It's actually only slightly larger than the one being used in The Dark Age, but it has more land because it's not an island. That's why I gave you all three units to start with, so you could set to claiming land immediately.
You claim land by moving a unit over it and conquering it. It increases the tile's population to 1, which may be what you're thinking of.No, you claim land by having a owned tile adjacent to it, and then claiming it. You don't need troops in or adjacent to it (although you can't claim any land that has enemy troops in it).
Once we get 5 players, I'll go over the basics of playing the game, since the tutorial doesn't cover it all.
Yep, I know how to do that.Na, I would prefer to take a replacement slot. It's too easy if I start with everyone else. (Cockiness intensifies). It would be one thing if they had played before, but since none of them have, I would have too much of an advantage.
Would you like to play the Southerners, lemon? They're probably the most challenging faction since they start right next to where the Golden Horde will come from. It might be appropriate to have someone as familiar with the game as you face that challenge.
I understand if you're committed to too many games, however.
And for some tutorial stuff. Note that their is a ton of information there, but quite a bit of it is to answer questions that you will probably end up having later on.Thanks. I think I'll move my starting city two squares down, onto the river tile.Spoiler: Vanigo Interface Tutorial (click to show/hide)Spoiler: Basic game tutorial (click to show/hide)Spoiler: Answers to some FAQ's from a previous game (click to show/hide)
I'm fine with location. I'll go for the name Manen(Norwegian for moon)
I'm okay with my start position and name, but it'd be great if you could change that yellow to a less overbearing colour.What do you mean by overbearing?
@scapheap: You don't have enough resources to build that in your city. It's going to fail next turn. You can see your Resources under the Resources tab. If you're in the negative for anything next turn it will cancel what it needs to to prevent that. You also may want to claim more land with your spare population, since it will mean more resources.I thought that the labor would mean that it a three turn thing. I'll change my moves.
@scapheap: You don't have enough resources to build that in your city. It's going to fail next turn. You can see your Resources under the Resources tab. If you're in the negative for anything next turn it will cancel what it needs to to prevent that. You also may want to claim more land with your spare population, since it will mean more resources.I thought that the labor would mean that it a three turn thing. I'll change my moves.
Nope, every action you make will be completed by the next turn.
Kashyyk, I'm going to give SilverDragon another chance to keep up with the turns. I'll use your action this turn, but I won't replace him with you just yet.
I've added Dragoons, Musketeers, and Cannons as end-game units, as well as two new buildings: the Alchemist's Guild and the Firing Range. They both require pop 6 to build, so the end-game units can only be built in a Metropolis. They should make things interesting!Heh, that's pretty amusing.
e: Haha, looking at the original Vanigo rules, I'm actually adding the Dragoons and Musketmen back in. Ah well, they're entirely new units to fit the balance changes.
Um, so they issued a tornado warning where I live and while I'm still active, if I dissapear and don't log on again you'll know what happened. Hopefully it doesn't come to that though. Unfortunately I am unable to make my turn at the moment, sorry.Alright, thanks for letting us know. If you don't show up for a few days I'll have Kashyyk take over. Be safe.
I'll throw out some tips for everyone from past games:While I don't advise getting into a full-scale war either, unless you spot a serious weakness on the part of an enemy, it's tactically sound to send your troops out to raze enemy lands by conquering claimed tiles so they can't get as many resources. Just be aware that others might send some troops to do it to you.
Never fight two opponents at once if you can possibly avoid it. Just don't do it. It might seem like a good idea at the time, but it is pretty certain to turn out very badly.
Full scale war is extremely costly early in the game, especially for the attacker until. Don't do it unless you will gain a very large strategic advantage from it, finish it very quickly, or you already have a very well developed empire.
Always have your attacking troops in the same army wherever possible. Otherwise they fight separately (even if all moving from the same place to the same place at the same speed), which makes them exponentially weaker.
Its tactically sound, but strategically unsound. Harassing an opponent means that you are in a conflict with them. Conflict costs resources. If you get something out of it its one thing (more land by stopping their expansion, a iron tile (or in the rules that have magic in them, elemental resources/mithril/pegasai), a city), or their is only single other player in the game.I'll throw out some tips for everyone from past games:While I don't advise getting into a full-scale war either, unless you spot a serious weakness on the part of an enemy, it's tactically sound to send your troops out to raze enemy lands by conquering claimed tiles so they can't get as many resources. Just be aware that others might send some troops to do it to you.
Never fight two opponents at once if you can possibly avoid it. Just don't do it. It might seem like a good idea at the time, but it is pretty certain to turn out very badly.
Full scale war is extremely costly early in the game, especially for the attacker until. Don't do it unless you will gain a very large strategic advantage from it, finish it very quickly, or you already have a very well developed empire.
Always have your attacking troops in the same army wherever possible. Otherwise they fight separately (even if all moving from the same place to the same place at the same speed), which makes them exponentially weaker.
They start with units, they don't have to build them. The units they started with are otherwise just sitting around costing money.Its tactically sound, but strategically unsound. Harassing an opponent means that you are in a conflict with them. Conflict costs resources. If you get something out of it its one thing (more land by stopping their expansion, a iron tile (or in the rules that have magic in them, elemental resources/mithril/pegasai), a city), or their is only single other player in the game.I'll throw out some tips for everyone from past games:While I don't advise getting into a full-scale war either, unless you spot a serious weakness on the part of an enemy, it's tactically sound to send your troops out to raze enemy lands by conquering claimed tiles so they can't get as many resources. Just be aware that others might send some troops to do it to you.
Never fight two opponents at once if you can possibly avoid it. Just don't do it. It might seem like a good idea at the time, but it is pretty certain to turn out very badly.
Full scale war is extremely costly early in the game, especially for the attacker until. Don't do it unless you will gain a very large strategic advantage from it, finish it very quickly, or you already have a very well developed empire.
Always have your attacking troops in the same army wherever possible. Otherwise they fight separately (even if all moving from the same place to the same place at the same speed), which makes them exponentially weaker.
But if there are more then two players (and there are) it isn't a zero sum game. If you hurt one of your neighbors, and it hurts you in turn (even if the hurt is only 4 labor to build the troop and buildings for you, and a single tile of land for them), it means that everyone but you two get ahead. Now, a single raider won't cost you much, but if it escalates, and they send troops to stop your raider, and you have to build troops to stop them raiding you, it will end up costing you resources, and quite possibly put both of you turns behind the other players..
Since distances are so great in this map, I don't think their is much incentive for raiding to get resources (as you need to claim the land all the way to the point where you are raiding in order to get it for yourself).
I should make it clear though, that if you think you can get a enemy city on the cheap, then its probably worth a try (although a full out war is still very costly to your development). Just be aware that if your opponent responds to any real degree, the 5(?) turns it will take your troops to get over to them means that your attack will fail and cost you a non-trivial amount of resources (which in turn will help everyone else).
((I'm back!!))
Yes, but that only worked for you because you started on a wide-open space that could only be reached by ship and nobody bothered to come curb your growing power. These guys don't have that luxury.I really have to disagree. I've used that strategy in every game of this that I have played, and it has served me well every time.
I can't really comment on that because I've only played the last few turns, but I do know that sitting idly and letting an enemy in a better position for growth consolidate their power is not strategically wise. I guess we'll have to agree to disagree.But that's just the thing. Its not a zero sum game. If you harass another player, and cost him 5 turns of growth for 2 turns of your own, that isn't a win (despite the fact that it is a huge advantage for you in a 1v1 against him), it simply puts all the other players 2 turns ahead of you.
Also, welcome back, Pencil_Art.
Never thought I'd see the day when Pencil_Art posted faster than scapheap.
This game is not exactly economically complex. Especially on such a large map as this. Whether one can outgrow their opponents or not was basically determined on turn one and for the most part it's not really a function of skill, but starting position. I'm not sure if you can call "having the best starting spot" a strategy that it's possible to be good at...Even in symmetrical maps their is substantial differences in players growth on any reasonable time scale. While if everyone was playing perfectly optimally growth would be determined at the start of the game, everyone doesn't actually grow perfectly optimally, and there are numerous things you need to balance (pop growth vs number of cities and city size, building troop buildings vs investing in buildings that help your long term production, food production vs wood/stone production, which inspiration buildings you choose to build).
I believe (but I could be completely wrong) that population you get from food consumes 1 food per turn, so eventually everyone's population will level out to the maximum that their lands are capable of supporting. However, the tiles that you choose to claim with your population (as well as what improvements you build) make a big difference in the early game, so it's possible for someone to get a big early lead by choosing to claim tiles for food over any tiles with other resources, or building a farm every turn. However, everyone else will eventually catch up to them, and while they'll have a lead in population and labor, they'll suffer on resources, which don't taper off over time.Eventually everyone pop will even out but this takes an extremely long time, as that 200th pop may take 50 turns of gaining 2 food per turn. But having more food growth early does have a cost in labor strength and city size (as if you put 1/2 your pop into cities you produce much less food then the person that puts 1/4 into cities). Finding the perfect balance is very important, as if you put all your pop into food production, then you will have by far the most production, but will have no cities with which to do everything. If you put everyone into cities, then you will have almost no population, and you will end up with far fewer cities then everyone else, which will result in a stronger very early game, but you will fall farther and farther behind as the game progresses. Logically the perfect amount is somewhere between these two (and will change depending on the stage of the game), that allows you to build up your cities while still growing steadily.
Slight clarification, as it could be misinterpreted. You always gain the natural defence bonus if you are the defender, but you only gain the fortifications bonus if you are in a city that you own.
- Defending armies get a defense bonus from terrain, as well as the city, as long as it belongs to their country.
You mean quadratically (http://en.wikipedia.org/wiki/Lanchester%27s_laws#Lanchester.27s_Square_Law)?
- Armies are exponentially more powerful the more units they have over the other army, because it allows them to deal more damage at once, weakening the other army on their next turn.
Skipping SilverDragon because he's taken 36 hours.
I sent him a PM reminding him of his turn, and he had been online since then and did not take his turn. So I automated him. I warned him in the past that he was holding up the game and that I would have to replace him if he couldn't keep up with the other players. So it's only by his request that I'm auto'ing him at all, instead of just replacing him with Rolepgeek. I undid something he did in his last turn because it looked like he was going to make an extremely poor decision, and while I'd be willing to let him make that poor decision on his own, since I was taking over for him, I undid it.Skipping SilverDragon because he's taken 36 hours.
You've literally undone something he did in his last turn. Automating someone seems all well and good when what they want to do is obvious, but when it's not a little bit of patience seems like it would be a valuable thing. 36 hours isn't that long. (Especially when it's not like we even have rules about turn times...)
In point of fact I wasn't even able to open bay12forums for the past two days, which is why I did not post, and it won't happen again, because my data reset. Also if any of you move to Australia I do not recommend purchasing a bliNK WiFi.
Also, I'm going to introduce an NPC threat in more than twice the number of turns we've already taken, and when I submit the turns for that, I will do it before I handle any of the turns submitted by other players so that I don't know what they're going to do. The idea that I'm going to enter with an "overpowered faction" is kind of laughable, honestly; I'm going to do my best to balance it to whatever stage you guys are at at the time, and was even planning to delay it if you didn't seem like you were ready. What's with the sudden outburst of bitching? I didn't fuck him over, I actually helped him, considering I have more experience with the game than him, and any action he was planning to take with that maneuver was ill-advised.You should probably try to be a little more chill about all this Squeegy.
That's exactly what it looked like his intention was. It was pretty clear, but I discussed it with the parties involved and reverted the decision. I wouldn't have intervened if I wasn't auto'ing him, and the only other thing I could have done was just leave his army there because I didn't know what he was doing it, so I think he actually came off better this way than that.Also, I'm going to introduce an NPC threat in more than twice the number of turns we've already taken, and when I submit the turns for that, I will do it before I handle any of the turns submitted by other players so that I don't know what they're going to do. The idea that I'm going to enter with an "overpowered faction" is kind of laughable, honestly; I'm going to do my best to balance it to whatever stage you guys are at at the time, and was even planning to delay it if you didn't seem like you were ready. What's with the sudden outburst of bitching? I didn't fuck him over, I actually helped him, considering I have more experience with the game than him, and any action he was planning to take with that maneuver was ill-advised.You should probably try to be a little more chill about all this Squeegy.
Also, if he is planning on an action that is stupid, you shouldn't have really intervened when his intention was pretty clear (sending all his troops north, presumably to murder themselves against the Easterners). I know its god awfully painful to watch over like 3 turns while a new player does something stupid, and as a result gets majorly screwed over. But it isn't really fair to the other players to intervene on their behalf.
I'm aware I'm a complete hypocrite about this, as during the game I was adminning two games ago I autoed players far more effectively then they played themselves (and would probably have done the same action you did with his army), but you should still endeavor to try to auto the players at a equivalent efficiency to how they themselves are playing.
It's not really metagaming. Metagaming is putting other people's actions for that turn into the admin interface so you know what they're going to do before they do it. Checking out how well your army might fare against an enemy force is just strategy.
But that's metagaming! I'll get around to my turn eventually but atm I'm busy.As everyone else has said, its not metagaming, its simply playing smart.
I would consider THAT metagaming, or at least bad sportsmanship. You can technically just open the spoiler and read what your opponents are doing too. That doesn't make it right.Anything you can do in the Player Interface or learn in the Admin interface is allowed and acceptable, as they are both the tools being given to you. Or, at least it was in every previous game, if you feel strongly enough you could indeed forbid people to check out what resources and buildings other players have.
For that matter, I'm inclined to allow unit trading, which is apparently frowned upon in previous versions, but I'll have to ask NQT why he forbid it first.Basically because it and city/terrain trading caused more problems (mainly in complicating the trading rules to prevent exploits) than they were worth.
It goes against my 'moral ideas' to use a tactic like that. It's like being able to go back and time and change your plans, so I won't use it, even if you guys say it's okay.Ok, as long as you're aware this puts you at a disadvantage, and you're already pretty much the underdog in this game.
My point was that you could achieve such information without needing to use the Admin interface; the admin interface just makes it easier.Here's my justification: Accessing that information basically gives you access to a player's economic weaknesses. That's pretty privileged information to have on your rivals, so it's unfair for you to just look at it the same way it's unfair to intercept their orders to their armies and settlements. If they're short on wood, then you know that unless they trade with someone they're not going to be able to produce wood-heavy units, which means that destroying their units is costly to them. It's fine for them to reveal this information to you through diplomacy and trade. It's not okay for you to look it up on your own. The admin interface link is more for me than it is for you guys, except to test out battles, since that doesn't give you any information about your opponents you couldn't get through the player interface.
If you don't want us to use the admin interface, don't post the link to it with each turn. I mean, really man. >.> Half the time I do it simply so I can tell what things people might want/have for trade.Spoiler (click to show/hide)
I'll be the worst player here regardless of if I use the admin interface. I'll take my chances.Yeah, but not using it to simulate battles is something that will quite probably cost you the game. Amusingly its more important the less experience you have, because you have less experience on judging how a battle will go.
If anyone is getting the error "You can't build an improvement there." on tiles that you clearly should be able to build an improvement on, include the order in your spoiler but outside your code tags (e.g. 'Build Farm on (15,32)'), and I will do it manually for you. I don't understand why that is happening, those tiles are no different from the others in the XML.
Nevermind, apparently that is due to proximity to a town. Anything smaller than a city can only build improvements on adjacent tiles, and otherwise you can only build them in a 2-square circle around the city (so a 2-square diagonal can't be built on). I actually don't like this, at all, but it looks hardcoded so there's nothing I can really do. I'll wait for lemon's comment on the matter, but I'm inclined to allow manual building anyway.
War is a valid form of diplomacy.
Spoiler: Derailing (click to show/hide)
Yeah, well... guess I'll stop.Pansy! Kill! KILL!!!
Spoiler (click to show/hide)
No, though it wouldn't affect me much. There's already enough odd resources for me to be confused about.
Nevermind, apparently that is due to proximity to a town. Anything smaller than a city can only build improvements on adjacent tiles, and otherwise you can only build them in a 2-square circle around the city (so a 2-square diagonal can't be built on). I actually don't like this, at all, but it looks hardcoded so there's nothing I can really do. I'll wait for lemon's comment on the matter, but I'm inclined to allow manual building anyway.You can admin build improvements for people if you want, but it seems like a whole lot of work (since you will need to be building multiple for every single player every turn) for not much reason, unless you entirely remove the need to have cities anywhere near where you are building improvements. And yes, it is hardcoded.
It seems unlikely that 5 enemies would have that level of intelligence on one another.
Who says everyone's enemies?
The goal of the game is to destroy all the other factions.
Besides which, it seems far more unlikely to me that the Easterners would know the exact improvement levels of the lands under the control of the Westerners and Islanders, in addition to their exact troop composition and experience levels, yet be unable to remember whether the Southerners had built a fortress or just a palisade in that city.
Well, the question is whether it should be allowed for anyone to do, not whether you would do it.
No, there isn't anything he could do. Even if he stopped posting links to the admin interface in the game and removed all the ones he has in the thread, the admin interface would still be there (and linked in every other thread that has played this game), and people could still use it.Well, the question is whether it should be allowed for anyone to do, not whether you would do it.
Is there anything you can do about it to stop it, beyond telling people not to do it though?
I'm not saying people would do it even if you specifically said not to, just that the possibility is there. There's not really any way to prove someone has, or to punish them if they do, either.
Proposal:My view is that having to deal with the equivalent of guerilla warfare/peasant uprisings is an interesting part of the game: it's one thing to rush in and take a civilisation's cities, but quite another to be able to hold them, fight new wars and crush new build-up of local resistance at the same time. Also, often players just quit when they're in an unwinnable situation, but the option for tenacious players to play on should be there.
If a player loses control of both A) Any players starting city and B) Has no pop 6 cities. They they are no longer able to A) Build new cities, or B) Claim any new land. If they manage to get any capital back, or build up another pop 6 city, then the restriction would be lifted.
The main reason for this is so that it would be actually possible to defeat players without having to spend 20 turns wiping out every single tile of theirs out to prevent them from building up tiny spearmen armies and harassing you.
I probably should have put this out there way earlier, but seeing as no one has actually started a war yet (much less be dead), it seems like it still isn't too late. Thoughts?
Proposal:
If a player loses control of both A) Any players starting city and B) Has no pop 6 cities. They they are no longer able to A) Build new cities, or B) Claim any new land. If they manage to get any capital back, or build up another pop 6 city, then the restriction would be lifted.
The main reason for this is so that it would be actually possible to defeat players without having to spend 20 turns wiping out every single tile of theirs out to prevent them from building up tiny spearmen armies and harassing you.
I probably should have put this out there way earlier, but seeing as no one has actually started a war yet (much less be dead), it seems like it still isn't too late. Thoughts?
It's interesting to see how peaceful everyone's being. I guess it must be in part due to how huge the map is. In the previous (non-Dark Age) Vanigo game (http://pastebin.com/raw.php?i=y4uFuJDz), on turn 30 I was fighting a war against all five other players, raising fields and taking towns. If I was playing as the Southerners in this game, I'd use the superior iron production to amass axe men and send them on the East: large food-empires are powerful foes in the mid-to-end game so you've got to attack early on and steal their cities if you've got weak growth.Yeah, there are quite a few reasons.
4) I was quite thorough in explaining my strategy this time around, which I suspect probably stopped one or two players from starting a early conflict.Yes, and I wish you wouldn't influence the game like that. Giving advice on how the system works is fine but telling people "this is the right way to play" just stifles the players' creativity and makes the game boring.
*Shrugs*. I wouldn't have said anything more about it than a single post (which wouldn't really have convinced anyone) if you guys hadn't been arguing with me about it.Quote from: lemon10 link=topic=148399.msg6104151#msg61041514) I was quite thorough in explaining my strategy this time around, which I suspect probably stopped one or two players from starting a early conflict.Yes, and I wish you wouldn't influence the game like that. Giving advice on how the system works is fine but telling people "this is the right way to play" just stifles the players' creativity and makes the game boring.
I ranked people based on how quickly they were expanding, so yes, population. And I personally enjoy doing a lot of things on my turn.Yes, but it means I never have to put off doing my turn, and it only takes me a few minutes, rather than half an hour or more.
So, no response to my royalty idea for the end-game?I don't really like it. Too much risk and uncertainty in it for my liking. Lose a scant few slow troops and you're screwed?
No one, just name your royalty 'Senator So-and-So.'
They're intentionally slow so that they act as kings rather than pawns (or any other given chess piece). You're supposed to keep them safe, and you're not screwed so long as you have any more cities. You only need one of them and you get as many of them as you have cities that you've brought up to Metropolis. It's either that, or you need to have your starting city or any pop 6 city. This is basically the same thing, but actually more versatile and moveable.
Something about this turn is invalid. It won't accept it.Spoiler: Turn 36/Turn 37 :P (click to show/hide)
Fixed.Something about this turn is invalid. It won't accept it.Spoiler: Turn 36/Turn 37 :P (click to show/hide)
I'd be tempted, but it'd take five turns for me to get to them, plenty of time for them to raise enough troops to protect their cities.
Coming with my army of Heavy Infantry and Catapults. Do not worry, Southerners! It will only take a couple years or so for my soldiers to get there.Catapults?
I admit I'm a little perturbed you all went straight for the top tier units as quickly as possible, but I suppose you'll get your just desserts when the shitty masses of Golden Horde Horsemen flood intoFTFYyour citiesmy superbly well-designed deathtraps manned by the Kharen States' finest soldiers, all glory to the States.
:PI admit I'm a little perturbed you all went straight for the top tier units as quickly as possible, but I suppose you'll get your just desserts when the shitty masses of Golden Horde Horsemen flood intoFTFYyour citiesmy superbly well-designed deathtraps manned by the Kharen States' finest soldiers, all glory to the States.
Waiting on Kashyyk and hector13.
(Sorry for the doublepost, unsure if edits show up as a new reply.)
Meh. Unless buildings require you to have a specific population I'm blaming that. It literally wouldn't let me build a bunch of stuff.*facepalm*
Look, I'm playing to have fun not rush units and buildings. And I have been expanding, as I said, and my population never changed.
Well, I've mentioned it before that I learn by doing, not reading a giant big fat stack of text that says "You do this, then do that, but you can't unless you have this, except when you do that, and all this means you get to do this and this but you can't do either if you haven't done this" or whatever.It came with pictures, man. It's not even a huge stack of text; the description of each building tells you what's needed to build it, including population. Don't get defensive; just accept that you didn't look for it.
doesn't make a whole lot of sense and isn't present with villages.Sure it is. Pop of the tile goes down by one when you conquer it, whether city or village. Villages just only happen to have 1 pop. And cities having their pop moved about;, it's just slavery is all. Nothing big.
Rolepgeek just assumes everyone who disagrees with him is defensive.
Some things I think would make for more interesting gameplay:Yeah, there are a ton of things you could do to radically change the game with access to the source code, and quite a few interface improvements (eg. having a merge army button which allows you to merge two armies of any size with a single click).
Conquered cities are reduced to pop 0 and given their own "destroyed" graphic, and you have to claim them to bring them back to pop 1, and then put your own population in to make the city functional again. This would eliminate "pop stealing" where taking other players' cities lets you hijack their invested population and even take it out of the city and put it elsewhere, which doesn't make a whole lot of sense and isn't present with villages. Conquering could also be done over multiple turns, with each conquer reducing the city's population by 1, so that larger cities take longer to conquer, which makes sense. Pop 0 cities could be conquered again to raze them completely. This would let people whose cities are under attack have a much larger window to prevent the city from being taken, which allows for more leeway in combat, and integrates razing seamlessly into the hard-coding.
Honestly, considering reverse-engineering the code and adding these improvements in myself, since Vanigo seems reluctant to either continue the project or release it open-source.
That said, it is rather rude to reverse engineer someone's code when they explicitly say that they don't want to release it open source.He didn't explicitly say that. As far as I know he hasn't said anything on the subject.
Edit: Would have to agree with RPG re moving population from conquered cities being analogous to slavery.The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.
I would maybe prefer amending what you suggest (nerfing a conquered town to pop 1) to having a random number of population erosion to reflect dead civvies and refugees leaving, though I'm not sure how you feel about trying to get the latter part into the game.
The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.
You can remove population from your towns, and it says in the orders window that you are using -1 pop (though I don't know if you get that the next turn, don't want to experiment 50 turns in :P) but I would consider that emigration rather than slavery (semantic arguments, yay!)You can use it on the same turn you remove the population, but like expansion and and city increases, this doesn't affect the free poop number you see in the players window until next turn.
I'd prefer the system I outlined, because I don't think the pop should be returned to them either (conquering is the destroying of pop), and I like that it will drag out the conquest of cities somewhat.Spoiler (click to show/hide)The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.
I had a bit of a spiel on my thoughts which got lost after internet nonsense :(
Summary: You can remove population from your towns, and it says in the orders window that you are using -1 pop (though I don't know if you get that the next turn, don't want to experiment 50 turns in :P) but I would consider that emigration rather than slavery (semantic arguments, yay!)
Uh... I said something about conquered towns... something along the lines of pop of conquered towns being returned to the previous owner (Player A conqueres town size 5 of Player B. A gets town size 1 next turn, B gets 4 extra pop) to reflect refugees, or the rest of the population just being massacred by invading armies, if you're not happy with the slavery thing. I think it makes sense, but I like to rationalise things endlessly.
The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.Because of design limitations? Because it means that taking a pop 2 city isn't purely there to deny it to the enemy, but can actually help you in more significant ways by having a city? Because pop 1 cities don't exist? You point out 'flaws' in Vanigo's game based on your opinion, and some of us disagree. But you want to do it anyway, and that's fine, but it's rude to basically say 'he did it wrong', which is what it seems like you're doing when you put it in the way you do; "if the design were made consistent" and "There's no coherent design philosopy here". There's things I've wanted to add to the game too, typically concerning units and buffs(for example garrison or militia units, or walls functioning differently), but the game works fine as it is. There's really no need to make changes like that.
Design limitations nothing. It's as simple as adding another button. "Design limitations" is not an excuse for bad design.The thing is that this "slavery" mechanic doesn't mesh with the rest of the game. If "pop of the tile goes down by one when you conquer it" is the rule, then why do pop 2 cities have no effect? There's no coherent design philosophy there, it wasn't meant to imply slavery, that's just how the game "works." In every other aspect of the game but this one, the only population you get is the population you earn through conversion of Food. It all points to the idea that if the design were made consistent, you would only be able to get pop through that, and shouldn't be able to take it from other players. After all, as NQT said, you can't raze your own villages. If you can't enslave your people and force them to move elsewhere, why can you make slaves out of the subjects you gain when you conquer a city? It does not make sense from a game design POV.Because of design limitations?
Because it means that taking a pop 2 city isn't purely there to deny it to the enemy, but can actually help you in more significant ways by having a city?You can still take the city in my version too; you bring it down to pop 0, you claim it (bringing it back to pop 1), and then you rebuild it. You have the option of razing it, it's not compulsory.
Because pop 1 cities don't exist?Because a pop 1 city is a village, I'm well aware. That's a totally meaningless excuse, because they could very easily be added to the game. They would function exactly the same as villages (that is to say, you wouldn't get any of the benefits of having a city there until you brought them back up to pop 2), and you wouldn't be able to remove pop to bring them down to 1, it would be a state that exists purely for the purposes of conquering cities and it would maintain the consistency of design in the game.
You point out 'flaws' in Vanigo's game based on your opinion, and some of us disagree. But you want to do it anyway, and that's fine, but it's rude to basically say 'he did it wrong', which is what it seems like you're doing when you put it in the way you do; "if the design were made consistent" and "There's no coherent design philosopy here". There's things I've wanted to add to the game too, typically concerning units and buffs(for example garrison or militia units, or walls functioning differently), but the game works fine as it is. There's really no need to make changes like that.With all due respect, I am not talking out of my ass here. I am a programmer. I design games. I've done it, I'm trained in it, it's what I do. When I talk about consistent design philosophy, I'm talking in terms that I apply to the games I create as well as the games I play and criticize. I am looking at the game from the perspective of how I would design it, how I would balance it, etc. This is the way that people in my field approach this. And I mean it when I say that something can be done because I know how it's done and I know the limitations. If Vanigo released the source code, I would do it. I'm not saying he's a bad game designer, far from it -- he made a very solid and enjoyable game, and I admire his work. If I didn't like what he'd done I wouldn't be considering changing it. However, in my opinion it has flaws and I am not beholden to ignore them out of respect. And no one would force you to play the game with the modifications that I make.
Also, as for razing your own villages, and enslaving your own people; I believe the assumption is made that you are not in fact a tyrannical despot. Additionally, you can in fact do just that in exactly the same way you can the enemy(moving pop among cities, that is), unless you mean to Villages, in which case you can't do that to the enemy either. Just because the idea of slavery isn't fully detailed and implemented in all applicable ways doesn't mean it's not been done. Hell, you implemented Blood Mines and Slave Market, and I think those are pretty clever. Doesn't mean you need to edit the source code. And while he hasn't explicitly stated it, he has said things in response to questions about possible changes like 'that would require access to the source code' and later added external image support for the source code, so he obviously both still has it and is unwilling to share it. He doesn't want it released.Actually, lemon10 added the Blood Mines; I added the Slave Market both because of the precedence he set and because I felt that there should be a labor counterpart to the iron source he created.
I will add that conquering is, really, quite the opposite of destroying a population, in terms of what was done in reality. Sure, sometimes you put everyone to the sword, but more often they surrendered once you killed the defenders. The rabblerousers might need to be put down and some might have fled in the meantime(which is why most people drain their cities of pop if it looks like they're about to be taken), but it's often about, you know, one king replacing another. For many, they won't care all that much. If you force 'em out of the city, or steal the gold and goods in it to supply your own populace so it can grow, that's it's own thing. As well, I personally don't like the idea of city conquests taking even longer than they already do; just look at The Dark Ages. Well Defended cities need a veritable Siege, over many turns, in order to get to even get a chance.
Look for answers, not problems, is what I say, in this case.I didn't look for problems, I just found them because they stick out. They're problematic. Now I'm looking for answers to those problems.
One change I would like, though, is for improvements to get razed on conquering a tile. Makes it more dangerous to allow your stuff to get razed, fits in better with the slash and burn idea of it. Makes not just taking but holding valuable tiles more important.
Every 20 turns a larger part of the Horde will enter the map from the desert pass, until the entire Golden Horde is here, at which point they can be wiped out like any other civ.
Currently experiencing Internet problems. Can you please auto me? Thanks in advance.
Didn't wait twenty days for me to post! :PLike I said then, it was the early part of the game. This isn't. There's actual important decisions to be made. And also it was just you I was autoing.