The 10-Square Myth |
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Deranzin
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Joined: 10 Oct 2011 Status: Offline Points: 845 |
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Posted: 24 Apr 2014 at 09:08 |
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As a player 8 out of my 10 cities either had other players settle within the 10 squares (in one case in a distance of 1, due to newbie seeding system
) or I had done so myself after IGMs with the neighbors. The 10 square rule is set by the game mechanics and it exists whether people like it or not. That applies, in general. In the specific, if and only if you have a good relationship with your neighbors you can do whatever you all decide is best for your accounts. It is simple as that. It only demands a basic respect of other people's playstyle. So, Myll, if someone writes in his profile that he considers all resources in a 5-square around his city as his own, then that is how it is. If you choose to disrespect your neighbor and charge in there and grab them, then you are setting yourself for trouble. The proper conduct I think is to IGM your neighbor and ask for a specific permit to harvest a particular patch you fancy. A nice IGM and good behavior will get you places in this game, more than a mentality "heh rules .?. who cares about them .?." ![]() |
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KillerPoodle
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Joined: 23 Feb 2010 Status: Offline Points: 1853 |
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Posted: 24 Apr 2014 at 06:07 |
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Myll - I think you're trying to make a irrelevant distinction with an ulterior motive and that this thread says more about your desires than it does about which words alliances chose to use to describe rules/laws/whatever.
You want to call them 'policies' because in your mind that makes them weaker, less global and easier to dispute. Based on WAVE's past and current performance that's the real goal here - for you to find some way to get around those rules without being splatted by a bunch of folk who choose to enforce them together. |
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 24 Apr 2014 at 02:25 |
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Herb patches and mines are owned if you establish sovereignty over them. A garrison is common sense, especially for herbs. If you can't spare the RP or single commander to establish indisputable ownership, perhaps the validity of your claim is rightly in question.
I feel the same way about hunting. If you can't spare the army, the kill is no longer yours. It's impossible to distinguish a player kill from an NPC-vs-NPC battle. I would never send skinners to a kill without an escort, and I would never send an army to a kill that I didn't make myself. Setting the kill army to Occupy removes all doubt of ownership, and is a tiny investment for the hunter. Generally, I think people who aren't following these common sense guidelines are basically just trying to start fights. That goes quintuple if their cities are located anywhere near the newb ring. You can already assume that the players around you don't know any complex Illyrian social rules that have been negotiated between seasoned alliances. |
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Auraya
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Joined: 17 Nov 2011 Status: Offline Points: 523 |
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Posted: 24 Apr 2014 at 00:01 |
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Now who's missing the point? You only have a maximum of 5 armies per city. That may be enough at your size but I assure you, it can be impossible to manage at my size with 10 newbies to guard as well as my own sov claims and kills outside my 5x5 to manage.. add in protecting everything I kill in my 5x5? Not realistic.
I'm not out to prevent newbies harvesting. I often mail smaller players in the area when I'm done with my kills and I used to allow people to harvest my grape patch when they needed wine for another trader. If someone kills my harvesters, I request compensation. Likewise, if I killed someone's harvesters I would immediately mail an apology along with some goods to replace them. It's called respect, teaching that to newbies is no bad thing imo.
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Myll
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Joined: 25 Jul 2012 Status: Offline Points: 25 |
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Posted: 23 Apr 2014 at 23:52 |
Auraya, a) If you kill the mob and want the dropped anatomies/hides, then you need to commit that army to stay in place and hold the ground. Otherwise, those resources unguarded on the ground become free game to any player. This is an example of the Dogma surrounding this issue - there's really no excuse for not guarding kills if you really need the anatomies or hides. Should all the other players acknowledge that it is so inconvenient to Occupy with the army? It really isn't that hard to change the dropdown in the menu and select a time schedule to stay in place, takes maybe what - 20 seconds extra time in the military order process? This is at the forefront of poor planning and laziness! Although, I am not trying to be harsh with you personally, as I know this mindset in itself, this Dogma, has infected this game far too long (which is another thing I hope to do - break the Phalanx with this discussion). b) See a above: herb patches or other res are not owned/controlled unless by armies. Now, you can also come in after your town sees a harvester, and kill them on site, that is another option aside from holding the land. Otherwise, the "peaceful" bumping of a caravan is a third option. If you feel a res plot is over-harvested, and desire control, then commit an army! (seems like commitment of forces in this game really is undesired for some crazy reason) c) You're simply describing the process that should exist as the norm in the game. There is risk/reward to sending unguarded units of any type out and around in this game (just like the real world). Diplomacy can work to a point, and I am not discounting that aspect, but in immediate terms an army on-site, on-hand, at least protects harvesters of any type while they work (until a bigger army comes along, of course). Myll
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Auraya
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Posted: 23 Apr 2014 at 23:40 |
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If you're talking about basic resources on the map, I'm just going to chuckle and leave this conversation. I'm talking about settling within 10x10. Harvesting within 5 squares of a player should also be avoided:
a) Because the player may have killed the hides/animal parts there but need the troops to kill more NPCs - you can only have 5 armies so occupying all kills is not always possible. b) Because over-harvesting a herb patch near to someone's city is a VERY bad thing to do (and yes, this has happened to me). c) Because quite often your skinners/miners/herbalists will be killed by players replacing their armies and those are costly to replace. Claiming more than 5 squares for harvesting is silly. The 10 square rule is designed for TWO cities to both have 5 squares each, the idea that one city can claim a full 10 square radius harvesting rights is laughable.
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Myll
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Joined: 25 Jul 2012 Status: Offline Points: 25 |
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Posted: 23 Apr 2014 at 23:16 |
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In response to Auraya-You just missed my point totally - the army should already be on the tile, holding the resources, so that a new player sees that and avoids it. Otherwise, if resources sit on the ground with no army cover, then it is free game for any player to attempt to get, with or without an army.
I already understand the diplomacy here, but it's the front-side of diplomacy that you veterans are missing - you need to show and display ownership first (i.e. harvest with armies present to control resources), not hope it happens with words. Otherwise, be satisfied with caravan bumps. Myll
Edited by Myll - 23 Apr 2014 at 23:25 |
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Auraya
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Posted: 23 Apr 2014 at 23:11 |
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"But to simply "say" you own things in the game that aren't coded in is ridiculous - put an army on the ground if you want to control something, otherwise the written policies are rubbish."
Written policies are called diplomacy and I'm afraid it is something you will have to master, if you wish to be a successful alliance leader. Try not to be so dismissive of the finesse required to thrive in Illyriad. This is a social game far more than a military one.
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Myll
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Posted: 23 Apr 2014 at 22:54 |
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To be clear, my intent for this post is to prove once and for all that there is no 10-Square "Rule" and that we need to start calling it by the correct terminology in game and within our alliances. KillerPoodle, you only reinforced this point, which actually bolsters my argument. However, your alliance profile still has a hyperlinked "10-Square Rule" to an older discussion on the matter, in which more of the same is mentioned and shows that it is alliance policy and not a rule. I am not trying to specifically make a point about Settlement. That is only one aspect. However, Settlement does need at least one follow-up clarification: Within the game's code, Settlement can never be done on a tile on which another player has claimed Sovereignty. That is a solid "Rule" if you will. However, even this could be overcome in the future, when/if counter-sov claiming process is fixed, but then what does it get back to? Armies. Those with a larger army will be able to claim or counter-claim the sov, and then the land gets controlled by the player who holds it. I say this especially because the same is true already for resources. Within the land surrounding a town, there is no game coded system to restrict other players from harvesting resources of any type, even when that res is just 1 square outside the town. The only claim on those resources can be sat on by force, with an army. Players may choose to play a calm/peaceful route, bumping each other's caravans, or they can attempt to control the res by force with armies. But - to announce even in your alliance profile an alliance policy about such makes little difference to a player new to the game who shows up harvesting at your doorstep - why? Because on average, they're not bothering to read your alliance policies, because they're not in your alliance. I have a bunch of new players in my alliance, so I'm a bit more passionate about this issue now. There are no divine mineral rights granted within 10-squares of towns, and many of you game veterans need to get over that. In fact, if we get crowded and struggle for resources due to so many players being in this game - Great! That means the game company likely has more revenue, and we will see Broken Lands that much faster. Maybe we'll see a duplicated Elgea server one day also. Maybe the game dev's will make a non-pvp server for those who want armies to bounce off each other. Regardless, we have the game as it exists now, without even the counter-sov capability yet, but some of you live in this game as control freaks. If anything, many of you game veterans have developed policies and practices that sometimes can turn off many new players to this game. The first 24-48 hours of gameplay are critical to retention of players for the long term. I don't particularly like the tutorial system and timing, but it's what we have for now. I am teaching my new alliance members to be resourceful, do quests, get into the Marketplace and trade, and avoid simply getting resources dumped on them. All this requires a more open-ended gameplay for them, although they also know an army can show up and kill their harvesters (i.e. they aren't ignorant of risk/reward). But to simply "say" you own things in the game that aren't coded in is ridiculous - put an army on the ground if you want to control something, otherwise the written policies are rubbish. Myll
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Auraya
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Posted: 23 Apr 2014 at 22:15 |
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The 10 square rule is designed to allow a player ample space to claim sovereignty in the future, as their town develops. Since a 100 population settlement cannot be expected to claim and maintain a full 5 square ring round their city, many alliances adopted the '10 square rule' that was compulsory for exodus/tenaril to extend to settlement.
As most players only require 3 rings of sov for a 25k population town, many are happy to allow settlements further than 6 squares away (so that both cities can get 3 rings each without hampering each other). Some players may wish to claim further out, especially if there is a particularly nice resource/dolmen/whatever which is why we ask before sticking a city within 10x10. It may not be a game mechanic but it is a courtesy that most players observe. Ignore it at your peril.
Edited by Auraya - 23 Apr 2014 at 22:15 |
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