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Auraya View Drop Down
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Direct Link To This Post Topic: Name Sov Squares?
    Posted: 04 Jul 2012 at 11:44
So I'm at a reasonable size and claiming large amounts of sov now.. but because of my strategy, I frequently need to switch a large amount of lvl 1 sov depending on what my city is doing. The thing is, at a glance, telling which sov squares are 'permanent' and which are 'changeable' isn't easy - certainly not with 8 villages all doing different things! 

Before anyone says it, obviously my lvl 5 sov is all permanent and quite easy to recognise but most of my sov is lvl 1/2 - working on a flexible strategy.. one which I believe a lot of people are starting to adopt. Some of that lvl 1/2 sov I don't want to change (e.g. it has a nice livestock bonus or whatever) some I want to change weekly depending on if I'm building more military, more diplos or I'm short on a certain item.  

If we could name sov squares, I'd be able to place instructions (Perm Farm, Changeable, Perm Target, Perm Cattle etc) rather than having to flick through every drop down looking for the right squares. Once I am bigger, with chanceries everywhere, I'll have 200 buildable sov squares.. even if only half of that is 'changeable' rather than permanent, that's still a huge amount to try and remember. 

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Direct Link To This Post Posted: 04 Jul 2012 at 16:10
Quick note, just in case anyone gets the idea that you can have 150+ sov buildings per town: Current research only allows 20 buildings per town.

Edited by Albatross - 04 Jul 2012 at 16:11
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Direct Link To This Post Posted: 04 Jul 2012 at 16:45
Exactly Albatross: 20 x 10 villages being where I got my "200 buildable sov squares" 

Thank you for clarifying, my apologies if this was unclear.
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Direct Link To This Post Posted: 04 Jul 2012 at 20:23
It's a good idea.   When I wanted to get rid of some sov I squares with mine shafts checking the map was a clumsy procedure.  OTOH for a sov I square with name "diplo" or "horses" I'd know what it is.   

Maybe they could generate and show hints in the overview automatically, e.g., "diplo 1", "horses 3", "clay 11", "iron 6", etc.   There's apparently always only one best sov feature for a given square.
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Direct Link To This Post Posted: 05 Jul 2012 at 00:49
Originally posted by dunnoob dunnoob wrote:

There's apparently always only one best sov feature for a given square.

The best sov use for a given square varies depending on a player's goal in current situation.  There's at most one bonus for a square, it's true, but I'm guessing there are a lot of leather armor squares out there being put to some other, better use.


Edited by Rill - 05 Jul 2012 at 00:50
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Direct Link To This Post Posted: 05 Jul 2012 at 14:55
Sovereignty structures should be made visible and changeable (upgrade/demolish) by clicking on the sovereignty square in the map.




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Direct Link To This Post Posted: 05 Jul 2012 at 16:32
Visible sov structures would be cool, but that would give potential enemies intel about what you're doing with your city.  Perhaps they should only be viewable if within diplo visibility?
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Direct Link To This Post Posted: 05 Jul 2012 at 16:40
No visible sov structures please! They would practically gave up the purpose of big cities without use of any diplomatic units... 

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Direct Link To This Post Posted: 05 Jul 2012 at 18:50
I think that sov squares should be visible, but only level-wise.  As an example, sov for humans would be:
Sov level one Sov level two Sov level three Sov level four Sov level five

Or possibly they could also be re-colored a bit.  



Edited by Silent/Steadfast - 05 Jul 2012 at 19:00
"Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM)
"SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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Direct Link To This Post Posted: 05 Jul 2012 at 19:14
In a way, the level of the square is already visible (albeit not of the structure but if the square was over level one, there isn't a lot of reason beyond temporary rebuilds or switches to have the structure lower than the level of the square). The radius of the hue on the squares increases slightly with each sovereignty level (i.e. level 1 squares right next to each other look like they have a 'space' between them but once you get the squares to level 5, they look like homogeneous territory rather than heterogeneous squares.

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