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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

Reviewers
borg-
Lionkanzen
genava55
wraitii
Group Reviewers
Restricted Owners Package(Owns No Changed Paths)
Commits
rP23931: Remove territory influence from arch, monument, pillar
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.

Diff Detail

Repository
rP 0 A.D. Public Repository
Lint
Automatic diff as part of commit; lint not applicable.
Unit
Automatic diff as part of commit; unit tests not applicable.

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
38 ↗(On Diff #10757)

^

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

@ValihrAnt, @PhyZic, and others, any opinions on this?

@badosu, @Feldfeld, others, any opinion on this?

I agree that these buildings having a territory root is unnatural.
The iberian monument is good thanks to its aura, the Ashoka pillar is unused in multiplayer, and I don't know what the Rome arch is. By the way I didn't even know that these buildings had a territory root. It isn't documented in tooltip I think and I don't know of online players that build them for that reason.

borg- accepted this revision.Jun 13 2020, 10:09 PM
This revision is now accepted and ready to land.Jun 13 2020, 10:09 PM
This revision now requires review to proceed.Jun 14 2020, 3:20 AM

I agree that these buildings having a territory root is unnatural.
The iberian monument is good thanks to its aura, the Ashoka pillar is unused in multiplayer, and I don't know what the Rome arch is. By the way I didn't even know that these buildings had a territory root. It isn't documented in tooltip I think and I don't know of online players that build them for that reason.

So remove from the main game, only as an eyecandy actor.

I agree that these buildings having a territory root is unnatural.

If you agree with everything a differential does, feel free to click “Add Action..” → “Accept Revision”. That also applies to other patches.

The iberian monument is good thanks to its aura,

Understandably.

the Ashoka pillar is unused in multiplayer,

I don't build it in single-player either.

and I don't know what the Rome arch is.

An unbuildable structure present in a few maps.

By the way I didn't even know that these buildings had a territory root. It isn't documented in tooltip I think and I don't know of online players that build them for that reason.

For displaying that kind of information in tooltips, see D2005 (unfinished) and D2578 (reviewed and accepted months ago but not committed).

Angen removed 1 blocking reviewer(s): Lionkanzen.Jun 21 2020, 8:31 AM
This revision is now accepted and ready to land.Jun 21 2020, 8:31 AM

Should this patch apply to the Kushite pyramids too?

borg- added a comment.Jul 15 2020, 5:12 PM

Should this patch apply to the Kushite pyramids too?

No.

Stan added a subscriber: Stan.Jul 15 2020, 5:27 PM
Stan added inline comments.
binaries/data/mods/public/simulation/templates/structures/iber_monument.xml
38 ↗(On Diff #10768)

Superseeded by the aura tooltip I assume?

Nescio added inline comments.Jul 15 2020, 6:04 PM
binaries/data/mods/public/simulation/templates/structures/iber_monument.xml
38 ↗(On Diff #10768)
Nescio updated this revision to Diff 12934.Jul 27 2020, 10:50 AM
  • rebased
Owners added a subscriber: Restricted Owners Package.Jul 27 2020, 10:50 AM

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2787/display/redirect

genava55 accepted this revision.Aug 4 2020, 10:01 AM

Something with root territory that cannot be captured is clearly inconsistent.
I accept the solution, removing their root to the territory won't be an issue from a gameplay perspective I think.

Some monuments could have territory root but it should be meaningful and should at least be given the possibility to be captured.

wraitii accepted this revision.Aug 4 2020, 3:45 PM
This revision was automatically updated to reflect the committed changes.