Another idea for crop wilderness tile

  • The ongoing embassy discussion gave me an idea of another external infrastructural element for the whole kingdom. Just as oasis can generate some extra resource, a wilderness tile could be made of use. While oasis affects your resource income, a wilderness crop tile would only affect your crop consumption.

    That effect could be activated by letting each kingdom member send lets say 100 troops to feed there in the beginning. But that tile would have a limit of say 1k crop consumption in the first weeks of the game, so only 10 players could max out their troops...or 20 players send 50 troops or some cavalry and the limit is reached. Keep in mind that the wilderness tile can only influence the consumption , while Oasis influences the production.


    When players invest in that village, then the crop consumption limit could be upgraded and more troops could be fed there...maybe only king can upgrade it from the kingdom tributes tab, as paying from the tribute to build that collective crop tile. With each upgrade some % of the def bonus should rise too..works like building a wall there.


    Ive always thought when people actively fill the oasises in the beginning, then they are safer for the greater amount of def there. This effect would also come into play with the new use of the wilderness tile and by working together, the kingdom could earn a collective bonus. As game progresses and the wilderness tile gets upgraded and civilized, the safer it gets.


    By implementing this feature, the kings gain extra overlook of the contributors in the kingdom, the roles of the players and a peek at their troop balance.

    //-_-/ -_-/ -_-/- - (:?l) - -/-_- /-_- /-_-//

    :/wether to game or to get gamed;)

    :)There lies the question:S

    -. ... .. .. ?.!.?:!::?::!:?.!.?. .. .. ... .-

  • Great idea. I really enjoy reading some ideas like this. But I have a question. Do we have a crop problem in the game? Of course we have, and the big players and hammers and sometimes the big def makers have a crop problem. Especially kings. But dukes and governors usually have less crop problems because they receive a lot of crop from stolen goods sales. I emphasize again, I did not say it is not a problem. Yes there is. But this is not a general problem.


    As King, I use a number of methods to get governors to use stolen goods. They store them because they have low crop consumption and the stolen goods produce a lot of crop in the kingdoms. Recently, I saw a player with 2,000 stolen goods on the Speed server who did not use them despite the game being over. Or I had a player in my kingdom who had 500 and when for some reason he wanted to delete his account, he agreed to use them so that the kingdom could reach the treasuries.


    But I would be very happy to come up with an idea to make more use of these uninhabited. I like them very much and I enjoy seeing them on the map, but if they are used more, they will be more attractive ...

  • The problem im looking solution for is uses of wilderness tiles. As you can read the idea I give tend to have some extra complexity just so it would spike imagination and add color to the game. The crop isnt a problem, but its just about giving players a tool and then see how well they are able to use it. The main advantage im thinking of is that people gather their troops in some safe havens where they dont affect your village balance, it would give some crop buffer to gather better armies while actively inviting people to keep their troops in the same place without needing to leave empty robbers around.


    Ive had much treasure that I cant use too, but then again im not tempted to use them without great crop bonus and wont use them if they burst the granary.

    //-_-/ -_-/ -_-/- - (:?l) - -/-_- /-_- /-_-//

    :/wether to game or to get gamed;)

    :)There lies the question:S

    -. ... .. .. ?.!.?:!::?::!:?.!.?. .. .. ... .-

  • I wonder how this would coexist with what is already in game, the oasis.


    Yes, it is a production bonus, but it has a similar intention, help with crop consumption.

    I wonder if it would just complicate the game even more and, in some extent, take away part of the strategy play you have to go through right now, since it would make it easier to maintain your troops, it would take away part of the adrenaline rush, the good part of the game. The struggle to find the right strategy to support your troops and not die trying. :D


    Regarding the defensive help, I wonder if that cannot be already done in a village, get a 15C with good crop bonus, get the fields to a high level and make a bunker on it, with ditch and wall.


    What do you think it would be the effect of implementing what you suggest in game?

  • The main reason of such a feature would be a greater incentive to grow troop numbers from early on while giving the overview of those troops to the king so he would have easier time of evaluating kingdom forces.

    The other benefit would be that some players can focus on building their resources and village buildings while troops can be fed elsewhere so the overall early sevrer evolution speeds up.

    Also many players wont manage to get that juicy 15c and will suffer many crop problems throughout the server... I dont think having a cropper over 10 tiles away from main village complex is fun to manage.

    //-_-/ -_-/ -_-/- - (:?l) - -/-_- /-_- /-_-//

    :/wether to game or to get gamed;)

    :)There lies the question:S

    -. ... .. .. ?.!.?:!::?::!:?.!.?. .. .. ... .-