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Meagh View Drop Down
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Direct Link To This Post Topic: Strategic resources
    Posted: 01 Sep 2011 at 01:20
trade routes as a strategic resource are more akin to the introduction of the silk road / routes to the game something like an onland suez or panama canal. 

anyways, I think the op was more thinking along the lines of the temple idea or some special raw materials. I think the introduction of a special ore required to make something like valyrian steel for a bonus to melee units would be another idea along that line.  there is alot of play room for the devs here to develop something that is consistent with the deep lore of the game. It will be exciting to see what they come up with if they decide to implement the op's idea. - M.


Edited by Meagh - 01 Sep 2011 at 01:21
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Direct Link To This Post Posted: 01 Sep 2011 at 00:39
I don't like the architectural idea as that would create a mostly permanent bonus to the holding player, but the attack/defence bonus temple sounds good. 
I may be mis-reading your trade suggestion but eventually the GM's plan on implementing path finding so sov in a pass or at a fork in the river will be like holding a trade square although forts that keep a pass free of bandits could be more what you were suggesting
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Direct Link To This Post Posted: 01 Sep 2011 at 00:22
though i can't wait for more commodities, they are distinguishable from  strategic resources. A good strategic resource might be something that provides special units. 

Someone suggested earlier about creating a special temple that provides special units when occupied. This could also be extended to a temple that provides a buff for your army. Even something small, +5% attack for occupying the temple of Ares for example or 5% less build time when constructing buildings for occupying some great architectural school or maybe ... wait for it... the one i suggested, access to trade routes. Or if you want to get really crazy, use that other guys thread about the undead armies and grant them to anyone occupying the place of the Necronomicon :) 

Whichever and if ever one is implemented they should be static resources that will necessarily draw players to engage each other.  - M.


Edited by Meagh - 01 Sep 2011 at 00:24
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Direct Link To This Post Posted: 31 Aug 2011 at 21:00
Re: regional resources
I was on GC, complaining to GM SC about the lack of any nearby NPC animals but elephants and rhinos (difficulty range out of proportion to experience gained) for my alt in Zanpur, and he mentioned that I'll be happy with that situation when *ivory* becomes a commodity. So.... who knows what they might have in store?
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Direct Link To This Post Posted: 31 Aug 2011 at 10:14
The first thing that struck me when learning the basics of this game is this: the resources seem inexhaustible.

It would be interesting to see some kind of depletion mechanism along with prospecting technologies and activities, to cover the surrounding area. i.e. a player improves their chances by investing more in exploration and the related technologies.

This would require different commitment for each resource, because they are hidden to varying degrees [f, w, c, s, i, g]. Oh, and add in gold deposits to sensible places while reducing the current harvestable gold.

This is different from the existing sov buildings, because the existing buildings offer certainty of resource generation, whereas the above proposal is based on probability.

Sovereignty claims would make the process more secure and better-maintained, but I suggest that the farming/mining activities be run in parallel with the sov buildings, rather than be a mutually-exclusive activity on a sov square.

This would give players more reason to be territorial, and to use sovereignty as a territorial right to exploit the land. Where there are variables that create conflict and overlap, games become interesting!

Long-term, I expect this might create land pressure, and a sense of having burned out the land if over-mined. Having an active landscape might help renew these resources and shake things up a bit. An alternative might be to allow (expensive) regenerative magic every 6 months or so.


Edited by Albatross - 31 Aug 2011 at 10:17
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Direct Link To This Post Posted: 31 Aug 2011 at 09:12
Originally posted by Ander Ander wrote:

Maybe crafting items would be like that if those are going to be NPC drops?
 
I think that will be the case.
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Direct Link To This Post Posted: 31 Aug 2011 at 08:07
Maybe crafting items would be like that if those are going to be NPC drops?
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Direct Link To This Post Posted: 30 Aug 2011 at 22:51
I could see each region having its own unique/common resources for players to exploit or use as their own. +1
=Colonialism At Its Finest=
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Direct Link To This Post Posted: 30 Aug 2011 at 05:48
This game needs both strategic AND regional resources, ie. not readily available in-city.
It would be awesome.
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