DeletedUser
Guest
Proposal: - Allow the spy to be sent to inland villages.
Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested?
If I say yes, I have checked... will you believe me?
Reason: - The expansion level and trading capabilities of the inland villages on an island can be a huge factor in the value of a city for conquest...
For instance, a city on a negative lumber island that has all level 1 villages, none of which trade for lumber is FAR less valuable than a city that has all level 6 villages, several that trade FOR lumber and thus compensate for the negative lumber production.
Unfortunately, If you (or one of your allies) doesn't already have a city on the island, there is no way to discover this information before you're *stuck* with the conquered city.
Details: - The action of sending a spy to an inland village would be the same as sending one to a player city.
Travel times would be the same.
The cost of a successful mission would be 1000 silver per level of the village (max: 6000).
The information returned will be level of the village and the resources it trades.
A failed mission would have NO effect other than loss of the player's silver.
For simplicity' sake, a village is considered to have infinite cave silver... so a failed mission does not deduct anything from the village.
Possible addon: The Merchant Shop cuts the cost of this mission in half.
Visual Aids: - I'm currently working on some sock puppets... but I'm having trouble getting Tyrion's nose to look right.
Balance: - Being a non-premium option, it should have no effect on gameplay balance.
Abuse Prevention: - I recommend Child Services.
Summary: Proper city location is one of the keys to dominating this game... knowing the details of an island before hand can allow a smart player to better place his cities.
Sending a spy to investigate inland villages on other islands helps a smart player... or even me... plan and choose our conquests.
Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested?
If I say yes, I have checked... will you believe me?
Reason: - The expansion level and trading capabilities of the inland villages on an island can be a huge factor in the value of a city for conquest...
For instance, a city on a negative lumber island that has all level 1 villages, none of which trade for lumber is FAR less valuable than a city that has all level 6 villages, several that trade FOR lumber and thus compensate for the negative lumber production.
Unfortunately, If you (or one of your allies) doesn't already have a city on the island, there is no way to discover this information before you're *stuck* with the conquered city.
Details: - The action of sending a spy to an inland village would be the same as sending one to a player city.
Travel times would be the same.
The cost of a successful mission would be 1000 silver per level of the village (max: 6000).
The information returned will be level of the village and the resources it trades.
A failed mission would have NO effect other than loss of the player's silver.
For simplicity' sake, a village is considered to have infinite cave silver... so a failed mission does not deduct anything from the village.
Possible addon: The Merchant Shop cuts the cost of this mission in half.
Visual Aids: - I'm currently working on some sock puppets... but I'm having trouble getting Tyrion's nose to look right.
Balance: - Being a non-premium option, it should have no effect on gameplay balance.
Abuse Prevention: - I recommend Child Services.
Summary: Proper city location is one of the keys to dominating this game... knowing the details of an island before hand can allow a smart player to better place his cities.
Sending a spy to investigate inland villages on other islands helps a smart player... or even me... plan and choose our conquests.
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