Posts by Tendo

    How satisfied you and all others would be, if a players doesn't donate 50K per week (or about per general score), then a penalty will apply which could include dropping the workshiping in miracles or having an effect that can reduce the harvesting?

    Wrong, Donations are voluntarily and that's good.

    If you want to increase the Mines cooperate with the people on your Island voluntarily.
    I wouldn't want this on my Islands either, why should anyone donate if the Mines are high enough already, why should Players be forced to donate if they're too small , or if they don't even want more People in their Mines.


    For raiding inactives, you need more than a week, with exceptions (ambrosia)

    For waging wars, you have all the resources you need plus more. (no need ambrosia)

    That's so completely wrong.

    Whenever you raid an inactive there's a high chance he will come active again / jump into VC (which I already mentioned), so not only have you wasted a city-relocation / time, you'd also be punished additionaly.

    If you wage war you're at the limit with your ressources, having to spent them on military / not being pillageable.


    In game, there is so much freedom that everyone can do anything. There aren't any restrains. The idea is to apply one, but also to give something back in return.

    No, your idea was to take something from some Players and give it to other Players.

    It's not a restraint, it's a Punishment for Players playing certain Playstyles, which just doesn't make sense at all imo.

    The problem is that noone is donating anything.

    Ofc a Player who knows he will leave an Island after a few days again won't donate since he won't reap any profits of these donations, that's not a problem, that's only logical to do.

    Pushing the Mines is the job of those who want to stay on an Island longterm, not others.


    This punishment will not stop people from using a mobile town, but it will reduce the use of it.

    You make this sound like a good thing, but why would it be?

    Why should there be an aim in reducing the amount of mobiles?


    Having mobile cities requires activity, wars require activity, your suggestion imo. would just reduce activity and wouldn't improve the game at all.

    And yes, you definitely need a spot on an Island to raid inactives and wage wars.

    Why would you feel unfairly treated by someone who comes to your island for few days and leaves right afterwards, resulting in opening a Spot that had been open before aswell, but not about someone who occupys a spot for ages with just leeching and contributing nothing?


    Why would you "punish" someone for leaving early?

    You'd rather have them wait for several days (without donating aswell)?


    Why should someone pay for Mines, that he's not about to use, since he's leaving already?


    I would understand if you wanted People having to donate a certain amount to "unlock" the Mines for their own usage (so f.e if I go to an Island with sawmill level 30, I can only at first use the sawmill like if it were level 5 and have to donate a certain amount to be able to send the same amount of workers into it as everyone else does).

    That I could understand, because then you have to donate to the Mines, to be able to use the Mines.


    But People who aren't on the Island to mine ressources and instead just want to get capture points, raid inactives, wage wars and so on... don't think it makes sense for them having to donate ressources, for Mines they aren't going to use anyway.

    Otherwise this would just make the mentioned activities even more frustrating then they already are, f.e if you want to raid an inactive and they go into vacation mode, so you've used another city relocation for nothing AND have to donate to be able to leave / try your luck on the next inactive Player.

    In theory version 14, "Infinite upgrades" will make spearman so advanced that he may match swordsmen on the flanks and even hoplites in the frontline.

    In theory yes, but in practical use it's still questionable whether it makes sense to go for them at all (in actual combat), because you'd need a lot of Upgrades until they'd even be cost-efficient again (so it depends on the cost-formulas).


    And whether you want to bet on that, especially when it's very likely that there will be more changes to the military aspect of the game... not sure.

    next...is something changed or you also need warehouses first (for a floater)?...

    as far as i know you can't exceed your storage capacity soo...floaters are amlost out of question for this...?

    Why?

    It's an easy/cheap/quick task to upgrade 5 warehouses and 3 depots to a level where you can storage 1mio, 2mio or even 3mio in your city.

    The issue is more about emptying the city every day fast enough via Freighters (and having enough to do so), so you have enough capacity to pillage again.

    I was thinking of creating a new city on their island to both station troops there as well as to cut out half of the trip. Now boats are only going from their island to mine instead of constantly from mine to theirs and back.

    With a big enough account you can use freighters, so you can pillage even more.

    Simply said you do the same as what you've written above, but you let the Freighters (which can't be used for pillaging) carry the ressources back to your home.

    This means your normal trading ships are 24/7 free for pillaging.


    If you only have normal trading ships for now I would recommend to instead use one of the options that IM_Mike mentioned (if doable), since a newly founded city would mean that you first have to upgrade the docks heavily / lose a lot of time while loading the ressources.

    I assume the exact relationship between the increase in loading capacity and loading time is unknown; however, if anyone has information regarding this, please kindly inform me.

    It's even in the ingame-help



    Simply put, before we had constant 500 capacity for trading ships, which meant the loading time was 500/15 = 33min 20sec while pillaging.

    The loading speed has not changed, but the capacity has, each +20 capacity means 20/15= 1min 20sec overall more loading time.


    This also means the amount of ressources you pillage (mathematically) never decreases because of upgrades, the benefit might converge against 0 but it can never be negative, since the loading-speed remains constant.

    Also, the last time Ikariam had a server-wide "battle" event, the mechanics used had nothing to do with the battle system. ?(

    The Hydra had an interesting concept, but it was clearly not fleshed out.


    I would rather remember the "Red vs Blue" Event, which goes more into the above mentioned direction.


    But again, right now it wouldn't matter much what Sort of War-Event they would introduce, probably none of them would rly end well.

    I agree that it doesn't make much sense to have such a thing currently with the new Upgrades and that Multis would certainly ruin it.


    Generally speaking some real War-Competition would be interesting in Ika, with benefits for the winners, but I think right now Ikariam just lacks too much Groundwork to make something like this reality.

    The Workshop absolutely isnt manadatory for every player in every city!

    Most Players will be fine with exactly 1 workshop, for upgrading capacity of Trading Ships and Freighters from time to time since they won't care much about military units.


    But also Fighters will soon enough reach the point where Upgrades are so costly that it is again a topic about missing ressources, only being able to do one upgrade at a time, which also means only 1 workshop required.

    It's useful to have more workshops right now, since the Upgrades are new and you have much more Ressources then required, but that's only the case for a short time and the more workshops you have, the faster you're going to reach the point where you only need 1 workshop.

    If you want to have more then 3 capacity-Buildings, then you gotta compromise.


    You want to be a Builder, Fighter, Scientist and Pirate at the same time, guess what, that's not tactical, that's boring.

    You want to have everything at the same time without thinking about it.


    We used to get CF for free with the 20d cap which is now gone.

    Tell me, how many times have you been affected by the 20d cap so far?

    I know I'm affected a bit currently since I'm upgrading my GR and Dockyard to level 15 right now, but with the latter I'm probably an exception for now and with GR Construction-Time isn't rly the issue, but the required ressources.


    I still won't build the Chronos-Forge in my old cities because guess what, I don't need it right now and those who claim they need it right now either haven't looked at Construction-Times properly, or they have supposedly so big Accounts, that I'm rly wondering what they're building right now.

    And we should get additional building slots. More building slots never hurt anyone.

    It heavily hurts the tactical aspect of the game.

    If you just want to have all the buildings brain-dead without any thinking about which ones you rly need... imo. that's not smth. that fits the Game.


    We have more then enough Building Spots, they added last time much more then was needed.

    In Blue you have 5 extremely versatile and useful buildings that help your gameplay immensely. It's up to you if you want to have them or not, but an end game player has them all.

    That might be your personal opinion, but don't think this goes for everyone.


    Depending on the playstyle the sea chart isn't needed in every city (f.e if you have 2 cities on the same island, why waste ressources into building a sea chart in each of them).


    The Academy is only needed until you finished all researches, sure you can speculate that there will be more Technologies in the future, but even then you have the option to mainly go for experiements (which means you need only the academy in one/few cities).


    Same goes for Temple and Barracks, it's up to your personal playstyle whether you need/want these, especially whether you want them in every city.


    Also Chronos Forge is a Building you need in the long run, but not yet (atleast in old cities).

    There need to be more Updates resulting in us having more Ressources to be able to go for all these costly buildings in the first place, even the removal of the 20d cap won't rly change anything in that regard since how many times have you been affected by it yet?


    Imo. there still needs to happen a lot until we rly require more Building spots again (and even then I hope they will be hidden behind some conditions, instead of being there automatically).

    I add the Chronos Forge.

    In the long run yes, but right now there's barely any need (except for completely new cities).


    Players who own 4 Warehouses are probably pirates, it's a price they pay for wanting bigger rewards.


    There are still enough Building Spots imo. no need to add more already.

    but given that we don't have extra space for what's basically a mandatory building, fitting it into your build when you already have a lot of really developed buildings would be tough.

    It was always mentioned/known that they added last time more spaces then needed (4 at a time), because there would be more Buildings needed in the future, so we wouldn't receive new Building spots every time.

    They removed the 20 day limit to upgrade a building, so Chronos Forge is required in all cities.

    How often do you upgrade Buildings that are affected by the 20d limit?


    In my case it's the GR and Dockyard, but that's about it (warehouse in the reasonable future proly aswell) and currently the lack of ressources is hindering me much more in that regard.


    So atleast for now I would still be fine without it.

    I remember such a Building being requested several times.


    Personally I don't have a use for it in my older cities, but Raids and especially permanent new cities can clearly benefit greatly from this.


    Here we're already deviating from Greek mythology and taking so-called technologies from other games

    We always had steam-giants in Ikariam, I don't think we have to worry about it this much.

    Now, I wanted to discuss this problem with you and understand how to deal with it. And I'm not talking about the player in question because I ended up blocking him in game and on other messagging apps.

    Since you blocked him I assume you had some contact with him , I wonder what was the result of it?


    Lot of Players forget that the most important mechanic in these situations is called "communication", figure out what he wants, why he targets you and react accordingly.

    If he targets you because you act like a farm (tons of ressources, no protection, no alliance, no gold, etc) then do smth against it, afterall fighting and pillaging is an important part of the game.


    The game itself is not rly at fault here imo.

    As a defender you have many options, colossus, Athene (since you asked about more pillaging security), vacation-mode, building masses of units, asking other big players/alliances for help and so on and so on.

    but as both sides are playing with the same rules, I don't see the problem with it.

    The issue is Healing-Units become much less usable, since you need that many more then before.


    Generally speaking that's a big problem since it gives another advantage towards General-Banks-Users, since only they can rly afford to wage wars with thousands of Tenders every time.

    It's also annoying because it adds another advantage to those who just play with sheer mass.


    Isn't Forge still one of the useful miracles even with the nerf? I believe this nerf is the good part of the update. This makes the other miracles a bit more useful compared to Forge. Still, the other miracles need some buff to be a match to Forge.

    Yes and no.

    I agree that the forge before 13.0.0 was too strong, but the way to go should definitely be to improve the other miracles, instead of making the forge worse.

    Don't think the reduction from 20% towards 15% is rly bad, but then the armour value should probably be even higher.


    But then again, it's up to us now to test the new Forge-values on the test-server and give proper feedback, so they can change the values again (and they give us free units and ambro to test it, so i'm pretty sure they do this because they actually want feedback in that regard and would be open to change it again right after).