Merging cities

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Expand view Topic review: Merging cities

Post by Fhorar » Thu Jul 12, 2012 9:43 am

@Mecha - no, the world map is leggy enough without putting extra graphics in there for merges - I would a lvl 3 scout should be able to tell whether a city is merging or not.

Also, instead of a flat 24h period in which the city merges, maybe it could be the same time as it takes a scholar (or architect) to march from the merging city to the mergee city. That way it's quicker to merge from close by and harder to merge cities that are far from each other.

Post by Slashu » Wed Jul 11, 2012 4:44 pm

Nice to see all the ideas! and when merging I think there should be like an icon on the map like the true icon to make it a bit of a risk for the merger.

Post by MechaStorm » Wed Jul 11, 2012 10:40 am

Fhorar- you still haven't answered my other question. Would other people not in the same guild be able to see that you are merging? Or would they be just be lucky while attacking you and cap a city that is merging?

Post by Fhorar » Wed Jul 11, 2012 9:29 am

@Mechastorm - 24h really isn't that long - even in a quick world (WS 2 US 2) 24h is only a region or two away so only closer players would be able to conquer a city during a merge - the idea behind locking a city comes from having to be vulnerable while you're moving an entire city - you'll still have troops in your city to defend. Also, maybe the merge time could be based on the distance the two cities are from each other.

@Deano - thank you :-) - I feel like it'd be a realistic way to do something like this from the programmers' standpoint as well as fun for us and a great feature to keep us playing when we get big.

Post by Deano87 » Tue Jul 10, 2012 5:27 pm

I like your idea fhorar. Especialy using scholar type units to merge cities. And I think cities should be maxed out fully to merge together. lvl 2 acedemy sounds good too.

Post by therodman » Mon Jul 09, 2012 8:38 pm

I really like this idea, I've had serious problems having too many cities in the past. I envision it like this. You have a primary city which links to a secondary city(maybe a little link bar on the map showing they are linked). The two must be adjacent. Once linked the secondary city becomes greyed out(or something) and is no longer accessible. Whatever building levels the secondary city had are transferred to the primary city though certain things don't transfer(like wall level). So the production, capacity, training time decrease, loyalty increase(maybe?) etc would all be benefits to merging. The maximum amount of cities you can merge together is 9. 1 primary and 8 secondary(assuming the primary is completely surrounded by cities you own). There should be some required building(like having a academy in both cities or maxed city hall) before you are allowed to merge.

I think that this would impact the game strategy as follows: It would encourage players to take groups of cities(instead of isolated ones). It would encourage players to level up cities all or nearly all the way before merging. It would also encourage players to take inactive or barbarian cities and spend time leveling them up. It would increase the risk of losing control of an area(the cities are more powerful but there are fewer of them). Like putting all of your eggs in one basket. Finally, it would greatly decrease the amount of time needed to manage a large number of cities.

I used to have over 100 cities but it took so long to manage them that my ipod would die before I could finish(I started with full battery). I ended up quitting valor because of it. I play again now in a new world(over a year later). This idea could've kept me playing the first time around.

Great idea

Post by LadyDelicious » Mon Jul 09, 2012 7:36 pm

I like the concept. I leave worlds when the maintenance gets too overwhelming.
However would be good if Playmesh would fix ALL the bugs we experience first. PLEASE

Post by MechaStorm » Mon Jul 09, 2012 7:27 pm

ahh... ok i understand now. would other people be able to see that you are merging your cities? i think that there should be a wait time for this if it did happen but 24hrs is too long imo. and the idea of it being locked doesnt seem that good to me. how are you suppoosed to defend it if its beiing conquered? besides sending tons of troops there beforehand?

Post by Fhorar » Mon Jul 09, 2012 5:51 pm

The other point I was trying to convey was having to send more scholars (or Architects) to merge more cities into one. 1 Architect to merge A and B, two Architects to merge C into AB, 3 Architects to merge D into ABC, and so on.

Post by Fhorar » Mon Jul 09, 2012 5:49 pm

Basically what I'm saying is you merge City B with City A. Both cities require academy lvl 2. You'd send 1 scholar from City B to City A - once the scholar arrives, the cities begin merging and both are 'locked' (although they can still both be attacked/conquered and if either city is conquered, the merging stops and the scholar is lost). After the 24h merge period City B no longer exists and City A becomes a merged city (City AB, if you will). If you wanted to merge another city into City AB, you would have to send 2 scholars from City C to City AB and the merging process would start again.

I say scholars but you could always come up with a new unit that is unlocked with academy lvl 2 (maybe call it an Architect) and have it work the same way. You could have to make something like 'City Plans' for architects (vs scholarships for scholars).

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