• Hello

    I came up with a great new idea. I hope you like this idea and the game development team works on it.


    Metropolis
    When more people migrate to live in a village, that village becomes a city. And when more people migrate to that city, that city can get bigger and bigger. So big that it even covers the surrounding villages or even a city a short distance away. And finally the metropolis is built. My idea for forming a metropolis in the game is like this.

    A metropolis consists of 4 tiles on the map. That other player should have not village or city in these 4 tiles. At least one city and one village are needed to form a metropolis. These 4 adjoining tiles should not be able to build a village. Oases and mountainous lands, etc. can be part of these 4 tiles. In this picture, you can see three types of metropolises that can be built:


    Metropolis 01.jpg


    In addition to all the conditions mentioned, you need one cultural points slots per city or village to build a metropolis. So you need a minimum of 2 and a maximum of 4 cultural points slots. If a village is used during the construction of a metropolis, it will be known as a village and the city will not have the same resources as level 12. To become a city, it must have the necessary parameters to become a city, such as a population of 500 and etc. The cities or villages that make up a metropolis are each separate and are referred to as metropolises due to their very short distance. So each of them produces resources separately or builds soldiers or ...


    Advantages:


    • 250 population are added to each city or village in the metropolis. Increasing population in the metropolis increases the ability to get more percentages in oases. It is also important for the Duke and the King
    • Each city or village forming a metropolis generates 750 cultural points per day.
    • Only one trade office is needed in the metropolis. If a tradeoffice is built in any part of the metropolis, it will affect the merchants of other parts as well.
    • All parts of the metropolis does not need a marketplace. If they have a marketplace in one part, other parts can also use it. Of course, if a player needs more merchants, he can build markets in other parts as well.
    • Only one Tournament Square is needed in the metropolis. If a Tournament Square is built in any part of the metropolis, it will affect other parts as well.
    • Any troop that is sent as a support troop to one part of the metropolitan will defend all the parts when defending.
    • All factories in the metropolis can be upgraded to level 10 (50%)
    • The loyalty of each part of the metropolis is increased to 300%

    Metropolises built with only two cities or one city and one village can in the future upgrade the metropolis and add another city or village if the basic conditions for building a metropolis are met.


    Metropolis 02.jpg = = = > > > Metropolis 03.jpg

  • Mmmm interesting... I am struggling to grasp the full concept.


    What would be the advantages of this metropolis, vs having 4 villages or cities in those 4 squares?


    It seems to me somehow limiting... but at the same time I feel it could become to OP if not considered correctly...


    How would this affect the rest of the game play?


    And more importantly, why doing this?

    What would be the benefit of it?


    It is just so I understand it fully.

  • When a player wants to build a new village, he acts according to his own strategy. Sometimes the player can not find a suitable place for his villages to be able to implement that strategy. In Speed servers, where we have more players, it is literally difficult to find a suitable place to build a village. As we sometimes see, the players' villages are far apart.


    With the metropolis, we allow players to build their villages in one place and use the unique capabilities of the metropolis, instead of building scattered villages.


    In large kingdoms, due to the large number of players, one has to choose between bad and worse to build the village. The result is that each player village is a corner of the kingdom. Just to be able to build his villages within the kingdom. But in kingdoms with less players, there is no problem with empty space to build a village. Players in smaller kingdoms (fewer players) can more easily form adjoining villages than others. With the possibility of building a metropolis, smaller kingdoms will have a different advantage for their players.


    Cities was a turning point in this game. Instead of managing 28 villages, players can manage 14 cities. Now it is possible to make the game easier for them to think about managing 7 metropolises instead of 28 villages or 14 cities.


    One of the important features of metropolises is that they are interconnected. This is very important in defense. When you have 4 separate villages and there is an attack on all 4 villages, either the defense force should be divided into 4 parts or they should be concentrated in one village and the other 3 villages will be left without force. But at the same time with the metropolis, you can defend all 4 villages or cities. This feature is very important for professional players, kings and dukes, or weaker players, and can add new strategies to the game. Attacking metropolises will be far more difficult than attacking cities and villages.


    On the other hand, this issue can help professional players to produce bigger hammer or have less trouble with their wheat problem or their resources. Due to the common market and ... players have more space inside the metropolis to build more buildings, which is very important.


    Players looking to build a metropolis need the empty space around their village to be able to build a second, third, and fourth village to create the shape of a metropolis. In Speed servers this will be a very difficult issue. Managing this challenge makes the game more attractive to players. Because the game has several turning points, reaching each of them increases the energy and motivation of the players to continue the game. Building metropolises can also be a new turning point for players, which is fascinating to try to achieve on its own.


    But all of the above cannot replace the current strategies. Many of the current strategies are still more important than building metropolises. And this makes many people careless about making metropolises. The high cost of building metropolises is another reason why players use current strategies instead of building metropolises.


    In my opinion, the existence of metropolises is useful for the game. But the capabilities of metropolises must be examined in different ways and tested on different servers to maintain the balance of the game.

  • Defending becomes a lot easier as possible targets go down to 1/4. Tbh i see no point on this as it would make successful off op almost impossible.

    Yes, it is easy to defend the 4 villages of the metropolis. But that does not mean it can not be defeated.

    Take a look at the biggest attacks to steal treasures. The dukes or the king all gather the defense forces in the village of the treasury. And we see that there are still fierce attacks.

    When these attacks take place, the king or dukes usually do not think of defending their second and third villages. Because everyone is looking for treasuries. So they are less attacked.

    The difference here is that when the Treasury Village and three other metropolitan villages form, attacks on any part of the metropolis are defended. This does not mean that the defense force will increase, but it does mean that the less important villages will also have a defense force.


    Also, OP players can easily attack metropolises. It just gets harder to conquer them. That is a historical fact.