Like Krantarin and Laremere suggested, civilization is going to have a significantly decreased range,
except of that from Brodgar.
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kaka
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theTrav
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Re: Civ Census countermeasure
I think I recall loftar posted about it a while go... something like civ census was currently a linear drop-off and he wanted to make it an exponential decrease or something like that
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Yolan
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Re: Civ Census countermeasure
That makes sense. As we get more and more players, it would take longer and longer to push civ outwards.
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Peter
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Re: Civ Census countermeasure
Let's not forget that soon we will have a much larger map.
Annother thing that would help this is more village variety and density. Come to think of it, walls could have a pretty major effect in encouraging denser towns as well.
What I see happening in the future is dense villages with more intense wilderness around them. Hm... some things like roads will need some way of being made "patroled" so that it's still possible to travel from place to place without virtually plunging into mordor all the time.
Annother thing that would help this is more village variety and density. Come to think of it, walls could have a pretty major effect in encouraging denser towns as well.
What I see happening in the future is dense villages with more intense wilderness around them. Hm... some things like roads will need some way of being made "patroled" so that it's still possible to travel from place to place without virtually plunging into mordor all the time.
Surprise.
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Ferinex
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Re: Civ Census countermeasure
This has already started happening in Stillmeadow. We just finished our brick wall yesterday, and while it is very large (about half the size of Bottleneck, with about a third as many people), the town is becoming denser. Less room, more people.Peter wrote:walls could have a pretty major effect in encouraging denser towns as well.
i guess they never miss huh
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AlexFili
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Re: Civ Census countermeasure
I agree that there is a problem with monster levels. I personally would just prefer if it was based on distance from the middle of the map. I think that although you should be able to indirectly affect monster levels, they should only go up/down by one level at most.
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Ferinex
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Re: Civ Census countermeasure
Monsters? What monsters?AlexFili wrote:I agree that there is a problem with monster levels. I personally would just prefer if it was based on distance from the middle of the map. I think that although you should be able to indirectly affect monster levels, they should only go up/down by one level at most.
Also, that's how it used to be. They added a 'feature' that allows hearths and village idols and houses and the like to affect the levels. The more of the above, the lower the local levels. Makes sense to me. Honestly, I wish the RoB didn't affect the levels at all.
i guess they never miss huh
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loftar
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Re: Civ Census countermeasure
As I've stated somewhere in some other thread, though, I do plan to rework the exact way in which civilization spreads. I, myself, think it's having too widespread effect currently, and I'd like to change to become more local. Right now, generated civialization spreads around in a radius proportionate to the generated amount, and decreases linearly to zero. I'd like to change it to, maybe, something like c / r² (c being the generated rating and r being the distance to a point), but that would give civilization unlimited extent. I'll be thinking about it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Ferinex
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Re: Civ Census countermeasure
Make a cutoff point.loftar wrote:but that would give civilization unlimited extent.
i guess they never miss huh
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theTrav
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Re: Civ Census countermeasure
For what it's worth, I'm entirely in favor of having the road between two villages as dangerous as mordor with path finding. That'd lead to armed caravans and tighter communities and probably cut down on griefing a little.