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Staging Areas
Proposal:
I propose to introduce a feature that enables players to use troops from cities they own, that are too far from an area of conflict, more effectively. To do this would require the creation of staging areas.
I realise this idea has been suggested before but from my knowledge all previous suggestions were along the lines of allowing players to mass all their troops for a combined attack rather than multiple attacks from various cities. The ability to pool troops.
See Staging Areas for reference.
Reason:
I have 29 cities (1 in holding for a friend) in world theta. I conquered many cities in a certain region to be in a better position to assault an alliance, which we won. Now I find that these cities are just too far away from the new area of conflict to be of real use. No matter what, the conflicts that we inherently face in this game will be in different places. Therefore the ability to create "proxy" staging areas from which your troops can attack would allow for a much more intense game, since more cities would be utilised in offencives.
Details:
Please read everything before commenting on any aspect of this proposal in case I answer your querry below.
(SW)1.0 Location I am suggesting that anchor points be put to better use by not only having them be able to be colonised with completely new cities but by also being able to create a staging area there. A staging area will have a different graphic to normal cities when viewed from the map, similarly to how a 5,000 point city has a different graphic to a 10,000 point city.
(SW)1.1 Creation These areas would require a Colony Ship to be sent to them and the usual 48-hour time limit applies; a staging area cannot be created more than 48 hours from the city creating it as dictated by the speed of a Colony Ship. When one selects an anchor point they will have the option of either founding a new city there or creating a staging area. In order to create a staging area an investment of 25000 of each resource must be paid. It will take the Colony Ship a certain amount of time to reach the destination and upon reaching it would take an additional 24 hours to set up the staging area.
eg. I have a city with 25,000 of each resource in and a Colony Ship sitting in port. The travel time to my targetted anchor point is 43 hours and I launch on a Friday at 6pm. The Colony Ship will arrive at 1pm the following Sunday. However, the area will only be complete on the following Monday at 1pm.
This is similar to the manner in which a new city is founded. NB. the Colony Ship will need to be escorted by a minimum of 1 warship and a minimum of 1 troop (as with most features using the Colony Ship).
(SW)1.2 Pre-requisites
(D)"In order for a city to be able to create a staging area it must be at least a 10,000 point city".
Also, a player may only create a staging area for every 15 cities they own.
eg. I have 37 cities, I can have 2 staging areas at one time.
(SW)1.3 Destruction
-by owner
There will be a new tab in the agora labelled "Staging Areas" from which you can see all the necessary information on your staging areas (this will be developed later). From this tab the owner of a staging area may choose to destroy a staging area that is no longer of use to them. This will free up space for another staging area to be created elsewhere. First, however, the staging area must be empty of all troops before demolition can commence, this includes troops on movements or as support in other cities that were sent from the staging area. Secondly, demolition will take 96 hours to complete. This can be cancelled by the player within the first 48 hours, but after that demolition has gone too far to be cancelled. While the staging area is being demolished it cannot be used at all by the player who owns it. The available slot for a new staging area for the player will become available once demolition has completed. Once a staging area is destroyed it returns to an anchor point.
-by other players
It is essential that there be a way for other players to disable and destroy staging areas to cripple a certain player's presence in their region. In order to do this they must follow the normal procedure for conquering a city, whether by revolt or through the conquest system. Should a player successfully conquer an opponent's staging area then they will immediately gain control of this staging area. They will, however, be given the choice once they have conquered it to either keep the area for themselves (there must be an available slot for a staging area) or destroy it immediately. Should the player keep the area, they lose their Colony Ship and their troops remain to support the new staging area, as with a normal conquest. Should they, however, decide to destroy the staging area then it will immediately become an anchor point again and the conqueror's troops and Colony Ship will return to the city from which they came.
NB. Players are not able to attack or destroy their own staging areas using the conquest method, similarly to how one cannot attack and kill their own troops in a city they own. Also, any troops that are on movements or are positioned as support in other cities that were sent from the staging area will immediately turn back and return to their home cities after the staging area from which they were sent is destroyed.
(SW)1.4 Interaction A staging area will be interacted with by its owner in a similar way to a normal city, with an overview. This will be a different graphic to the normal city overview as a staging area does not contain any production facilities and cannot produce troops, ships or resources itself. All it will have is a farm with a maximum population capacity of 7000 farm spaces (please discuss below as this is open to consideration) though it cannot enlist militia and an agora in which you can see the troops from various cities that are supporting it. The distinction of from where troops came from is key, see point 1.5 for details. To access a staging area there would be an additional drop down menu found next to the current one shown in the city overview for accessing cities. There will also be a warehouse which can store 25,000 of each resource in it and there will also be a wall surrounding the staging area. Since a staging area is an offencive platform primarily, this wall will only be able to be built up to level 10 using resources stored in the warehouse. Since there are no resource production facilities present in the staging area, the resources required for development will have to be supplied through the marketplace from other cities. When the staging area is first formed, however, the 25,000 of each resource paid to set off the Colony Ship will be present in the warehouse. Since labour would be scarce in such a camp (not including the soldiers) the cost to upgrade the wall would be double the normal cost for each level, as would the time needed, yet the defencive bonus provided would be the same. The wall can be built up levels by clicking on the wall itself rather than a senate building, only one level at a time can be queued for construction and each level will use up a certain number of farm spaces as specified in the link below. Since when a staging area is created it will have a level 0 wall, to access the screen from which you can upgrade the wall you merely need to click on the region where it would normally be located.
See Wall Wiki for reference.
For a visual aid on the staging area overview see Va.1 below.
(SW)1.5 Attacking with a staging area From staging areas you can attack just as you can attack from a normal city but you are only allowed to attack with troops from one city at a time, you are not able to pool troops from various cities into one large, brute force attack. One can only attack players who have a certain number of points relative to their own, see abuse prevention for details. One can attack both player and ghost cities from staging areas.
1.5.1 Conquering from staging areas One can conquer from a staging area but only if the target city is within the 48-hour time limit of the city from which the Colony Ship comes, not a 48-hour time limit from the staging area.
eg. I have a city supporting one of my staging areas with a CS, the staging area is 45 hours away by Colony Ship from this city. I decide to target an enemy's city using the staging area and troops held there. This target city is only 12 hours away from the staging area but this 12 hours is in a direction away from the Colony Ship's city. This means that the target is more than 48 hours from the Colony Ship's city and so is out of conquest range.
1.5.2 Creating a staging area from a staging area As mentioned above, to create a staging area requires a 10,000 point city (see criterion 1.2) but a staging area itself is not a real city and provides no points to its owner, merely an offencive or defencive platform. Therefore one cannot create another staging area from a staging area.
(SW)1.6 Attacking a staging area One can attack staging areas that belong to other players just as they can attack other cities. There are absolutely no differences.
1.6.1 Espionage of staging areas One cannot spy from a staging area since there is no cave. One can, however, spy on a staging area and see the troops present there but not the cities they come from. The owner of the staging area will recieve a notification that their staging area was spied on and by whom, the player who spied on the staging area would recieve a complete report.
Proposal:
I propose to introduce a feature that enables players to use troops from cities they own, that are too far from an area of conflict, more effectively. To do this would require the creation of staging areas.
I realise this idea has been suggested before but from my knowledge all previous suggestions were along the lines of allowing players to mass all their troops for a combined attack rather than multiple attacks from various cities. The ability to pool troops.
See Staging Areas for reference.
Reason:
I have 29 cities (1 in holding for a friend) in world theta. I conquered many cities in a certain region to be in a better position to assault an alliance, which we won. Now I find that these cities are just too far away from the new area of conflict to be of real use. No matter what, the conflicts that we inherently face in this game will be in different places. Therefore the ability to create "proxy" staging areas from which your troops can attack would allow for a much more intense game, since more cities would be utilised in offencives.
Details:
Please read everything before commenting on any aspect of this proposal in case I answer your querry below.
(SW)1.0 Location I am suggesting that anchor points be put to better use by not only having them be able to be colonised with completely new cities but by also being able to create a staging area there. A staging area will have a different graphic to normal cities when viewed from the map, similarly to how a 5,000 point city has a different graphic to a 10,000 point city.
(SW)1.1 Creation These areas would require a Colony Ship to be sent to them and the usual 48-hour time limit applies; a staging area cannot be created more than 48 hours from the city creating it as dictated by the speed of a Colony Ship. When one selects an anchor point they will have the option of either founding a new city there or creating a staging area. In order to create a staging area an investment of 25000 of each resource must be paid. It will take the Colony Ship a certain amount of time to reach the destination and upon reaching it would take an additional 24 hours to set up the staging area.
eg. I have a city with 25,000 of each resource in and a Colony Ship sitting in port. The travel time to my targetted anchor point is 43 hours and I launch on a Friday at 6pm. The Colony Ship will arrive at 1pm the following Sunday. However, the area will only be complete on the following Monday at 1pm.
This is similar to the manner in which a new city is founded. NB. the Colony Ship will need to be escorted by a minimum of 1 warship and a minimum of 1 troop (as with most features using the Colony Ship).
(SW)1.2 Pre-requisites
(D)"In order for a city to be able to create a staging area it must be at least a 10,000 point city".
Also, a player may only create a staging area for every 15 cities they own.
eg. I have 37 cities, I can have 2 staging areas at one time.
(SW)1.3 Destruction
-by owner
There will be a new tab in the agora labelled "Staging Areas" from which you can see all the necessary information on your staging areas (this will be developed later). From this tab the owner of a staging area may choose to destroy a staging area that is no longer of use to them. This will free up space for another staging area to be created elsewhere. First, however, the staging area must be empty of all troops before demolition can commence, this includes troops on movements or as support in other cities that were sent from the staging area. Secondly, demolition will take 96 hours to complete. This can be cancelled by the player within the first 48 hours, but after that demolition has gone too far to be cancelled. While the staging area is being demolished it cannot be used at all by the player who owns it. The available slot for a new staging area for the player will become available once demolition has completed. Once a staging area is destroyed it returns to an anchor point.
-by other players
It is essential that there be a way for other players to disable and destroy staging areas to cripple a certain player's presence in their region. In order to do this they must follow the normal procedure for conquering a city, whether by revolt or through the conquest system. Should a player successfully conquer an opponent's staging area then they will immediately gain control of this staging area. They will, however, be given the choice once they have conquered it to either keep the area for themselves (there must be an available slot for a staging area) or destroy it immediately. Should the player keep the area, they lose their Colony Ship and their troops remain to support the new staging area, as with a normal conquest. Should they, however, decide to destroy the staging area then it will immediately become an anchor point again and the conqueror's troops and Colony Ship will return to the city from which they came.
NB. Players are not able to attack or destroy their own staging areas using the conquest method, similarly to how one cannot attack and kill their own troops in a city they own. Also, any troops that are on movements or are positioned as support in other cities that were sent from the staging area will immediately turn back and return to their home cities after the staging area from which they were sent is destroyed.
(SW)1.4 Interaction A staging area will be interacted with by its owner in a similar way to a normal city, with an overview. This will be a different graphic to the normal city overview as a staging area does not contain any production facilities and cannot produce troops, ships or resources itself. All it will have is a farm with a maximum population capacity of 7000 farm spaces (please discuss below as this is open to consideration) though it cannot enlist militia and an agora in which you can see the troops from various cities that are supporting it. The distinction of from where troops came from is key, see point 1.5 for details. To access a staging area there would be an additional drop down menu found next to the current one shown in the city overview for accessing cities. There will also be a warehouse which can store 25,000 of each resource in it and there will also be a wall surrounding the staging area. Since a staging area is an offencive platform primarily, this wall will only be able to be built up to level 10 using resources stored in the warehouse. Since there are no resource production facilities present in the staging area, the resources required for development will have to be supplied through the marketplace from other cities. When the staging area is first formed, however, the 25,000 of each resource paid to set off the Colony Ship will be present in the warehouse. Since labour would be scarce in such a camp (not including the soldiers) the cost to upgrade the wall would be double the normal cost for each level, as would the time needed, yet the defencive bonus provided would be the same. The wall can be built up levels by clicking on the wall itself rather than a senate building, only one level at a time can be queued for construction and each level will use up a certain number of farm spaces as specified in the link below. Since when a staging area is created it will have a level 0 wall, to access the screen from which you can upgrade the wall you merely need to click on the region where it would normally be located.
See Wall Wiki for reference.
For a visual aid on the staging area overview see Va.1 below.
(SW)1.5 Attacking with a staging area From staging areas you can attack just as you can attack from a normal city but you are only allowed to attack with troops from one city at a time, you are not able to pool troops from various cities into one large, brute force attack. One can only attack players who have a certain number of points relative to their own, see abuse prevention for details. One can attack both player and ghost cities from staging areas.
1.5.1 Conquering from staging areas One can conquer from a staging area but only if the target city is within the 48-hour time limit of the city from which the Colony Ship comes, not a 48-hour time limit from the staging area.
eg. I have a city supporting one of my staging areas with a CS, the staging area is 45 hours away by Colony Ship from this city. I decide to target an enemy's city using the staging area and troops held there. This target city is only 12 hours away from the staging area but this 12 hours is in a direction away from the Colony Ship's city. This means that the target is more than 48 hours from the Colony Ship's city and so is out of conquest range.
1.5.2 Creating a staging area from a staging area As mentioned above, to create a staging area requires a 10,000 point city (see criterion 1.2) but a staging area itself is not a real city and provides no points to its owner, merely an offencive or defencive platform. Therefore one cannot create another staging area from a staging area.
(SW)1.6 Attacking a staging area One can attack staging areas that belong to other players just as they can attack other cities. There are absolutely no differences.
1.6.1 Espionage of staging areas One cannot spy from a staging area since there is no cave. One can, however, spy on a staging area and see the troops present there but not the cities they come from. The owner of the staging area will recieve a notification that their staging area was spied on and by whom, the player who spied on the staging area would recieve a complete report.
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