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Topic ClosedA new exodus marking "rule"?

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Kumomoto View Drop Down
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Direct Link To This Post Posted: 20 Mar 2013 at 16:00
Did you mean to put this in the suggestions thread, TD?
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Darkwords View Drop Down
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Direct Link To This Post Posted: 20 Mar 2013 at 16:24
I think politics is the right thread for this.

Edit:   Deerrrr... I see what you mean Kumo, should have read TD's post first  Embarrassed


Edited by Darkwords - 20 Mar 2013 at 17:13
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Direct Link To This Post Posted: 20 Mar 2013 at 17:43
DERP!  Moved it.  Sorry.
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Rill View Drop Down
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Direct Link To This Post Posted: 20 Mar 2013 at 23:21
Auraya, I have advised many players to do short-hop Exoduses, and we have always been able to find suitable locations.  It usually isn't even very hard to find them.  I suggest you at least try it a few times -- look toward the "edge" of the new player ring. 

Keep in mind that the landing square for a short-hop exodus need NOT be a 7-food square, and in fact moving to a square with the identical resource distribution of the square the player is already on works just fine as well (it means they can't build up resource plots during their 5-day stay, but this is a minor disadvantage).  The key is to find a square that EITHER matches their starting square OR their destination square.
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Direct Link To This Post Posted: 21 Mar 2013 at 00:12
Originally posted by Rill Rill wrote:

Auraya, I have advised many players to do short-hop Exoduses, and we have always been able to find suitable locations.  It usually isn't even very hard to find them.  I suggest you at least try it a few times -- look toward the "edge" of the new player ring. 

Keep in mind that the landing square for a short-hop exodus need NOT be a 7-food square, and in fact moving to a square with the identical resource distribution of the square the player is already on works just fine as well (it means they can't build up resource plots during their 5-day stay, but this is a minor disadvantage).  The key is to find a square that EITHER matches their starting square OR their destination square.


I do not understand why they have to match their starting square or destination square... If they are worried about loosing res plots they can build safely - four plots max level 12 each.. it will still give them good production for a starting city.

@Auraya  perhaps if it is so complicated then maybe it's something that new players should avoid attempting. I know that I advise my new players not to attempt it as I do find it unnecessarily complicated and cumbersome. My focus with new players is usually trying to get them near our group more than trying to exploit exodus gaming mechanics in attempts at terraforming.

> I've been placing marker armies since I started 18 months ago and they were always respected - by players over 200x my size who went above and beyond to assist my new village! At the risk of sounding like an inebriated grandparent, things aren't like they used to be!
just to point out.. The exodus mechanic is relatively new. We didn't have it back then.

In regard to anyones policies regarding marking armies of any sort; your internal policies are fine, however I believe that I will continue my uncomplicated practical way of playing in the present rather than the future...  ie - claiming Sov (not marking armies) is the mechanic players can use to clearly claim territory in game. Cities must be built before any ten square radius is respected and if a city is established in an area I'd like then clearly that person has a city there before me.. if we happen to have two cities land near eachother then we'll work it out.. which is, I suppose, similar I think to Gragnog's position.
Originally posted by Gragnog Gragnog wrote:

the issue becomes one of who ever gets the city there first lays claim to the spot. As much as I would like to claim all land within 20 squares of my cities I understand that is not feasible and have lost spots to players who have been able settle before me. That is the nature of the game.


I want to thank everyone who decided to post in reply to my original post. It was for informational purposes [so that I can review Relic's policies to make sure they are not too far from the general practices in Elga]. Thanks again all. - M.
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Direct Link To This Post Posted: 21 Mar 2013 at 06:09
Most 7-food destination squares will have a maximum of 3 of one other resource type.  So another option is to build 3 resource plots (not 4) to a maximum of level 12 before doing the Exo-Tenaril.  However, personally I think this makes the process unnecessarily complex. 

 It is VERY easy to find short-hop Exodus squares to match the beginning configuration of human, elf, dwarf and orc cities -- because there are lots of these square types, either once starter cities now abandoned or created by the system to be new city spawns in the future. 

So if a new player has managed not to upgrade more than 3 plots, more power to them, but if they haven't and this is a concern, then it is an easy matter to find a short-hop Exodus square to match their starting square.  The Exo-Tenaril process can be tedious, and there's no need to add extra "rules" to remember like "don't upgrade more than 3 of any plot even if you happen to have them."  (That is a handy suggestion for people who are planning Exo-Tenaril, but when advising new players I try to walk a line between what might be theoretically ideal and what is too complicated to be any fun.

This also happens to be why I don't advise all new players to do Exo-Tenaril.  It can be a great thing for those who have the patience for it, but it can also be very burdensome and result in attrition as players lose interest and give up because all they do is build a gigantic warehouse.

I often think that more established players have forgotten what it's like to be new in Illy and that it is easy to lose sight of the big picture in pursuit of shiny tricks.

I honestly think it would be better for the game if the Exodus-Tenaril process were determined to be an exploit and if Tenaril were available only to the initial capital.

Off to the suggestion forum for me.
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Direct Link To This Post Posted: 21 Mar 2013 at 18:37
Originally posted by Rill Rill wrote:

Auraya, I have advised many players to do short-hop Exoduses, and we have always been able to find suitable locations.  It usually isn't even very hard to find them.  I suggest you at least try it a few times -- look toward the "edge" of the new player ring. 

Keep in mind that the landing square for a short-hop exodus need NOT be a 7-food square, and in fact moving to a square with the identical resource distribution of the square the player is already on works just fine as well (it means they can't build up resource plots during their 5-day stay, but this is a minor disadvantage).  The key is to find a square that EITHER matches their starting square OR their destination square.

*facepalms* I've never thought of doing it that way round. Well, I feel silly. 

I doubt you're going to change my opinion on terraforming though ;) If newbies don't have the patience for it, they probably aren't much suited to Illyriad and would quit regardless. They can still harvest, build scouts/spies, do their mysteries etc. They have to stick around the newbie ring and stay at lvl 12 for a while, that's all. 
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Direct Link To This Post Posted: 29 Mar 2013 at 03:11
Originally posted by Meagh Meagh wrote:

> I've been placing marker armies since I started 18 months ago and they were always respected - by players over 200x my size who went above and beyond to assist my new village! At the risk of sounding like an inebriated grandparent, things aren't like they used to be!
just to point out.. The exodus mechanic is relatively new. We didn't have it back then.

factually correct, but a bit of a red herring.  exodus is 15 months old, not 18, but the practice of markers predates it.
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