Selling cities

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Expand view Topic review: Selling cities

Post by Collynm » Mon Jun 11, 2012 8:33 pm

Well I guess this debate has run its course.....

Post by Collynm » Sun Jun 10, 2012 4:32 pm

At the very least you could trade cities for cities.
That or you couldn't buy or sell cities while under attack.

Post by Trips » Sun Jun 10, 2012 10:22 am

I was just thinking of an idea like this. Most of us are in guilds and want our guild members as close as possible to look out for each other and not have to wait 7+hours to send troops for support etc. It would be good if we could sell cities for a price aka resources of our choice. Don't see why we shouldn't have it

Post by RockNRoll » Sat Jun 09, 2012 6:53 pm

Only way I can see this happening with a way to hinder abuse is to maybe make it so that if you do receive a city, other than needing a scholar that gets eaten up, also punish the player somewhat by diminishing scholarships do that your possible scholar count goes down by 5. So if you have 3 scholars and no scholarships for more, 1 gets used to get the city (like normal) and then actual scholarships are removed bringing you down to -3

That said, I don't like the idea regardless. You're talking about saving time, but this game is all about consuming time. Have inactives, find a way to divide up their cities in your guild. If you don't have enough scholars, that sucks. Should have planned better. Saved scholars for a rainy day like that. What you suggest though takes away from planning and strategy

Post by Collynm » Sat Jun 09, 2012 11:46 am

This idea would make dominating easier because you could trade cities with allies to get positions closer to the enemy making it easier to take their cities

Post by Sparda007 » Sat Jun 09, 2012 3:04 am

I dont like this....
This game would then turn into monopoly!
I like dominating!

Post by Fire820 » Fri Jun 08, 2012 9:02 pm

I've learned never assume something is assumed. Otherwise you will be mistaken. It would work better since the time is locked up. Still unsure about it though

Post by Collynm » Fri Jun 08, 2012 6:53 pm

Wasn't that assumed in the first place?

Post by Tooltip » Fri Jun 08, 2012 6:02 pm

At very least add a time requirement. Perhaps a scholar and a merchant has to arrive at the city before the purchase can complete.

Post by Collynm » Fri Jun 08, 2012 4:56 pm

Anyhow my idea is to make selling and buying cities take just as long if not longer than capping a city by force while making markets much more usefull saying as they tend to die out later in the game.

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