Baudin Toolan
Grepolis Team
I hadn't checked all the settings, but I assumed that a change like this would be made on all servers, not just conquest servers, if the change were introduced.As Sandbox 7 gives a conquest time of 9 hours I'm assuming that it is a conquest world? So I'm also assuming that the requirement for conquest to be researched has either been removed for colonizing and ghosts or been brought much further forward in academy .. if not then its a waste of time anyway.
But developers continue to ignore what has been asked for (a new end game) and continue with 'improvements' like these. Surely development funds would be better utilised in keeping the existing player base (who are being driven away by the constant dumbing down) happy?
Not just the no-hopers though. I would actually have thought that this would appeal to you. I bet there are a fair few new players who get conquered early on by some experienced or gold-using player nearby, which leads to them quitting because they think that there is no place for new blood in the community. So, as much as I dislike its other consequences, this development could increase the number of new players that actually stay in the game long enough to get hooked.Well that s an alternative way of keeping no hopers in teh game for longer.
Ummm..... am I the only one that doesn't always get LS before I send a CS out?Academy 13 and CS... so even before you get LS you can send a CS out? Lol
In my opinion, this could have a significant effect mid-game as well. Not everyone builds their harbours to level 20, but I think it is safe to say that most players will build their harbours to level 10 in every city except dedicated flier cities. Given that the CS research doesn't cost research points, there is no real reason not to research it if you have the right harbour level. With the lower required harbour level, it will be possible to send a CS from basically anywhere, and also a lot easier to send multiple CSs. While this is good for the attacker, it does make life a lot harder for the defender. If working out the closest CS time, you can usually assume that the small cities won't have CS capability. Now the enemy could have a CS almost anywhere.Sounds like you guys are making a big issue out of nothing. Even if this change does come into place it only affects the early game.
I agree with you on this. I doubt the farming villages would ever be removed, but such short intervals makes it boring if you want to get any sort of efficient yield.And i personally dont like the "challenge" of farming every 5-15 minutes to get revolt ready. That is the most boring part of the early game in my opinion, and is at its heart just how fast can you sim out your buildings to get revolt and cs.
It should hopefully encourage more skirmishes to get the BP for more culture slots, as you can now expand more quickly. However unless they were to move the conquest research to a lower academy level, it would be about the same amount of time until the proper fights start, and possibly even longer, as a lot of players may choose to divert resources to their colonies rather than continuing to rush for revolt/conquest capability. The quicker growth should hopefully lead to better fighting once the fights do start, though.The challenge shouldn't be who can build the fastest, this change would allow you to fight sooner, and sim less.
Yep. I have played both, and trying to build up cities to that sort of level on a speed 1 world feels like I'm going in slow motion now that I have been playing on higher speed worlds.Edit: I play a speed 4. Getting revolt ready on a speed 1 is enough to drive someone mad unless you have alot of gold to burn.
"And i personally dont like the "challenge" of farming every 5-15 minutes to get revolt ready. That is the most boring part of the early game in my opinion, and is at its heart just how fast can you sim out your buildings to get revolt and cs."
This comment is totally out of date - I did this 5 years aso, but now everyone uses gold in the early stages to avoid this - something we should have resisted a long time ago. If we make this early part of the game easier to attain conquest, the gold frenzy will just increase over the early part of the game in a desperate attempt to churn out a number of cities and get an edge. How about we accept theses changes but stop people using gold until they get to a certain pre-defined level?
I agree with you on this. The ability to use gold right from the start is a big money-maker for Inno, allows the big spenders to get the noticeable differences in size, etc, compared with those who don't, etc. I'm not sure if I see things differently to others, but I actually think that banning gold-use in the early stages would change the prevalence of gold-trading. If you are lucky in terms of where you drop, you can make a lot of gold in the first couple of weeks, and after that it tapers off. This means that many gold-traders leave after the big rush. If there is no big rush, you'll see traders sticking around for longer to make the same amount of gold, and that could cause issues if there are still mid-sized trading alliances hovering around negotiating their way out of every fight while the rest of the world is looking for decent wars.bout your idea on stopping people from using gold until a reaching a certain level. I dont think it would ever happen.