Let's Discuss the 10 sq rule with settlers |
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Miklabjarnir
Greenhorn Joined: 07 Mar 2012 Status: Offline Points: 73 |
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Quote Reply Posted: 14 Apr 2014 at 17:24 |
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The 10 square rule
still makes good sense, the map is far from filled up. Occationally there is even a new "choice" spot when somebody abandons an account, but I think many are too preoccupied with getting perfect military locations. Unless you plan to specialize in warfare, you can get a lot of enjoyment out of Illyriad with most of your cities on 5 or 6-food squares. It is all about the kind of role you want to play in this world. As a miner, hunter or trader you can be better served and gain more gold from a desolate location with ample game, minerals and herbs nearby.
The best argument for the 10-square rule is that it leaves space for future expansion and enables the first settlers in a place to be a little bit selective about who they want as neighbours. Unless they plan to use it for their own expansion, most people will let you settle inside their area of interest if you have a good reputation.
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Neytiri
Wordsmith Joined: 25 Nov 2010 Location: California Status: Offline Points: 123 |
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Quote Reply Posted: 15 Apr 2014 at 03:23 |
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I have a simpler solution for the developers:
Enforce the "two account" rule and dispense with permanent sitters. |
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"It is well that their bodies know the heat and the cold; it will make them strong warriors and mothers." - Absaroke elder (from Edward S. Curtis's book 'The North American Indian')
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Arcangelo
New Poster Joined: 14 Apr 2014 Location: Florida Status: Offline Points: 9 |
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Quote Reply Posted: 15 Apr 2014 at 03:50 |
So how does the rule make sense for a new player who has no control on where the game placed me. So I can't settle my second city near my original one because if violates someones else 10 sq rule even though they will never use half of those squares? So I have to settle somewhere farther apart and slow my growth. And as a new player how am I suppose to earn a good reputation? That takes time and diplomacy.
In my opinion, the rule is outdated and unfair to the new players. Since this game has no end game, the established players will always have an edge over the new ones. How is a new player with two cities ever a threat to an established player with 8-10 cities.
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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: 15 Apr 2014 at 04:00 |
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Arcangelo, if you want to settle a city in a particular location near your first city, talk to the players around you -- often then will be just fine with that city settlement.
I notice you are in HOTH alliance in the game -- I suggest you work with your alliance leaders and WOT leaders to help you with settlement concerns. I think you will find that you can work something out where you can grow and thrive.
If I can be of assistance, please contact me.
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Quote Reply Posted: 15 Apr 2014 at 06:19 |
+1 Although I think most people who argue over perfect locations will never utilize them, it's undeniable that too many prime locations are occupied by perma-farms. |
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Lwyllyn
Wordsmith Joined: 03 Mar 2013 Location: Humboldt Status: Offline Points: 119 |
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Quote Reply Posted: 15 Apr 2014 at 09:16 |
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My alt and I have been able to place 3 towns within another player's 10x10 without creating any friction. How? The same way I get away with hunting and gathering as close as 1 square from a town: by sending them mail asking for the ok.
The worst case scenario: a 'no' answer! |
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Myll
New Poster Joined: 25 Jul 2012 Status: Offline Points: 25 |
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Quote Reply Posted: 23 Apr 2014 at 22:31 |
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While I do have a similar thread already going, my goal at that other post is simply to put to bed the notion that there is a 10-Square "Rule" that in fact does not exist. As stated there, it is a 10-Square Restriction in game code to Tenaril/Exodus settlement that can be superseded by Sov 5 on the tile.
All other references to this are Alliance Policies, and not a rule. To even correct a prior GM Rikoo statement on this, because the terminology matters - players do not create Rules in this game, nor do alliances create Rules in this game. Only the game's leadership/dev's create game rules. A GM should tread very carefully when using terms such as Rule, Policy, Restriction, Tradition, etc.. Nothing should be called a Rule unless the Game Company publishes it as such. None of us, not even GM Rikoo, is the final authority for publishing a Game Rule.
Now, to get on with this, let it be known that my alliance, Tsunami [WAVE] will not publish nor honor a 10-Square Policy published by other alliances, but only because we do not acknowledge it. Having said that, we will still follow tradition and courtesy as many of you do, especially mindful of the 20-square sovereignty pattern that the average player may employ, and specific to Settlement of towns. However, there is already a Game coded restriction in place to settlement specifically, and it is the Sovereignty claim system. If you don't want someone else to settle, then claim Sovereignty over the tile.
However, for resources, there is no way to guard/hold resources on the map other than placing your army on top of the tile and then hoping someone bigger does not come along with their army and crush you. That - is the only way to define ownership of rare minerals, rare herbs, grapes, hides, anatomies, basic minerals, and basic herbs. Anything else is just bluster, if you aren't willing to commit an army to hold the ground. You don't own the "mineral rights" to the land - even in real life that is a complicated legal process and not automatic for the ground just beneath your home, so let's try not to apply fantasy logic here (and oh by the way this is an international game so not everyone has the same "norm" opinions as the others). In this game, only armies control resources on the land, otherwise we bump caravans.
Myll
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Quote Reply Posted: 24 Apr 2014 at 02:33 |
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I think a sov claim over a rare herb or mineral formation is a sufficient statement of ownership. However, a garrison (even a tiny one) just makes good sense, especially for herbs, which can be destroyed by over harvesting.
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Myll
New Poster Joined: 25 Jul 2012 Status: Offline Points: 25 |
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Quote Reply Posted: 24 Apr 2014 at 03:57 |
Brand,
Up front - I am in total agreement that an army should be on site if you want to control the resources.
You said, "...a sov claim...is a sufficient statement of ownership." -- but that I would totally disagree with. Y
our statement con-volutes two separate issues: Land Claim/Settlement, vs Resource control. The Sov claim does not restrict any other player from harvesting, it only prevents settlement, and isolates the tile's sov building capability to the player who claimed sovereignty. Sov claims do not imply that you own the resources sitting on said land, only an army on site controls the ability of harvesters to access the resources (or harvester(s) on site can indicate who is currently working the land until bumped or killed).
You may want it to imply ownership, but the coding of the game does not restrict gameplay for harvesting actions. Yes, I already know the detractors will talk about Diplomacy and how important the finesse of it is, but that in itself still does not render ownership of the res, it only results in interpersonal negotiation with an end result of a player being sent an approval or disapproval of potential actions, and even then the players are both taking risk by sending either army(s) and/or harvester(s) to the site, and a 3rd party could even show up with their own army and harvesters!
It's the "owner" part of the equation that really needs to be dissected in this argument - there is no ownership outside your town, only sovereignty (which is not by definition ownership), and there is control (which is temporary and based on the amount of force/army you are willing to commit).
Myll
Edited by Myll - 24 Apr 2014 at 03:58 |
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Pellinell
Forum Warrior Joined: 08 Apr 2012 Location: United States Status: Offline Points: 298 |
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Quote Reply Posted: 24 Apr 2014 at 04:48 |
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The mechanics of the game are irrelevant. The issue is alliance policy. As to it not being a "rule" I disagree with the assertion that players can't create rules. A rule as defined in the dictionary says "
one of a set of explicit or understood regulations or principles governing conduct within a particular activity or sphere" The fact is the majority agree to abide by the 10 square rule, it is an understood regulation enforced by a large percentage of players thereby making it a rule by definition.
It is absolutely a rule within 10 squares of my cities. That's not to say I don't let others harvest because I do provided they ask before hand. Bottom line is this, if you enter my 10 squares you abide by my rules. This in my opinion is not unreasonable. It actually prevents a lot of issues that would arise if there wasn't a 10 square rule.
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