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2014, New player questions

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Angrim View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 16 Feb 2014 at 15:17
Originally posted by Dwrwd Dwrwd wrote:

since I can access my traders from any city I came to the conclusion that I only need to have a Traders' Guild and Trade Office in my first city and I only need to pursue trade research up to Faction Markets in other cities (so I can send goods to hubs from there).
true. the vast majority of players will be well-satisfied with a single Trader's Guild and a single Trade Office across all of their holdings.
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Angrim View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 16 Feb 2014 at 15:36
Originally posted by Dragonwort Dragonwort wrote:

My question is this: 2 new cities have now spawned next to my favorite spot to gather herbs. (actually the ONLY spot for many squares). One settlement has a population of 5 and the other 3.
Am I poaching? I assume they are not far enough along in research to gather the herbs anyway. 
should I wait until they are larger and ask permission to harvest there OR just wait until they bump me ? Oh, and they are unaligned..Whats the proper etiquette for this situation? ConfusedDragonwort
etiquette varies widely by region and alliance (and the newb ring is another situation completely). sovereignty is recognised universally as a claim. occupying the square is also recognised, but some alliances consider attacking an occupied herb patch to be acceptable and not an act of war (and, of course, the garrison must be maintained every 14d). many alliances project a radius around their cities in which the resources are considered to belong to them. the only sure way to protect a rare resource claim is to settle within three squares and sov the surrounding area.

all that said, keep in mind that these are newbs and a cordial note to let them know the situation they've been dropped into might go a long way toward easing tensions later. also, most newbs abandon, and of those left a sizable majority will relocate their first city. it will be some time yet before you know if you have trouble.

edited for spelling.



Edited by Angrim - 16 Feb 2014 at 18:56
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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 16 Feb 2014 at 17:41
With regard to a merchants guild and trade office, I would offer the caution that it's always possible to lose a city in Illy.  Since one can't speed research, you MIGHT choose, after other necessary research is done, to duplicate your trade research in at least one of your other cities, so that should you lose the city with completed trade research you would still have the option to make a trader in another city.  

This is more of a long-term consideration than one you need to worry about in your first month or two of play.  Note that you can just knock down the trade office and merchants guild in your other cities after you've completed the research.  Also note that the merchants guild is not used for any purpose other than to build traders and complete research, so once you've built a trader it's possible to demolish the merchants guild in your trade city as well.  (You would need to rebuild it if you ever wanted to make another trader in that city.)


Edited by Rill - 16 Feb 2014 at 17:43
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Impedious Quote  Post ReplyReply Direct Link To This Post Posted: 17 Feb 2014 at 18:44
How is population growth decided in this game? Is it a excess food, money, which buildings you have ,how many buildings you have or is it just time? Or is it a combination of all of them
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 17 Feb 2014 at 19:12
Population is determined by buildings. Every unit of food consumed by a building is one population point.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote JerryCraft Quote  Post ReplyReply Direct Link To This Post Posted: 19 Feb 2014 at 12:00
Can you cast additional Mana on Runes?
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 19 Feb 2014 at 13:06
Originally posted by JerryCraft JerryCraft wrote:

Can you cast additional Mana on Runes?

It has no additional effect for runes.

For new players who are wondering: Extra mana will make geomancies and ongoing blights more "powerful", which means they are harder for PvP opponents to overturn. The extra mana does not increase the bonus, penalty or result from the spell.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Zakathan Quote  Post ReplyReply Direct Link To This Post Posted: 19 Feb 2014 at 13:48
I've got a question regarding trading:

Say you want to setup a trading office/merchant guild - what kind of surrounding city tiles would make it a good fit?

Do you want to be as close to Centrum as you can manage (to cut down on caravan times)

Is it better to place all your goods in Centrum or pick a close trade hub? Other than Centrum are any trade hubs worthwhile

Would making a diplomatic/treasury city be a good fit with a trading city. I would envision building lots of Thieves and perhaps a thieves den or two to guard any gold/rez that is coming/going to your trade city

With the advent of trade hubs - do treasury cities even matter anymore?

Thanks for this thread!
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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 19 Feb 2014 at 18:06
I am not an expert trader, so hopefully one of those will weigh in, but until then here are my thoughts.

Treasury cities are NOT a good idea since the advent of trade hubs.  Just keep most valuables in hubs.  The only reason to keep a large body of standing thieves anymore is to thieve people.  They are not cost effective for protection purposes.

There really are no special requirements for a trading city.  The trade office itself is high population (2k), so you want to find a square that has good food sovereignty.  This is true of any city in general, of course.  Trade office consumes a lot of wood, moderate stone and low clay, so you might choose a low iron square.

However, there's really no reason to "specialize" a city in trade.  Trade buildings take at most 2 squares (merchants guild and trade office).  I suppose if you were a really gung-ho trader you COULD build more than one trade office to have more orders, but there's no need to have them both in the same city, as trade offices operate at an account level rather than a city level in terms of placing orders.

The next question is what combinations work well for a trade city.  Pretty much any military specialization is possible, although bow or cavalry might be less preferred because of the wood production of the trade office.  A harvesting and/or crafting specialization is also very possible and perhaps desirable.

The additional specialization (if any) of the trade city will influence location.  In particular if you choose a harvesting and/or crafting specialization, you will want the city to be close to a ready source of supplies for harvesting, including animals to hunt.  The center of the map may not be conducive to this aim, so any benefit from being close to centrum and having less caravan travel time would be outweighed by the relative scarcity of animals to hunt and other rare resources to be gathered (as well as the increased competition for such in densely populated areas).

Keep in mind that caravans can be sped up with prestige, while armies cannot.  In terms of broad geographic location, I would recommend placing defense and hunting opportunities above hub proximity, even for a trader.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote JerryCraft Quote  Post ReplyReply Direct Link To This Post Posted: 20 Feb 2014 at 10:20
The text box to enter additional mana isn't appearing on my cast spells page

Edited by JerryCraft - 20 Feb 2014 at 13:36
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