What a tard -- I just set up this colony last night, and I come online this afternoon to find some Rank5 city guy named Freedom on the same island pillaged my colony lol...
I hope he liked that 100 crystal (which he can mine on that island) and 120 wood he got...
Anyone have sulfur or marble they can trade? I've got wine on my main island to trade atm. First colony is glass, but not enough people to mine out much of it yet.
I have 36k sulfur and 14k marble free to trade if you want anything. However, I'd like to hold some of that sulfur in case these Pssst guys take down a few of my ships.
I am now in the midst of two declared wars at the same time.
Granted, I have not taken any action on the former, and the latter is not effective until tomorrow morning.
Yeah, good luck with all that. Here in Ohio we got hit with the leftovers and it wasn't fun, so I can't imagine what it's like to be right there for it
BaidolI will hold him offEscape while you canRegistered Userregular
edited September 2008
Earlier, sometimes what would happen is parts of the hideout screen would appear, but you not be able to do anything. You'd get only part of the screen and no links of any sort would work. The bug was mentioned on the forums and appears to have been fixed since then.
How high do you all build your shipyards? Steamrams have 13 listed as the optimum level, is there any benefit to going beyond that if you don't have much interest in mortar ships or subs?
Burtle and I have been killing archers, Con_nor keeps stirring up trouble, Skarsol is waiting for power restoration after hurricane Ike went through, and it's mostly quiet otherwise.
So, anyone know precisely how spies breeching walls works? I got pounded by 100 archers in a city I thought was safe due to my walls being opened by 5 spies in the first round plus a few ram holes; I've now built up the hideout and stocked it fully, but I'm assuming his spies are still in the city. Unfortunately it's on the same island so his complete lack of fleet doesn't hurt him any.
If he attacks again, do his spies have to make a success roll against my defending spies to breech the wall or is it automatic? If the latter I'm not going to bother moving in significant defending troops until I have enough to obliterate him.
Each spy in a city has a % chance to open a breach in the wall before the first round of combat; it is not automatic, but I do not know whether defending spies are considered in the equation.
Swordsmen are good units to build quickly to make an attacker pay for breaking into your city; but why in the world would he be attacking someone who is active on the same island? I only do that if the person has several million gold and/or seems to be going inactive soon.
In other news, EL Chefo has had his military decimated, and he appears to be responding by abandoning Burrito Barn. If anyone spots his new colony in your neck of the woods, please let me know.
haven't posted in awhile for this game but I'm still playing. But since I have all 5 of my towns at 23 and everything except the Futures researched it's turned more into resource:the waitening.
Regardless I seem to be losing a dong a day or so in my museum. I'm still over my max so I can't send out dong requests; so I'll just throw it out there: If you're new with a museum and you can send dong requests; or if you're old and for some reason I'm not on your list and you can send requests, toss me one.
My main town is Kingshand (53:18) EDIT: Oh, on Beta.
Those bastards changed Economic Future. It was supposed to be 2% less building costs, now it's like a +10 version of Utopia at all my cities. Bastards! I just finished it minutes ago!
2% building costs by the time you can even get economic future is totally irrelevant vs. the resource income you'll have at that point (likely at least 5 towns pumping out resources with zero use for them). i think it would make a bit more sense though if the +pop/happiness was the Science Future (yay...2% research points when you have 3 whole entire things to research left!!!!) and economic future was a 2% increase in resources gained.
The military/sea ones at -2% upkeep is fine though, I'd rather that than a reduction in buying cost.
2% building costs by the time you can even get economic future is totally irrelevant vs. the resource income you'll have at that point (likely at least 5 towns pumping out resources with zero use for them). i think it would make a bit more sense though if the +pop/happiness was the Science Future (yay...2% research points when you have 3 whole entire things to research left!!!!) and economic future was a 2% increase in resources gained.
The military/sea ones at -2% upkeep is fine though, I'd rather that than a reduction in buying cost.
There are future techs beyond the first level (and those 3 things are doozies, in any case) -- each of the future techs has multiple levels which stack as far as I can tell, based on the description of Economic Future:
>Effect: +10 Satisfaction and +20 max citizen number in every town. Multiplied with the level of this research.
The level 2 seems to take twice as long to research as level 1, for what it's worth.
2% building costs by the time you can even get economic future is totally irrelevant vs. the resource income you'll have at that point (likely at least 5 towns pumping out resources with zero use for them). i think it would make a bit more sense though if the +pop/happiness was the Science Future (yay...2% research points when you have 3 whole entire things to research left!!!!) and economic future was a 2% increase in resources gained.
The military/sea ones at -2% upkeep is fine though, I'd rather that than a reduction in buying cost.
There are future techs beyond the first level (and those 3 things are doozies, in any case) -- each of the future techs has multiple levels which stack as far as I can tell, based on the description of Economic Future:
>Effect: +10 Satisfaction and +20 max citizen number in every town. Multiplied with the level of this research.
The level 2 seems to take twice as long to research as level 1, for what it's worth.
None of them are worth the time spent, in any case. I'm stopping research. 2% less upkeep is not worth it compared to 5,500 extra gold per hour from turning scientists into citizens.
I'm more worried about the "multiple pillagers hitting the same city at the same time" mechanics, if they were implemented. Has anyone run into that yet? The attackers become defenders if the town is hit by someone else while you are pillaging it, according to reports on .org
Pb, initially you can probably lose yourself in learning/poking around for an hour or two. After that, it's all how much time you want to spend with it. You can get away with like 20mins a day.
Also, was there an update? All my scripts done broke.
Posts
Hmm. I should probably go ahead and join the alliance then. :P
Edit: Gotta build that embassy, will try to join in however long it takes to build an embassy +30 minutes.
Edit edit: Entered my app as Digitalwolfe.
Edit: Try numbers 2 and 3 both worked; you're in now.
I hope he liked that 100 crystal (which he can mine on that island) and 120 wood he got...
Granted, I have not taken any action on the former, and the latter is not effective until tomorrow morning.
May this day be bringin' ye much pirate speak!
Attacker:
Swordsman...935 (lost: 154)
Phalanx...165 (lost: 15)
Gunsman...45 (lost: 9)
Steam Giant...73 (lost: 30)
Cook...13 (lost: 1)
Doctor...22 (lost: 5)
Defender:
Phalanx...24 (lost: 15)
Archer...413 (lost: 287)
The penetration has begun. Also, I've demolished around 90 flamethrowers in this little incident.
Anything interesting happening in the west?
If he attacks again, do his spies have to make a success roll against my defending spies to breech the wall or is it automatic? If the latter I'm not going to bother moving in significant defending troops until I have enough to obliterate him.
Swordsmen are good units to build quickly to make an attacker pay for breaking into your city; but why in the world would he be attacking someone who is active on the same island? I only do that if the person has several million gold and/or seems to be going inactive soon.
In other news, EL Chefo has had his military decimated, and he appears to be responding by abandoning Burrito Barn. If anyone spots his new colony in your neck of the woods, please let me know.
If your total score is below 70k and any of your islands are not softcapped (21+ saw mill, 16+ luxury), feel free to drop an application http://board.ikariam.com/thread.php?threadid=18257&page=3.
Regardless I seem to be losing a dong a day or so in my museum. I'm still over my max so I can't send out dong requests; so I'll just throw it out there: If you're new with a museum and you can send dong requests; or if you're old and for some reason I'm not on your list and you can send requests, toss me one.
My main town is Kingshand (53:18) EDIT: Oh, on Beta.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
2% building costs by the time you can even get economic future is totally irrelevant vs. the resource income you'll have at that point (likely at least 5 towns pumping out resources with zero use for them). i think it would make a bit more sense though if the +pop/happiness was the Science Future (yay...2% research points when you have 3 whole entire things to research left!!!!) and economic future was a 2% increase in resources gained.
The military/sea ones at -2% upkeep is fine though, I'd rather that than a reduction in buying cost.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
There are future techs beyond the first level (and those 3 things are doozies, in any case) -- each of the future techs has multiple levels which stack as far as I can tell, based on the description of Economic Future:
>Effect: +10 Satisfaction and +20 max citizen number in every town. Multiplied with the level of this research.
The level 2 seems to take twice as long to research as level 1, for what it's worth.
None of them are worth the time spent, in any case. I'm stopping research. 2% less upkeep is not worth it compared to 5,500 extra gold per hour from turning scientists into citizens.
It gives me the option to "Defend Town" and "Defend Port" now which could be cool if someone ever gets mad at us again.
[strike]Edit: Also, I can't see what is on my pillage ships as they are returning, so thats pretty sucky.[/strike]
New view that shows the boats is awesome.
Also, was there an update? All my scripts done broke.