Please add some realm buff or something to travel weariness within that realm. Like idk from 10% up to 50/60% reduced travel weariness within that realm, that and make paving decay IF NOT being used, that would be awesome for the rank and file noob, big factions will have enough will to zap around anyway.jorb wrote:Roads count the tiles they pass to calculate cost. Paving costs one. Grass costs three. Deep water is pretty expensive. &c.
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Mafious
- Posts: 276
- Joined: Sun Mar 13, 2011 2:08 pm
Re: Inner village crossroads
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Inner village crossroads
ThisAvu wrote:
I swear to god you're the biggest larper of them all.
I love the idea and don't see any abuse ...
If you're afraid of village extension abuses just increase the authority drain...
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Massa
- Posts: 1748
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
Re: Inner village crossroads
It is a massive, critical and key difference that changes the entire function.jorb wrote:So... restore roads to exactly what they were, but in another obscure system, merely calling them something else, leaving roads in as an almost strictly inferior alternative that does the same thing?
I guess the village coverage would be a difference, but, yeah...


ass blast USA
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Inner village crossroads
Which won't be a problem for big factions who want to abuse these systems.waga wrote: If you're afraid of village extension abuses just increase the authority drain...
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Inner village crossroads
Yorla wrote:Paving decays.jorb wrote:One thing that I could perhaps get behind is reducing the TW on travel along claimed roads, quite simply.
Do note also that paving greatly reduces the cost of traveling along roads.
Not if it's on a claim?
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Inner village crossroads
If this gets implemented, and I In no way think that it should, make sure that it only functions for roads in YOUR village, not others...
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Inner village crossroads
I'm making a random guess here, but... like it used to? Take a penalty to the relative stat (Will now, right?) and you can exceed 100% of your available travel distance. Even if moments before you were only at 70% TW, lost 30% of your stat, and now you are at 120%. Hearthing always consumes travel distance, but is always usable, too, which will push you past 100%.Avu wrote:What about reducing weariness though? I was logged out 6 hour (no bed) and i was still at 100% (need to double check), can it go over 100% how does it work? Basically once I hit 100% it didn't go down. I mean I use teleport to heart quite liberally but it''s still the most logical solution because it makes half the trips free. The only way I'd change how I do things if I didn't have to go out for days or if I planned from some very long trip. But really travel weariness suckz.
Probably should have been in patch notes. It's a non-obvious change that nobody would have guessed given how long roads can get and a lot of effort to install and maintain paving. Unless you want to add in some Roman level tech about near permanent roads that can last hundreds of years.jorb wrote:Roads count the tiles they pass to calculate cost. Paving costs one. Grass costs three. Deep water is pretty expensive. &c.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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waga
- Posts: 620
- Joined: Fri Apr 20, 2012 10:07 pm
Re: Inner village crossroads
cost increase doesn't have to be linear you know...boshaw wrote:Which won't be a problem for big factions who want to abuse these systems.waga wrote: If you're afraid of village extension abuses just increase the authority drain...
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Inner village crossroads
Please track the actual list of tiles and each time the road is used give a chance to stomp some non-paved ones.jorb wrote:Roads count the tiles they pass to calculate cost. Paving costs one. Grass costs three. Deep water is pretty expensive. &c.
Or better do this, concept allows upgrading of existing road mechanic mid-world.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Yorla
- Posts: 166
- Joined: Tue Apr 19, 2016 12:37 am
Re: Inner village crossroads
Seriously? You want me to extend my claim all the way from actual plot to the riverbank just to be able to get some drinkable water for digging and building fast?sabinati wrote:Not if it's on a claim?
And here I should apologize for my spelling... But I won't! Deal with it 