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Thread: Conquer New lands Adventures

  1. #1
    Wordsmith Larili's Avatar
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    Conquer New lands Adventures

    Conquer New lands Adventures
    I scrolled through several pages of suggestions here on the forum, so what I am suggesting is neither unique or from my own ideas, but rather a combination of ideas to solve many niggles coming out from players both high and low levels. ( I did suggest the outline of something similar a while back but couldn't find the thread) I also went back and looked at the old settler games, and tried to implement certain features that made the original game interesting to me ( and obviously many others ).
    I am not a programmer, and I realise the limitations of a browser/ Flash based game, so have tried in theory at least to keep within the present game mechanics as I best understand them.
    The idea is to have an adventure map (s) which can only be bought with Gems ( I have to keep the accountants happy ), Probably in the region of 2500 - 5000 gems ( think Vet value, you'll see why later on)
    This map (s) would be around a third to half the size of your home island. Apart from a small landing zone, the other five or six pre-marked out zones with red marker cones would contain bandits and leader camps/castles. In order to gain control of any sector you must defeat all the bandit leader camps and build an Outpost/ Stockade. This building can be occupied by 200 troops of any kind and acts like a normal garrison without a general and it has its own `red zone' within the territory it owns. It's red zone can not overlap an enemy camps red zone on unconquered territory, so would have to be placed back from the border. The outpost also acts as a `primary' store for upto 1000 units of any resource. Any resource, mine/forester using the outpost as a store will have their first 1000 units stored here, only the surplus is moved to the Port Building in the landing zone. These 1000 resources can only be redeemed at the end of the adventure, and they remain at risk and will be lost if the outpost is defeated. The Port building/ first Outpost and limited housing and production buildings can only be built using the loot obtained from the first two or three bandit camps which also give the required building licence (s). Each sector claimed also releases 10 more licences, which can only used on the adventure island. This Port building ( think mayors house) is upgradeable with an increase in storage capacity at each level. Once it has been upgraded to level 2 a new building becomes available on your home island, another Port building. Once you have the two Port buildings you can move goods between them, subject to level.
    Two Ports at level 1: Basic goods
    Two ports at level 2: ( ship building graphic added) Intermediate goods
    Two Ports at level 3: Advanced goods
    Two ports at level 4: expert goods

    The next new building unique to the adventure islands is the `Ship Inn' Here you can buy new characters specific to the adventure island:

    A new specialist Local Border Scout can be sent to any border owned by the player and will start to move the boundary (blue markers ) into enemy territory one cone at a time ( every five minutes ) except when the boundary touches an enemies camp red zone. He will work around these as long as there are cones available to be moved in his working zone. If you fail to relocate him within 15mins of his last available cone move or return him to the tavern he will attempt to move into an enemies red zone and be killed, and you will need to buy a new one. Whilst the red sector markers are fixed for game functions (spawning) the territory gained by the Local Border Scout moving the blue markers opens up the resources available to the player as long as they are not under the influence of the bandit camp `red zones', but the workers paths to these resources will be effected by bandit camp red zones as well, effecting travel times. If a sector is completely re-established with a full complement of bandit camps any territory gained by the scout is lost back to the original sector markers, and he has to be sent again to start re claiming the territory.

    The second new specialists are Captain Deck Swabber and Captain Windy Sails- Gem bought ( think general and vet general) They can transport the goods to and from the ports limited by port level and Captain capacity, CDS 500units and CWS 2500 units ( Lots of lovely sliders and clicks, as we know the Devs love them ) 30 min and 15 min travel times each way and can not carry troops only resources

    The third new specialist is Local Geologist, he knows where to find all the local deposits on the island including......wait for it.....two yes TWO Granite veins one with unlimited granite! Ah but its not all good news as first it takes two days for him to find one, and second they are both situated at the far end of the island, deep in the strongest enemy territories. Ho Ho Ho
    Once you built your outpost in the sector which they are in you can build a Granite cutter/mason/pit building close to them and start mining Granite , It will cost a reasonably high cost in marble HWP to build and be pricey to upgrade, but it won't cost 1950 gems The work rate should be quite high ( set more than daily explorer finds or average loot drops from addys to compensate for the cost in capturing the territory and KEEPING it. The same should apply to other expert resources found on the island see below )
    I have not forgotten all the other goodies either, the further into the island territories you progress, with ever increasing difficulties of bandit's to overcome the better the resources. Stories are told by the locals of thick groves of trees which give a particular hard wood with an exotic grain. From the rivers flowing from the mountain range behind has been found a silver like ore that the natives make exotic jewellery from. These people are happy to trade this in small amounts for supplies or of course you could just find the vein in the mountain and mine it...the natives might not be to pleased though They have stories of a distant time when their fellow tribes men were removed from an island by a mysterious conqueror and have sworn to avenge them if they ever find out who it was...( Lulu10093 )

    Now this all sounds so familiar, goes with the suggestions before of increasing island size by killing bandits so what's new? Where's the new challenge? Just send a big army kill all the camps build up a new economy...boring...been there done that...Ah did I forget to mention that some of the bandit camps respawn /counter attack everyday. Tut tut naughty me. You see of the remaining camps in any 24hr period 20% are added back in to original positions at random, or with an advancing sequence. If one respawns within attacking zone of your Outpost, due to your placement and you have not stationed the right troops for defence of it you will be defeated and lose the Outpost AND the territory AND all the buildings and resources ( first 1000 units stored) in the outpost and the mining/cutting of that territory. This battle would auto complete, ( as would all gens who were in the attacking zone of any respawned bandit camp ) the first time you visit the adventure island the following day, you would not get a chance to reinforce the Outpost/garrison before the battle begins, so it would be important to set troop levels and garrison placements + troops before you leave the island the day before. All the battles would generate a battle report like normal. Any defeated general in this way are returned to the landing zone for the appropriate recovery period, Outposts are destroyed and will have to be rebuilt once you have regained the territory. You must also clear those camps that have spawned in any of your `owned' territory before any of your production can continue in that sector. If your first sector is reclaimed by bandits/Natives By them re-establishing all camps back into the sector ( even if you still have an outpost there) and you are pushed back to your landing zone, your colonising has been a failure, and the island Adventure is over, so you will have to buy a new one. You can of course station additional generals close to the outpost for additional defence, these will always be attacked first before the Outpost, and will so weaken the bandits ( subject to troop make up) prior to any attack on the Outpost. The only downside being that it ties up a general + troops from doing other things, choices
    I hear all those cogs whirling in the minds of 50's thinking if I still send my huge army I should be able to kill all the bandit leaders within a day or two, otherwise the settings will be too difficult for the majority of players, and so it would not be popular and fail as an idea. I should probably let slip then, that whilst it should be possible to clear and claim all but the last two sectors, The Dark Fortress ( The last sector) is incapable of being destroyed and acts like your landing zone except it is for the bandits. It has an equivalent camp count of 10+ so through out the adventure (s) a minimum of 2 bandit camps will spawn everyday. If you opt to annoy the natives, based mainly in the adjoining sector ( in addition to bandit camps) this figure doubles. Native raiding camps can spawn in sectors all over the island, and on sites not used by bandits, and therefore not obvious when you first visit the island, whilst all spawning sites are fixed, these camps would, in the first instant provide some unpredictability, so annoy the natives at your own risk
    Overall this means that you must continue to play and send troops everyday to keep all that you conquered. You could calculate how many days you could be away and still hold on to the adventure, if not all the territory though. Again it adds choices There is the option though for it to sleep after 48hrs providing no one Buffs your home island he he
    Now I did say that the Dark Fortress could not be destroyed, but then I got to thinking about all that `expert' stuff we all have that is pretty useless and those expensive buildings few people want to build or use for production. So for a huge amount of powder and saltpetre it would be possible to breach the walls of the fortress and then leave the nastiest of the bandit leaders open to attack ( remember there are at least ten camps worth in the Fortress ), so only to be attempted if you have the troops, the will and the strategy for it. Should you opt to do it, this would give you Two whole weeks of battle free production and promote your Port building on home island to an extra level and in doing so permanently upgrade to double your Captain Deck Scrubber and Captain Windy Sails goods carrying capacity for future adventures. At the end of the two weeks though there are three options:

    1. Cancel the adventure - get 10% bonus of all resources gathered during Adventure period

    2. Continue the adventure - The Dark Fortress + last sector is once again occupied by bandits. 24hr spawning is increased by 10% ( so remaining camps + 30% every 24hrs )

    3. Pay half the gem/star coin cost for new adventure, and continue to `farm' present island without bandits for another two weeks.

    Note if you do not opt to defeat the Dark Fortress and continue to fight bandits spawning daily then the adventure continues until you cancel it. ( Hence the high gem price as you could make it a one time purchase ) Also note that it takes the place of a current adventure, so this would be an either OR choice, you could still of course do loot spots. Now this last point is not going to win over many 50's who it seems, from many of replies recently, to have got into a particular mind set of playing, ( Basically comparing all new content to how fast they can breeze through a BK, RB, DB or FTA with cannons and Trading from 100k+ stores and then looking only at the returns of new content against what they already do) I do care about getting a good resource return for the effort applied, and often BB Devs set appalling returns with new content, with little or no regard to the economies at play within the game on the majority of servers. Having said that the high level players need to understand that if all content is based around their economic value of the game, the game will ultimately stagnate and die. The principle behind this suggested `expansion' is to have to play a different way, you have to work at making and keeping the resources, and to a degree you don't know what you could be facing each time you log on. The point is it may well compare badly against buying loot spots or doing adventures with cannons but I want something to do in the game that is under my control not under the control of the ever increasing number of boring old farts doing the same thing everyday...and then complaining about it!

    All production buffs in your star would be available to use on this island, but no troop production could take place, so all have to be made at home and transported. The Port building would create pioneer settlers at a cost of five bread, five sausages and ten brew per settler and take 15mins each to produce. The port houses 50 pioneer settlers, ( you get 20 locals once the port is built ) to increase pop level you would need to build Nobles etc, although if the graphics department were stuck for something to do, some pioneer residences would give the adventure its own identity.
    Deposits: All deposits present on home island would be present on the Adventure island, although the bias ought to be moved away from pine and stone and towards those required for the higher upgrades of buildings on home island. There would also be a relationship between the placement of these higher value deposits on the island in relation to the sectors as you progress up the island having to defeat harder bandits and defend against them in order to secure them. All deposits can be re found with Local Geologist when they are depleted.

    Example:

    Landing zone + Sector 1: 2x stone deposits (5000units each) + Pinewood

    Sector2: 3x Marble deposits (4000units each) 2x high grade copper deposits ( can be mined twice as fast as normal) 6000 + 8000 units More hardwood than pinewood

    Sector 3: 2x coal deposits (8000 units) 3x iron deposits 2500 + 2500 +4000units sparse pinewood, dense hardwood 2x deposit of exotic hard wood

    Sector 4: 1x coal deposit (10000 units) 2x dense Gold deposits ( can be mined twice as fast as normal 800 units 1x granite vein 2000 units mixed amounts of pine/hardwood with a good stand of exotic forest

    Sector 5: 1x dense Gold deposit (2000 units) 1x titanium deposit ( 1000 units); 1x granite vein unlimited units 1x Mayan magic bean tree produces 1 magic bean/hour

    Sector 6: Dark Fortress No resources, but if taken 4% chance of Mayan Temple building 250 pop. capacity ( footprint FT castle)

    I would also suggest that these adventure maps could be tailored to levels and bandits/ difficulties / resources tailored accordingly. This outline would fit in the middle for lvls 42-48 , I see no reason why an easier one for 36-42, or a cannon eater for 48+ could also be designed, for that matter if the basic mechanics could be made to work on this, I see a possible format for a PVP island, although I already see how it could be `milked' by two `friends' for resources so perhaps not .
    So now you know what I think about when I'm waiting for my Jollies to find gold deposits....they just got back so back to game I go
    Are we to be told of adventure changes or not? 1 Month on and still SNEAKY RB changes have not been mentioned

  2. #2
    Ruler of the Land
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    Definatly thought provoking
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  3. #3
    Original Serf
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    if this implemented and needed become level 50 to use this system, I gonna level up as fast as I could from my current level.

  4. #4
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    Hi, I'am a beginner and I'm level 27 my question might sound silly but i'm very curious. After you conquer a adventure dou you own the land? Can we return back to the land?

  5. #5
    Wordsmith Larili's Avatar
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    Quote Originally Posted by becck2014 View Post
    Hi, I'am a beginner and I'm level 27 my question might sound silly but i'm very curious. After you conquer a adventure dou you own the land? Can we return back to the land?
    Hi becck2014,
    The design for this adventure, puts all the decisions in the players hands, you can play on it for as long as you can protect it, or until you cancel it.
    It would be an `alternative' not an `addition too' as you would not be able to do other adventures whilst on it, you would have to rely on loot spots for any quest adventures.
    If you opt to `conquer' the Dark Fortress then there is an upside and a downside as set out here:

    this would give you Two whole weeks of battle free production and promote your Port building on home island to an extra level and in doing so permanently upgrade to double your Captain Deck Scrubber and Captain Windy Sails goods carrying capacity for future adventures. At the end of the two weeks though there are three options:

    1. Cancel the adventure - get 10% bonus of all resources gathered during Adventure period

    2. Continue the adventure - The Dark Fortress + last sector is once again occupied by bandits. 24hr spawning is increased by 10% ( so remaining camps + 30% every 24hrs )

    3. Pay half the gem/star coin cost for new adventure, and continue to `farm' present island without bandits for another two weeks.
    I would envisage that how you play this adventure would depend on your own island game play and how you have it structured. Some with less advanced military would just try to maintain three or four sectors, those with higher levels would try to maintain six sectors but leave the Dark Fortress alone and then just fight the smallest amount of respawning bandits over a longer period. And I'm sure some will opt to go for the whole Dark Fortress... just because they can or they want to see how long they can last with each of the 10% increase in respawnings after each destruction of the Dark Fortress.
    Are we to be told of adventure changes or not? 1 Month on and still SNEAKY RB changes have not been mentioned

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