 14:04
This 'Guide' should be moved or copied to the guide section and stickied.



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