Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Questions regarding various buildings
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedQuestions regarding various buildings

 Post Reply Post Reply
Author
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Topic: Questions regarding various buildings
    Posted: 28 Aug 2012 at 08:56
Originally posted by mizaralcor mizaralcor wrote:

Originally posted by JimJams JimJams wrote:

- you don't need a trader to see local markets, every city enable you to see the nearby hubs

Moving a trader from a city to another can be handy and I would be happy to see the option made available, but I fear it is unlikely. Personally I would love to be able to move also troops and diplomats, and commanders.... not reinforcing, but move the ownership from a city to another.


By that I meant that only the city where the Traders are hired from can see and directly compare listed prices of items located in hubs and located in local markets, side-by-side. The other cities without Traders can only see their own local markets and can not compare those local prices with hub prices side-by-side. Therefore, if the player changes his mind in the future and wants to have, say, his city B to have access to direct comparison between hub prices vs local prices, instead of his city A (his original city where the Traders were hired from), he will have to move his Traders.

I can understand the reasoning for the devs not providing a means to re-assign (instead of merely reinforcing) military and diplo units from one city to another, i.e. preventing a player from stacking his troops in one place, but that is for another discussion. My point however, is that this reasoning doesn't really apply for non-offensive units like Traders, and therefore it shouldn't be a problem for the devs to provide a way for players to transfer "assignment" of their Traders from one Merchant Guild to another located within a different city. Also, as previously mentioned, once you have multiple Traders, the cost of re-hiring them can get astronomically high, higher than even few army divisions due to wine requirement.

Now I see your point about moving traders ownership and I see it makes sense.

About reallocating units, well it would add a lot of new opportunities and stratecies, and have to be looked in , to avoid abuses, but I think it is a wonderful functionality to have. Personally I would also see developed the ability to SELL units, and to have other races units in our cities, buying them on the market.
Back to Top
mizaralcor View Drop Down
New Poster
New Poster


Joined: 25 Aug 2012
Status: Offline
Points: 15
Direct Link To This Post Posted: 28 Aug 2012 at 03:23
Originally posted by JimJams JimJams wrote:

- you don't need a trader to see local markets, every city enable you to see the nearby hubs

Moving a trader from a city to another can be handy and I would be happy to see the option made available, but I fear it is unlikely. Personally I would love to be able to move also troops and diplomats, and commanders.... not reinforcing, but move the ownership from a city to another.


By that I meant that only the city where the Traders are hired from can see and directly compare listed prices of items located in hubs and located in local markets, side-by-side. The other cities without Traders can only see their own local markets and can not compare those local prices with hub prices side-by-side. Therefore, if the player changes his mind in the future and wants to have, say, his city B to have access to direct comparison between hub prices vs local prices, instead of his city A (his original city where the Traders were hired from), he will have to move his Traders.

I can understand the reasoning for the devs not providing a means to re-assign (instead of merely reinforcing) military and diplo units from one city to another, i.e. preventing a player from stacking his troops in one place, but that is for another discussion. My point however, is that this reasoning doesn't really apply for non-offensive units like Traders, and therefore it shouldn't be a problem for the devs to provide a way for players to transfer "assignment" of their Traders from one Merchant Guild to another located within a different city. Also, as previously mentioned, once you have multiple Traders, the cost of re-hiring them can get astronomically high, higher than even few army divisions due to wine requirement.
Back to Top
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 28 Aug 2012 at 00:54
Originally posted by mizaralcor mizaralcor wrote:

True, with Reinforcement stratagem, a player can reinforce his attack-oriented cities with defensive army types when under threat of being attacked/sieged. However, how do players with specific-army cities deal with situations such as :
- When a player wants to attack from a city focusing on defensive armies (spearman cities or non-trueshot archer cities)? Reinforcement stratagem won't help in this situation.
- When one wants to break sieging armies outside of his city that is focusing only on defensive army types? Yes, one can stack reinforcements and use "sally forth", but sallying forth has its own drawbacks such as 6hrs interval, can only be done after bombardment is started, not much help when there are multiple sieging armies, etc.  
 

The advantages to specialize largely make those problem pointless. If you have a good mix of defensive and offensive cities, not spread around, and within alliance hubs, you are golden.
But if you prefer, please, don't specialize :-)

Originally posted by mizaralcor mizaralcor wrote:

 
As for the Trader transfer issue, there are many other reasons why a player would want to "transfer" the "assignment" of his Traders from one city (the original city where the Traders were hired from) to a new city. Such as :
- When a player wants to make some room in his original city and therefore, the original Merchant Guild has to be demolished.
- When a player wants to transfer the gold upkeep for his Traders to one of his other cities.
- When a player wants to view a different local market alongside the trade hub postings
- And so on.

For these situations, is there no other way for the player aside from demolishing the original Merchant Guild, automatically dismissing all his Traders in the process, and then rebuilding a new Merchant Guild on another town and re-hiring all his Traders? If that's the case, it's rather burdensome seeing that the cost of hiring multiple Traders increases incrementally and can be more expensive than even a few army divisions due to the increasing wine requirement per hired Traders.

- Personally I had to work a lot to find a way to fit the trading buildings in a city. It is very unlikely I will ever move them.
- There many ways to move upkeep from a city to another, easier than move the trader.
- you don't need a trader to see local markets, every city enable you to see the nearby hubs

Moving a trader from a city to another can be handy and I would be happy to see the option made available, but I fear it is unlikely. Personally I would love to be able to move also troops and diplomats, and commanders.... not reinforcing, but move the ownership from a city to another.
Back to Top
mizaralcor View Drop Down
New Poster
New Poster


Joined: 25 Aug 2012
Status: Offline
Points: 15
Direct Link To This Post Posted: 27 Aug 2012 at 17:19
True, with Reinforcement stratagem, a player can reinforce his attack-oriented cities with defensive army types when under threat of being attacked/sieged. However, how do players with specific-army cities deal with situations such as :
- When a player wants to attack from a city focusing on defensive armies (spearman cities or non-trueshot archer cities)? Reinforcement stratagem won't help in this situation.
- When one wants to break sieging armies outside of his city that is focusing only on defensive army types? Yes, one can stack reinforcements and use "sally forth", but sallying forth has its own drawbacks such as 6hrs interval, can only be done after bombardment is started, not much help when there are multiple sieging armies, etc.


As for the Trader transfer issue, there are many other reasons why a player would want to "transfer" the "assignment" of his Traders from one city (the original city where the Traders were hired from) to a new city. Such as :
- When a player wants to make some room in his original city and therefore, the original Merchant Guild has to be demolished.
- When a player wants to transfer the gold upkeep for his Traders to one of his other cities.
- When a player wants to view a different local market alongside the trade hub postings
- And so on.

For these situations, is there no other way for the player aside from demolishing the original Merchant Guild, automatically dismissing all his Traders in the process, and then rebuilding a new Merchant Guild on another town and re-hiring all his Traders? If that's the case, it's rather burdensome seeing that the cost of hiring multiple Traders increases incrementally and can be more expensive than even a few army divisions due to the increasing wine requirement per hired Traders.
Back to Top
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 27 Aug 2012 at 09:17
1. if your cities aren't spread around too much you can reinforce each other

2. I would be very prudent removing mage tower from a city. To be honest I try to get library and mage tower up to 20 the early I can on new cities, so mana and research points stack while I grow.
Mana il already required to craft some items, I would not be surprised to find later we will need it for a lot more things...

3. If you destroy the building, the trader will leave. If not, it's a bug and will be corrected.

4. you don't really need to move the trader. just select the city where the trader is, than do all your market things. all cities can research the ability to send goods to an hub and to buy directly from the hub (no trader required). interhub trading will be done from the city owner of the trader. I don't see any problem ....
Back to Top
Rill View Drop Down
Postmaster General
Postmaster General
Avatar
Player Council - Geographer

Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
Direct Link To This Post Posted: 25 Aug 2012 at 18:34
As a human, I keep a small company of cavalry in every city -- around 500 t1 cav.  I initially did it to use to level my commanders, now I do it so I can hunt elementals for salts -- having the extra commanders allows me to mark the salts for 12-24 hours while my skinners harvest.

So in my spear, bow and infantry cities, I have one troop type and then a small contingent of t1 cav for hunting trips.  A dwarf might choose to substitute infantry.  Elves might use sentinels or swiftsteeds.
Back to Top
dunnoob View Drop Down
Postmaster
Postmaster
Avatar

Joined: 10 Dec 2011
Location: Elijal
Status: Offline
Points: 800
Direct Link To This Post Posted: 25 Aug 2012 at 10:40
What is sometimes referred to as the "big 5",  library + market place + mage tower + consulate + barracks, is present in all my towns.  Presumably a military town still wants diplomatic contingents, thieves, assasins (incl. T2), and a decent visibility radius.  For a minimal cluster of three towns you'd want a geomancers' retreat in one town, protective blights in another town, and another protective blight in a third town, because the second town cannot blight itself.   For these spells you need mage towers at level 20, otherwise the spells would be too weak.  

In one of the three towns you'd want a foreign office level 20 with a consulate level 20 to cover your cluster in a decent 51sq visibility radius:  It helps for commander training if you can see NPC sizes without scouting.  

I've not yet tested towns tuned for a specific troop type.  I have about a dozen level 2 sov claims, and switch them to the currently built unit type, if it takes more than some hours.  The remaining sov structures are level 5 food, or another level 5 resource with an extraordinary bonus.  I don't have any sov structures with an upkeep above level 2.   A chancery at level 10+ helps to reduce the sov costs. 

Presumably you can't reassign a trader to another home town, I don't see any option remotely in this direction.  Roaming traders without guild house in their home town are an interesting idea, but I dare not test it.  For cotters it works, you can demolish their cottages after sending them to work, and they won't disband before they return.  IOW, if you test it for traders make sure that the traders never return to their home town without guild house. Wink    
Back to Top
hellion19 View Drop Down
Forum Warrior
Forum Warrior


Joined: 01 Aug 2012
Status: Offline
Points: 310
Direct Link To This Post Posted: 25 Aug 2012 at 10:14
1. You can reinforce other towns if needed.

2. I build mage towers in all my towns but they aren't exactly always needed. If you want to defend against diplo attacks you will need to build diplo units. If you have runes there all it does is make them take a few losses but it wont really protect you from people doing them. If you build neither then just hope your not hit that often by diplos... some people just consider it an acceptable loss as the chances of being stolen from are fairly limited and if you move most of your good resources to a diplo heavy town it may stop them from taking any T2 or T3 resources.

3. Probably only one way to find out this one :P

4. I imagine its similar to other things like military that once you recruited them for that town they are there until killed / disbanded / other random acts of god D:.
Back to Top
mizaralcor View Drop Down
New Poster
New Poster


Joined: 25 Aug 2012
Status: Offline
Points: 15
Direct Link To This Post Posted: 25 Aug 2012 at 09:58
Fellow Illy players,

I have various questions pertaining to functions of certain buildings and town specializations :

1. For military towns, it seems like specializing each town into only one type of army is encouraged. I understand the advantages of doing so, such as maximizing the benefit of upkeep reduction buildings and army production sov bonuses.
However, my question is, how does a player manage his army that way if all 4 troop types are scattered on different towns? A town that is attack-oriented (cavalry town for example) will surely need defenders from time to time when they are being attacked, and cavalries don't really make the best defenders? On the other hand, a town that is defense-oriented (spearman or archer towns for example) will want to send out armies to attack other players or NPCs occasionally, and they aren't exactly efficient attackers?

2. I also read that the mage tower and the consulate aren't always needed in every single town owned by a player. They will be built only on magic-focused and diplo-focused towns, for example. However, for towns with neither the mage tower (i.e. no runes) nor the consulate building, how do they defend against diplo attacks? Surely they will be extremely vulnerable against any diplo attacks, even the smaller ones?

3. When a player already hired a Trader unit and placed him in a trade hub, and then deconstructs the Merchant Guild (the building where the Trader is hired from), what would happen with the Trader unit? Will it disappear/be disbanded automatically?

4. When one town hires a Trader unit, the unit will be "assigned" or "attached" to the town hiring the unit. As such, only that specific town will get access (after necessary research is completed of course) to trader-only features, such as ability to post buy or sell orders in a hub, access to advanced market graphs, ability to redirect caravans sitting in a hub, etc. My question is, is there a way to "re-assign" this Trader unit to a different town, i.e. not the town from which the Trader was originally hired from?

I apologize for the lengthy questions. Thank you beforehand.

Back to Top
 Post Reply Post Reply
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.