2014, New player questions |
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abstractdream
Postmaster General Joined: 02 Oct 2011 Location: Oarnamly Status: Offline Points: 1857 |
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Quote Reply Posted: 27 Mar 2014 at 10:55 |
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Thieves attached to armies can only defend and only if occupying. Thieves in an army will not thieve whether they are covert or not. Just to be clear, thieves can be used against allies when sent as a diplo unit (not attached to an army).
As for missing items, they could have been sent elsewhere and you forgot, they may have been used to craft something else or it could be a bug (theft reports not sent or some other issue). Those are the only possibilities I can think of atm. Edited by abstractdream - 27 Mar 2014 at 11:00 |
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Dragonwort
Wordsmith Joined: 10 Feb 2014 Location: Central USA Status: Offline Points: 139 |
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Quote Reply Posted: 27 Mar 2014 at 11:02 |
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Then it would seem there is no point in attaching thieves to the military since they will defend a city when unattached anyway.
UNLESS there is some advantage to having thieves with the military when occupying resource node or NPC kill for harvesting?
Thanks for the prompt reply..DW
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Just another wrench in the works..
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abstractdream
Postmaster General Joined: 02 Oct 2011 Location: Oarnamly Status: Offline Points: 1857 |
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Quote Reply Posted: 27 Mar 2014 at 13:09 |
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The only purpose (so far) is to reinforce allied cities with thieves. For example, if a small member of your alliance is being thieved regularly by a larger player, you can attach a large number of thieves to your army, send to occupy and help to defend their city against the enemy thieves.
Edited by abstractdream - 27 Mar 2014 at 13:12 |
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Dragonwort
Wordsmith Joined: 10 Feb 2014 Location: Central USA Status: Offline Points: 139 |
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Quote Reply Posted: 27 Mar 2014 at 15:29 |
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"Thus, if you want to produce lots of crafted items in short time, you upgrade them. And if you want to keep the building, better take the pop increase than only block the building plot with a Lvl 1 building "
This seems to imply that you don't need the building once the primary building has started crafting the item? Don't you need to keep the secondary building if you want to produce more of whatever?
OR do players build 100,1000, 10000 of something and then replace the building with another needed secondary building and build 100, 1000, 10,000 of that item?
AND why did the Dev's omit the speed up info from the secondary building summary? They always include it in the primary building.(each level of upgrade increases build speed by 4.5 %). was this just a major
oversight?
I realize some of the game mechanics are a bit clunky(updating only on the upper bar and not on individual pages, for example) and assumed it was to save memory or some other programmer concern, but why leave out that info on secondary building speed?
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Quote Reply Posted: 27 Mar 2014 at 17:56 |
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If you send thief units (or any other type of diplo unit) to an allied player (or any player, including yourself) when NOT attached to an army, they will perform their usual diplomatic mission. So if I send thieves from city A to city B, their only possible mission is to steal anything in sight and return with the loot.
HOWEVER, if I attach those thieves to an army and send the army set to Reinforce to one of my cities or a city of someone in my alliance or with whom I am NAP'd or confed, THEN those thieves will settle down in the city and defend it from any attacking thieves.
So sending a diplomatic mission is very different from sending diplomats as a diplomatic contingent in an army.
With regard to the crafted buildings, the building must exist in order to make crafted equipment. If you demolish a crafting building after having started a queue of crafted equipment, the crafted equipment will NOT be made. However, if you have enough of X crafted equipment and don't want to make that anymore but instead want to make Y crafted equipment of another type entirely (bows instead of spears), you can knock down your X crafting building and build a Y crafting building. This also applies if you have specialized the crafting building to one type of equipment and now want to make another one.
With regard to the description of the effect of additional crafting buildings, each building will indicate that it reduces the time required to make crafted equipment; there should be a notation in the description that indicates each additional building is half as effective as the first one, but sometimes they omit this information since it's provided elsewhere in the documentation of the buildings.
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Dragonwort
Wordsmith Joined: 10 Feb 2014 Location: Central USA Status: Offline Points: 139 |
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Quote Reply Posted: 28 Mar 2014 at 10:31 |
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Perhaps there is some confusion in terminology. I'm calling a forge the primary production building and the plate armorer a secondary/crafting production building. Plate Armorer:
"With the build of a burly blacksmith and the shrewd eye of a master tailor, Plate Armourers take basic, simple Plate, and return with it to the Forge, where they modify and upgrade it. At this building, they live, sleep, study, and practise, heading out to work, at your request, in the Forge. Note that the Plate Armourers actually produce their wares in your existing Forge, working to upgrade basic Plate Armour into their masterpieces. Therefore, they will require basic Plate to work with, and their efforts will take up production time in your Forge.
You can research each improved Plate armour type from the Crafting tab on the Research tree. Once you have completed one or more Researches, go to the Production tab in your Forge to produce these specialist armours."
There is absolutely nothing about higher build speeds at higher building levels. this is the same for other secondary production buildings..horse trainer, bowyer, etc.
Since all research can be done with these at level 1 why don't they state that upgrading the building increases the build speed of the crafted item? If, indeed, it does.
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abstractdream
Postmaster General Joined: 02 Oct 2011 Location: Oarnamly Status: Offline Points: 1857 |
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Quote Reply Posted: 28 Mar 2014 at 11:56 |
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It is odd that the description is void of the usual level = speed tag line, however I can assure you, based on experience that it is indeed the case.
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Dragonwort
Wordsmith Joined: 10 Feb 2014 Location: Central USA Status: Offline Points: 139 |
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Quote Reply Posted: 28 Mar 2014 at 18:39 |
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Protocol question:
A number of cities 10 squares apart...2 or 3 alliances but predominately one, A player abandons a city. After a time a member of the predominate alliance asks permission and builds or exoduses a city between an alliance mate and the abandoned city. Now there is a city 5 squares from the abandoned city. No one has made a move on the abandoned city yet....no sieges ...no troops next to it..nada.
Is it permissible to siege the abandoned city? The idea is to siege and then exodus to a more desirable location Or is it a no-no and why?
Input is desired and will be appreciated
Dragonwort
UPDATE: forgot to say The abandoned city is unaligned..
Updated update: basically you.re saying that the exodused/built new city has first claim on the abandoned city because he built within 5 squares of it.
Edited by Dragonwort - 28 Mar 2014 at 18:49 |
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Quote Reply Posted: 28 Mar 2014 at 18:43 |
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The key would be asking permission. If it's ok with the leadership of the alliance to which the abandoned city pertains and any other players within 10 squares, should be fine.
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Dragonwort
Wordsmith Joined: 10 Feb 2014 Location: Central USA Status: Offline Points: 139 |
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Quote Reply Posted: 28 Mar 2014 at 18:50 |
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UPDATE: forgot to say The abandoned city is unaligned..
Updated update: basically you.re saying that the exodused/built new city has first claim on the abandoned city because he built within 5 squares of it.
AND if that is the case...then I only need to ask permission of the new city owner and not alliance leadership since the abandoned city if unaligned. Correct?
Edited by Dragonwort - 28 Mar 2014 at 18:53 |
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