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Angrim View Drop Down
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Direct Link To This Post Posted: 28 Dec 2011 at 23:53
Rill, I understand your position; I was trying to point out that the increased risk you are arguing for is at least as likely to deter a white knight as it is a military opportunist.  I agree with others on the thread that the most likely effect of facing the population bar again is to discourage players who have suffered losses from getting back into the game; it probably does not do anything to suppress conflict that the prospect of rebuilding doesn't already do.
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Direct Link To This Post Posted: 28 Dec 2011 at 20:14
  

Edited by Rill - 29 Dec 2011 at 06:28
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Createure View Drop Down
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Direct Link To This Post Posted: 28 Dec 2011 at 19:43
Thanks G0Ds - nope I didn't lose any pop on the day of the "neg-food/res" update - most of my pop dropped before hand due to Exodus.

But I never had any plan to get city #10 so dropping pop was no major bother for me in this case.
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Direct Link To This Post Posted: 28 Dec 2011 at 19:05
I can't honestly see that having a bit more action would be a bad thing. I mean, I don't want Illy to turn into a game where if I blink wrong I get sieged, but a BIT more action wouldn't be a bad thing. There is no real issue to this, since this won't immediately kill newbie protectivity, and a lot of gain.
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Direct Link To This Post Posted: 28 Dec 2011 at 18:19
With respect to Rill's concerns, the disincentive to engage is just as likely to work in reverse.  A player faces potential loss when he provokes a fight; another player faces potential loss when he intervenes.  Either might lose one or more cities and face the daunting task of rebuilding, which is made easier by this change.  The game invites more participation if it has a bias for action.
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Direct Link To This Post Posted: 28 Dec 2011 at 18:08
Nice Idea! You get hit hard from that food changeor were your cities changed enough to not get insta demolished?
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Direct Link To This Post Posted: 28 Dec 2011 at 15:11
I really really like this idea.

I cant see the points that Rill makes matter. This is something all can benefit from and wont give any insane advantages.
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Direct Link To This Post Posted: 28 Dec 2011 at 14:19
Same here Ander - I will be stopping at 9 cities - number 10 just isn't my cup of tea.

But I do not think this diminishes my idea much (or at all) - the amount of players with or aiming for 10 cities is a relatively small percentage - like you say, this suggestion has something to offer to everybody in the long-term, it is not just a foot-stool for the pro-simmers with 10 cities.
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Direct Link To This Post Posted: 28 Dec 2011 at 13:56
I have a mixed feeling about this. It was fun building till my 8th city and I stopped there. I did not build any structures for the sake of population and decided not to build something only to demolish later - that is not what I like to do in a sandbox. 

Creature's suggestion helps everyone equally and I don't see how it is biased against new players. The only bad feeling i have against this is that it gives a very good reason to go for a 10th city - an incentive for doing a lot of boring and pointless work. 

If the 'unlocking cities' suggestion is to be implemented, i hope that the population requirement criteria for cities will be changed too. 


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Direct Link To This Post Posted: 28 Dec 2011 at 12:32
I think creatures suggestion is a fantastic one. And i've said this before, but rill, has it occurred to you that some small players actually enjoy an element of risk? Getting repeatedly smashed to the ground is never fun, but when I first started I liked the fact that there was potential for me to be hit by a much larger player, it was very unlikely even then but it did happen.
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