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Direct Link To This Post Topic: Advance Notice: Changes to upkeep, resources etc
    Posted: 20 Aug 2011 at 03:34
Hi all,

As part of our ongoing solution-finding to the problem outlined here on the  "Advance notice to changes regarding food" threadnaught, here's what we're currently intending.

I strongly recommend that all interested parties spend some time looking at the ramifications of this change below.

There are 4 inter-related elements, and we recommend reading all of them before commenting!

  1. Decoupling Food from City Taxation

    At present, the tax rate you choose for your city affects the city's output of Wood, Clay, Iron, Stone, Food, Mana and Research.  On the other side, you get a change in the amount of Gold your city produces.

    We're proposing removing Food from this equation.

    All cities will produce food according to their Farmyard(s) output, modified by the Flourmill and seasonal variables, plus spells, sovereignty and some Discoveries; and all cities will continuously consume food according to each buildings' consumption.  This is exactly as things are now, with the exception of city taxation.   All cities will produce and consume food as if taxation was set to 25% - ie "balanced" taxation.

    This means that anyone who currently has their city taxation set to higher than 25% will have "more food" than before.  Anyone who currently has their city taxation set to lower than 25% will have less food than before, and may need to upgrade their food production accordingly to stay in balance.

  2. Cities that run out of basic resources will cease to collect taxes

    Your citizens need Food to survive.  They also need Wood, Clay, Iron and Stone for heating their stoves, cooking and serving their food, and otherwise maintaining their dwellings.

    If you run out of wood, clay, iron, stone or food (i.e. you have none stored and negative production) then your citizens - as a whole - will cease to pay taxes, and you will cease to collect gold in your city.

    Any city that runs a negative in any basic resource (Wood, Clay, Iron, Stone or Food) had better have sufficient resources stored to cover the shortfall until they can get back positive, otherwise there may be trouble ahead as gold production via taxation ceases, and - when the gold reserves have been exhausted - deserting military and diplomatic units, released sovereignty claims etc.

  3. Moving cities / nomadic existences

    Players will be able to move their cities (beyond the one-off relocation spell) to other locations.

    Moving to a new location in this way will have the same restrictions as the Tenaril's Spell of Ultimate Teleportating (ie must have all your units at home, cannot move to a location that is within 10 squares of another alliance etc).

    One of the key differences is that - unlike the current relocation spell - you will not take your underlying terrain resource distribution with you.  

    You will receive the new resource distribution of the new square that you move to, and will be able to exploit those resources accordingly.  Your existing resource plots will be mapped over to the new resource plots.  Those that do not match will be lost (ie if you move from a 7 Clay to a 5 Clay terrain, you will lose the 2 clay squares).

    As with the relocation spell, you will carry over your military, diplomatic and trade units with you, as well as your research and currently stored storehouse/warehouse items.

    Before you choose a location to move to, you will be informed of the consequences of moving, both generally and specific to your city.

    There will be some potentially significant penalties for using this relocation method, however.

    a) All buildings in the city (both city buildings and resource building, and the city wall) above Level 12 will be leveled down to L12 by the process of moving.  

     b) Once you arrive at your destination square, you will not be able to send out diplomatic units or armies for a period of 5 days.  Your armies and diplomats will spend this time adjusting to their new surroundings, and preparing their defences. They will, as ever, defend if attacked. 

    c) Whilst your city is moving it will require sufficient gold upkeep to support the units it owns, travelling with it, for the period that you are travelling.  You will be informed, when you choose to relocate your city, of this cost - and it will immediately be debited from your town gold.  If you do not have sufficient gold, you will not be able to move cities.

    d) All sovereignty owned by the city will be immediately relinquished.

    e) You may only move a city in this manner if you have more than one city. Players who only have one city cannot use this method of relocation.

    f) You may only have one city relocating at a time.  This includes (non-relocating) settlers.  If you have a city relocating, or settlers in motion, and then try to relocate another city, you will be refused.

    g) Sitters may not relocate other players' cities, this is very much an "account-holder-only" function

    h) Once we introduce unit interception, pathfinding and all the rest, it is entirely possible that a relocating city in motion could be destroyed outright - whilst it is in motion.  Of course, the units moving with the city will defend the convoy - but you need to understand that this might become a risky proposition in the future.

    i) If the city you have chosen to move is your capital city, then your capital city will change to your largest non-moving city.  We will also be introducing a mechanism to allow players to change their capital city at will.

  4. New buildings

    Whilst I'm not going into any detail, we shall shortly be announcing a number of new, specialist buildings.  These are designed to allow cities to specialise successfully in specific areas.

    Most of these specialist buildings (14 or so new ones right now, and a further 20+ to come). will require Wood, Clay, Iron & Stone upkeep (as well as food, like all buildings).  The upkeep will be fairly substantial, depending on the building type.  We mention this simply to say that - especially in conjunction with the changes mentioned above - a 7 food square is not necessarily the best option any more, depending entirely on what you want to do with your city or cities.

Best wishes,

SC
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Direct Link To This Post Posted: 20 Aug 2011 at 03:53
Ah, this is groovy!  Thumbs Up
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Direct Link To This Post Posted: 20 Aug 2011 at 03:55
"Most of these specialist buildings (14 or so new ones right now, and a further 20+ to come). will require Wood, Clay, Iron & Stone upkeep (as well as food, like all buildings).  The upkeep will be fairly substantial, depending on the building type.  We mention this simply to say that - especially in conjunction with the changes mentioned above - a 7 food square is not necessarily the best option any more, depending entirely on what you want to do with your city or cities."

I call "tease"!
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Direct Link To This Post Posted: 20 Aug 2011 at 03:56
Excellent!   Can't wait to see the changes and thank you!
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Direct Link To This Post Posted: 20 Aug 2011 at 04:04
i) If the city you have chosen to move is your capital city, then your capital city will change to your largest non-moving city.  We will also be introducing a mechanism to allow players to change their capital city at will.

Just out of curiosity, as above you move your capital and your largest city becomes your capital.   Currently, if you have your capital razed with another town still in your possession that town becomes your Capital and can then take advantage of the relocation spell.  Will this give you the ability to reset the relocation spell once you've used it simply by moving your capital?

Specifically, to put a 7 farm city up in a mountain?  :)

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Direct Link To This Post Posted: 20 Aug 2011 at 04:32
I like that TC just signed off as SC. Copy and paste anyone?

Also, is the date still set for the 31st or has it been pushed back again due to the changes?
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Direct Link To This Post Posted: 20 Aug 2011 at 05:05
GM SC said that it's been pushed back, did not specify a date -- it still sounds like pretty soon.  However, I believe the sitting rule still changes August 31.

Edited by Rill - 20 Aug 2011 at 05:06
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Direct Link To This Post Posted: 20 Aug 2011 at 05:33
Originally posted by GM ThunderCat GM ThunderCat wrote:

Any city that runs a negative in any basic resource (Wood, Clay, Iron, Stone or Food) had better have sufficient resources stored to cover the shortfall until they can get back positive, otherwise there may be trouble ahead as gold production via taxation ceases, and - when the gold reserves have been exhausted - deserting military and diplomatic units, released sovereignty claims etc.


After thinking about this more, you must be planning on how changing resources are effected by taxes as well right? Because it seems like you can't go negative resources from taxes alone, you need sov to weight into that and thus it wouldn't really stop people from using the 100% taxes tactic, it would just mean they would get a little less out of it than if they were maxed out pop like before.


Edited by Brids17 - 20 Aug 2011 at 05:34
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Direct Link To This Post Posted: 20 Aug 2011 at 06:18
Brids, new city buildings will now consume basic resources other than food -- so you can go negative based on the upkeep of city buildings, even without sov.
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Direct Link To This Post Posted: 20 Aug 2011 at 07:18
I don't think the release date matters now, all players using the food "exploit" would have had enough time to balance things out, now they get 100% food production and any players using negative res for sov were always using an exploit, as the release notes said that sov would de-level so they should have know it to be a loophole and should not be considered.

Edited by Erik Dirk - 20 Aug 2011 at 07:23
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