This patch removes the territory influence from corrals, farmsteads, markets, storehouses, and rotary mills. They still have capture points and territory decay, mind, so you'll lose control of them when they're no longer part of a rooted territory.
As a consequence players are no longer be able to expand their territory by building economic structures close to their borders. Use defensive or military structures for that and keep economic structures for your economy. Fields and docks don't have territory influence either.
Details
- Reviewers
- None
- Group Reviewers
Restricted Owners Package (Owns No Changed Paths)
Agree this is an improvement.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Branch
- /ps/trunk
- Lint
Lint OK - Unit
No Unit Test Coverage - Build Status
Buildable 10487 Build 17980: Vulcan Build Jenkins Build 17979: Vulcan Build (Windows) Jenkins Build 17978: arc lint + arc unit
Event Timeline
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/877/display/redirect
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1393/display/redirect
I think I disagree with this.
I's a good thing that players gain a little territory around their economic structures, for farmsteads it means one can place a field near the farmstead (or it should be increased slightly), for corrals it means one can place a second corral near that corral.
Players already are discouraged to build that near an enemy as it makes it much easier to attack.
If its considered a problem that players can expand without building a civic center, then it should be removed from all buildings except those few ones intentional to expand.
There are some few who build all their buildings towards the enemy sequentially. But equally I don't see the problem there. It can be high risk high reward and it's an alternate approach, thus granting the player more ways to play the game, i.e. benefitial.
For storehouses this would be most impactful especially, since they are built near forests at the edge of the territory, and players often replensih storehouses to have units not walk that far.