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Topic ClosedAutomated intercity caravans

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liberty6 View Drop Down
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Direct Link To This Post Posted: 20 Aug 2011 at 01:30
ok point taken.but i still don't have to like it
whats happened to the world? if intelegent life came to earth is RL would they consider us intelligent or not? probably not!!!!
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Brids17 View Drop Down
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Direct Link To This Post Posted: 20 Aug 2011 at 01:36
Originally posted by liberty6 liberty6 wrote:

oooh i have no experience with 10 cities your right but!!! you didn't argue my spell point so if your going to rebuke my claim then attack all of it not just the 1 and then add the experience part.


That -4k food was WITH the nature's bounty spell.

I'm all for limiting this to stop player from abusing it (such as players could have their advanced resources constantly shipped from town to town every hour to make thieves highly ineffective) but making an arguement about how players should just never have imbalanced towns screams inexperience and isn't realistic in the current state of the game. Even getting 9 cities I'm going to have to dip into negative food production in a city or two of mine in order to get to 130,000 population.

As for the "but new players wouldn't benefit from it" argument, I don't understand why that matters. Should a player who has been playing this game for six months and has invested hours and hours of their time into not be rewarded for it? Should a player who got to nine cities not rightfully have advantages over those with only one?
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Direct Link To This Post Posted: 20 Aug 2011 at 01:46
@Brids - I just want to add that I never calculated on the system involving advanced resources of any kind - only basic stuff to keep it simple, and no actual caravans would enter the picture, just a basic resource production boost (in any given small town) based on a fraction of the sum wasted (in a big resource overflowing city).



Edited by Tordenkaffen - 20 Aug 2011 at 01:53
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Direct Link To This Post Posted: 20 Aug 2011 at 04:14
Originally posted by Brids17 Brids17 wrote:

Originally posted by liberty6 liberty6 wrote:

oooh i have no experience with 10 cities your right but!!! you didn't argue my spell point so if your going to rebuke my claim then attack all of it not just the 1 and then add the experience part.


That -4k food was WITH the nature's bounty spell.

I'm all for limiting this to stop player from abusing it (such as players could have their advanced resources constantly shipped from town to town every hour to make thieves highly ineffective) but making an arguement about how players should just never have imbalanced towns screams inexperience and isn't realistic in the current state of the game. Even getting 9 cities I'm going to have to dip into negative food production in a city or two of mine in order to get to 130,000 population.

As for the "but new players wouldn't benefit from it" argument, I don't understand why that matters. Should a player who has been playing this game for six months and has invested hours and hours of their time into not be rewarded for it? Should a player who got to nine cities not rightfully have advantages over those with only one?


I'm agreeing with Brids here. In my main city which, only has 17,341 population (instead of 20-26k), I have five sovereignty squares, nature's bounty, all food buildings maxed, and an over 25% tax rate and that's all that city can get to without going heavily negative in gold to increase population. There's just no way to get to the higher populations for a city without going red at some point.

And yes, this doesn't benefit new players much. However a person with nine cities has invested more time, energy, and money in to Illyriad than a player with 20 population. Don't you think it's a bit understandable to allow these players a break from some of the monotony they've been dealing with? In reality though this would benefit anyone with more than one city.
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Direct Link To This Post Posted: 20 Aug 2011 at 07:28
Originally posted by Brids17 Brids17 wrote:

Originally posted by liberty6 liberty6 wrote:

oooh i have no experience with 10 cities your right but!!! you didn't argue my spell point so if your going to rebuke my claim then attack all of it not just the 1 and then add the experience part.


That -4k food was WITH the nature's bounty spell.

I'm all for limiting this to stop player from abusing it (such as players could have their advanced resources constantly shipped from town to town every hour to make thieves highly ineffective) but making an arguement about how players should just never have imbalanced towns screams inexperience and isn't realistic in the current state of the game. Even getting 9 cities I'm going to have to dip into negative food production in a city or two of mine in order to get to 130,000 population.

As for the "but new players wouldn't benefit from it" argument, I don't understand why that matters. Should a player who has been playing this game for six months and has invested hours and hours of their time into not be rewarded for it? Should a player who got to nine cities not rightfully have advantages over those with only one?

why would you have to go negative food?  you can get 16250 pop(the average amount you need per city for the 9th requirement, using 6 5 farm sov and 1 15 farm sov on a 5 farm town and have 1000 food income left over, and have 46% taxes, which gives almost 26k gold per hour after sov is taken out.  :)  Not really hard at all.
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liberty6 View Drop Down
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Direct Link To This Post Posted: 22 Aug 2011 at 22:16
iv just given up the loosing battle because im arguing with the same guy. but nice to see you have the right idea
whats happened to the world? if intelegent life came to earth is RL would they consider us intelligent or not? probably not!!!!
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Hugie View Drop Down
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Direct Link To This Post Posted: 03 Sep 2011 at 20:59
I'm new in Illyria but this makes interesting reading.
The point of the game it seems to me is to become more and more interesting, to always offer new challenges.  At the start, it's as much as a newbie can do to get resources to build.  Then once all the building is done in one city, we start building armies and second cities.
A few cities down the line, and the game becomes about specialising in one aspect - military strategy, alliances, helping new players, trade and playing the market, whatever.
In the "real" world, as you get better at your job you "automate" the mundane repetitive bits by employing someone to do that.  As Illyria creates a wrap-around world of its own, perhaps it could be possible to automate all of the previous tasks - some examples:
1) - an extra build in the queue (and research? do you have to research in each city?) per city so with your second city you can have 3, with your tenth you can visit once in a few days and set a whole lot of things going
2) - Illyria is cleverer than many in that resources aren't pooled.  I believe it would make sense to have Trade Commanders between your own cities.  I also agree that packages for newbies should be from the heart, not just automated (ie Trade Commander between own cities, no option to other people's cities)
3) - what I'd really like is roads but I'll put that on a new request (or find a request for roads and support it)
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Hugie View Drop Down
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Direct Link To This Post Posted: 05 Sep 2011 at 11:32
I had another thought - what about Account Apprentices (the opposite of Account Sitters)?
As a player gets bigger and busier, it should be possible to take on "apprentices", newer players who can learn the ropes in Illy and ultimately spread their experience in their turn.  In the same way that a player appoints a Sitter for when they are on holiday, they should be able to appoint Apprentices who can connect at the same time as the Mentor (or a different time) to handle some of the mundane tasks.  These will be Illy players in their own right, just doing Apprenticeship in addition to their own city to learn from the best!
I think it will be too difficult to circumscribe what they have authority to do - the lead player will need to trust them, but they could for example look after the growth of a new town, or manage the steady transfer of resources, or manage a brigade in a large military force, all under the supervision and guidance of the lead player.
Whether it is necessary to have a third Chat Room for the lead and his/her apprentices or not, I don't know. 
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Hora View Drop Down
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Direct Link To This Post Posted: 12 Sep 2011 at 22:47
I don't really think Account Apprentices would work.
As a new player, I really wouldn't log in just to ship caravans for a bigger player. And more difficult task would need that much explaining, it wouldn't spare any time.


To come back to the caravans...

I remember playing ANNO 1602 once. There was a interesting trading system, where one of the main tasks was maintaining trade routes. That was possible between own cities (where you defined a minimum or maximum amount of resources you want to keep) or even to other player (with defined maximum exchanged amounts / price per ton, etc...)

The interesting bit there, of course: Those where attackable units, even when moving, and needed some weapons/guards. Further, big cities in there where additionally on constant need for advanced resources, and resources where able to deplete...

So quite some differences in basic game setting, but perhaps might work as a example for Illyriad, too...


Edited by Hora - 12 Sep 2011 at 22:47
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