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Ability to abandon a city you own

DeletedUser449

Guest
I think you should have the ability to abandon a city you own, allowing it to instantly become a barbarian city. It should have a cap of 1 per day and/or 3 per week.
 

DeletedUser

Guest
I agree with this ability. Although the limit should be more like 1 per week. It cannot be frequent at all.
 

DeletedUser394

Guest
I doubt this would happen as people could abuse morale buy ditching one of their villages. And say their village is already close to other barbs in their province most might not catch on. Then once the threat is over they could just noble their own village. That is one way they could abuse this.

Another would be noble those 51pt villages, build up the resources and warehouse then abandon it for a better farm than the barbs in the province. This will also increase the barb growth and give you a better farm than an afk 51pt. Those are just two ways to abuse this off the top of my head. I'm sure others could think of more ways.
 

DeletedUser449

Guest
DericDraco;n3874 said:
I doubt this would happen as people could abuse morale buy ditching one of their villages. And say their village is already close to other barbs in their province most might not catch on. Then once the threat is over they could just noble their own village. That is one way they could abuse this.

Another would be noble those 51pt villages, build up the resources and warehouse then abandon it for a better farm than the barbs in the province. This will also increase the barb growth and give you a better farm than an afk 51pt. Those are just two ways to abuse this off the top of my head. I'm sure others could think of more ways.


I think the morale thing could be worked around. The other stuff would only add to the strategy of the game.
 

DeletedUser394

Guest
Morale is already a broken mechanic as is. No need to add further complications to the formula.
 

DeletedUser2593

Guest
the way you make this work is by adding another feature like settling a village. When you noble a village why do you automatically gain the population from use by buildings? I know it would be hard to implement here is a way this could work. ill list everything so its just easier to read.
1. villages are capped by 1 noble every time (no dumb unrealistic noble trains anymore)
2. population in buildings are killed not transferred to new owner when a village is hit by a noble.
3. when hitting a village with a noble you must have an escort large enough to fill the vacant building pop required to run the village. if you do not your noble will instead do nothing and temporarily kill the pop in buildings for current owner. the pop transferred from your army into buildings is evenly distributed similar to battle losses.
4. the farm now has a new function of pop recovery over time based on level when there is a surplus and the opposite when there is a shortage. if you are hit with a noble that does not have an escort large enough to "settle" the village, the building pop is killed/temporarily unavailable until the farm recovers the population. buildings act at the level of pop available evenly distributed among the buildings.
5. when a current farm building supports less than the level of the current population in buildings or pop the rest of the village population will die slowly similar to how it is replenished when the farm has surplus.
6. the way you can "abandon villages" is by catting the farms in your villages. once the local population has all died (takes 7 days no matter how high it starts) then the village will turn barbarian and random buildings will be damaged at random to avoid too much passing of villages. you can use the same mechanic used for sabotage. the logic is the barbarians and anarchy have damaged buildings when it was lost.

i think this will drastically change gameplay for the better in a lot of ways. it will also add more strategy that isnt too overly complicated. i think the nobling system now and the over dependence on timing down to the second is what turns most players away after a while. i think the game needs to turn more towards strategy and making trades(attacks) with other players.

i also honestly think farming is a huge player base killer as well. i think it should still be around but implement it where barbarian villages build troops over time or something. that way its an investment to farm. its seems dumb and unlrealistic to be sending (50) 20 man farming raids to "barbarian" villages that just let troops walk in thousands of times a day to steal their stuff. they are barbarians, they should be able to defend themselves at least somewhat. maybe have them use militia based on farm lvl or something.
 

DeletedUser2549

Guest
the way you make this work is by adding another feature like settling a village. When you noble a village why do you automatically gain the population from use by buildings? I know it would be hard to implement here is a way this could work. ill list everything so its just easier to read.
1. villages are capped by 1 noble every time (no dumb unrealistic noble trains anymore)
2. population in buildings are killed not transferred to new owner when a village is hit by a noble.
3. when hitting a village with a noble you must have an escort large enough to fill the vacant building pop required to run the village. if you do not your noble will instead do nothing and temporarily kill the pop in buildings for current owner. the pop transferred from your army into buildings is evenly distributed similar to battle losses.
4. the farm now has a new function of pop recovery over time based on level when there is a surplus and the opposite when there is a shortage. if you are hit with a noble that does not have an escort large enough to "settle" the village, the building pop is killed/temporarily unavailable until the farm recovers the population. buildings act at the level of pop available evenly distributed among the buildings.
5. when a current farm building supports less than the level of the current population in buildings or pop the rest of the village population will die slowly similar to how it is replenished when the farm has surplus.
6. the way you can "abandon villages" is by catting the farms in your villages. once the local population has all died (takes 7 days no matter how high it starts) then the village will turn barbarian and random buildings will be damaged at random to avoid too much passing of villages. you can use the same mechanic used for sabotage. the logic is the barbarians and anarchy have damaged buildings when it was lost.

i think this will drastically change gameplay for the better in a lot of ways. it will also add more strategy that isnt too overly complicated. i think the nobling system now and the over dependence on timing down to the second is what turns most players away after a while. i think the game needs to turn more towards strategy and making trades(attacks) with other players.

i also honestly think farming is a huge player base killer as well. i think it should still be around but implement it where barbarian villages build troops over time or something. that way its an investment to farm. its seems dumb and unlrealistic to be sending (50) 20 man farming raids to "barbarian" villages that just let troops walk in thousands of times a day to steal their stuff. they are barbarians, they should be able to defend themselves at least somewhat. maybe have them use militia based on farm lvl or something.
hoeard you ate hoe many inactive villsges lately cause the mods out stupid? you tolf me you wanted s fight? so take it as it is or give thc a week to get there shit together and have a fight. not there fault the mods are stupid
 

DeletedUser1211

Guest
Howard, that is way too complicated.

Also, I really doubt that people would give up villages to avoid a morale penalty. There are better ways to deal with that, like having a smaller tribemate do the attacking. I think the aspect of being able to grow a barb and then release it back into the wild with bigger pits and warehouse would add something interesting to the game though. I wonder how long those vills would sit before someone else decides they are worth nobling and keeping.
 

DeletedUser2593

Guest
i dont think its really that complicated really. i just overstate everything i say. lolz. wordy much...

dang you peeps everywhere lol :p

hey no one said anything about a fair fight. i thought we were gonna lose for sure and i was gonna die in a poof of smoke but crazy shiz happens and now I get to be you except its PvE. LMAO! We are living a remake of what it was like for THC to fight RND before the happenings. :D
 

DeletedUser

Guest
hey mods, what do you think of this idea? Or is this gonna be another one of them shot down ideas that will be replaced by an even more advanced color spectrum?
 

DeletedUser2702

Guest
I give a weekly report on fridays, and can use part of that to advance suggestions noted in the forums. I will definitely forward this suggestion.

What happens from there is not really up to me, it is the business people and the development team. Positive responses to an idea within the forums will help the idea gain attention, though... so if players like this idea, they should use "likes" and positive replies to register their approval.
 

DeletedUser2578

Guest
I give a weekly report on fridays, and can use part of that to advance suggestions noted in the forums. I will definitely forward this suggestion.

What happens from there is not really up to me, it is the business people and the development team. Positive responses to an idea within the forums will help the idea gain attention, though... so if players like this idea, they should use "likes" and positive replies to register their approval.
Have you by chance gone over some of the older ideas and suggestions? We feel that the development team has abandoned this game due to the lack of actual updates, and by their constant refusal of our ideas.
 

DeletedUser2702

Guest
I have been a little busy, Slaughter. (LOL) I have not done a comprehensive review, no.

I might suggest that if a necro'd thread is resurrected with lots of positive community support, I think that would be more valuable input than me posting old suggestions with unknown community support.
 
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