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[gameplay] remove territory influence from arch, monument, pillar
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Authored by Nescio on Dec 23 2019, 1:45 PM.

Details

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Summary

The Iberian monument, Mauryan pillar, and Roman arch are basically a piece of stone and metal. They can't be captured or garrisoned and thus it is unnatural for them to have territory influence (or a root).

(They share many characteristics and could actually use a shared parent. Something for a future patch.)

Test Plan

Agree this is an improvement.

Event Timeline

Nescio created this revision.Dec 23 2019, 1:45 PM
Nescio edited the summary of this revision. (Show Details)

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/872/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1388/display/redirect

Nescio retitled this revision from remove territory influence from arch, monument, pillar to [gameplay] remove territory influence from arch, monument, pillar.Dec 23 2019, 2:13 PM
elexis added a subscriber: elexis.Dec 23 2019, 3:30 PM

The root territory was one of the primary reasons to build them from a player pov.
If they weren't already quite cheap (100 metal 100 stone) I might have suggested to reduce their cost to account for the "nerf".

They can't be captured or garrisoned and thus it is unnatural for them to have territory influence (or a root).

Before removing that I'd suggest to try to lookup what the reasoning for introducing it was.
Unsurprisingly the reasoning wasn't documented in the introduction of the template rP11229 and rP12841, but perhaps one can find something on the forums.
I would guess that the idea was that inhabitants near a monument would remain loyal to the owner as they are inspired by the building, so they remain on that site.
Then it'd not be a property of the stone monument that territory is kept, but the effect that the monument has on the nearby inhabitants.
(Similarly it's quite common for example for military units to be motivated merely by a flag or other material objects that can't be garrisoned to remain loyal. I'm thinking about the Aquila for instance)

binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml
37–38

^

Yes, they're cheap, and their great auras make them worthwhile.

Searching the forums is rather a pain, though:

Nescio updated this revision to Diff 10768.Dec 23 2019, 3:42 PM

remove obsolete tooltips (auras have their own tooltips)

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/879/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1395/display/redirect