Imperia Online International

IO - Classic and Version 4 Realms => Questions => Topic started by: Krum on March 27, 2008, 17:02:55 PM



Title: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Krum on March 27, 2008, 17:02:55 PM
http://www4.imperiaonline.org/forums/int/index.php?topic=3445.msg31417#msg31417 (http://www4.imperiaonline.org/forums/int/index.php?topic=3445.msg31417#msg31417)

Units continue to steal resources in gold equivalent but have maximum bearing capacity now. Light units are able to bear bigger loads because their armor is lighter while elite units can't carry that much because of their own heavy armament. Horsemen carry more than any other unit since they have four-legged helper. :)

Fortress capacity is calculated for each resource separately. Province with fortress lvl 1 can hold maximum of 10 000 wood, 10 000 iron, 10 000 stone and 10 000 gold. If some resource reaches the limit its production is ceased, however resources transported from other provinces or gained by attacking will BE STORED and WON'T DISAPPEAR. In other words a province with lvl 1 fortress can hold 1mil. resource as well but that resource must come from other provinces or from attacking.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Iris on March 27, 2008, 23:24:28 PM
So if a goldmine is holding $200,000 and you send 1000swords, you'd only come away with $25,000, and the $175,000 remains in the province or gets lost in transit?

This is a bit like defeating the purpose *Angry*. And then in the higher levels 1000guards can only carry $15,000. How tedious.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: That Guy on March 30, 2008, 08:26:38 AM
Let's say I have a level 1 fortress with 10,000 iron and 10,000 stone stored.  Assuming base trade prices, if I sell off the iron for 25,000 gold and try to use it to buy 25,000 more stone, what will happen?  Do I then get to hold 35,000 stone or will the purchase not go through?  Also, how will I know I'm at a limit?  Will there be a stat showing what resources came from production and how much came from other sources?  If not, I would never know I'd stopped producing.  If I have stopped producing at say 10,000 wood but have another 10,000 wood in the fortress from sieges, can I ship, spend, or trade just the production wood so that I can produce again? 

Depending on the answers to those questions, here's the worst part I see right now about the new rules.  With the new carrying capacity of the soldiers, I would need to send 10,000 light spearmen to bring back 300,000 in gold which would currently only buy me 35,000 iron (includes 15% commission so higher trade could buy me a little more).  Assuming I actually fight an opposing army, I might need double that many spears to cover for losses.  Since hiring 10,000 spearmen costs 90,000 iron and battles mean lost soldiers, I would essentially lose tons of money every time I went to war even if I won every time.  The only way around this would be attacking goldmines or the tiny group of players who might leave a bunch of resources in a completely undefended fort.  So, if it's a financial waste to go to battle against a remotely worthy opponent, what's the point of playing?  The math seems to support this concern.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bolin on March 30, 2008, 08:36:52 AM
 + k for that, they should give units a little bit more carrying cap or make a carrying unit, dunno a unit that can carry rse and a research to make it carry more.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: stud on March 30, 2008, 12:57:16 PM
or just a tremendous increase of farmers *xxx*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: sheker on March 31, 2008, 01:45:55 AM
when will this rules be active??  do we have enough time to make fortress level higher or to make soldiers( light) ??


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bolin on March 31, 2008, 02:01:38 AM
just for realms 32 to 38 or 31 to 38, dont remember it very well


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: DD on March 31, 2008, 15:53:13 PM
I guess this makes it easier to afford high level upgrades, since the defender dont lose all resources after a succesfull siege?  I think the carrying capacity would be ok if units could carry raw resources, instead of gold only.  Considering how long the new realms will last, gold will be worthless after a while, and that would make attacking very uninteresting.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: stud on March 31, 2008, 16:01:30 PM
i think that the defender will lose everything, but the attacker will only receive a part of the gold amount... and i must agree that it would be great if we could get “raw” resources instead gold, 'cause late 100k iron will be worth much more than 250k gold


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: k_mihai on March 31, 2008, 17:28:43 PM
i saw the concept in GIO. is ok, but one must be aware that in 8 months realms, prices are very low. the booty is increased, but not as much as it may appear. also, people will store a lot of wood, to appear not attractive :D


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: sheker on March 31, 2008, 18:47:57 PM
just for realms 32 to 38 or 31 to 38, dont remember it very well
i am in realm 25... will this rule be not active ?? (realm 25 is version 4)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Arutha on April 07, 2008, 17:28:48 PM
honestly i think it is a stupid idea having a carrying capacity for units and a storage capacity for forts.  how are we expected to get armor 14 (to get paladins) with this rule?  even a lvl 7 fort would need to have a capacity of over 1.5 million.  and how many successful attacks would be needed to get the roughly 13mil gold required for armor 14?  1,000 attacks? 2,000?  if you think about the fact that by the time people are getting elite iron prices are almost at 7 (instead of the usual 2.5) and you need base price of 1.5 million iron (roughly) so thats around 10.5 million gold.  i cant remember the amount of gold you need as well.... something like 2.5 million gold too.  so thats 13 million gold required to get paladins.  as i said before IMPOSSIBLE IF WE HAVE A CARRYING CAPACITY!!


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: DarkSoul on April 07, 2008, 18:39:04 PM
wtf ...this is idiotizm.....in GIO they caried resources......and by the WAY IN GIO THE BETER THE SOLDIER THE MORE THEY CARRY.....why here bother???? think of this ...you need a ton of light soldiers to carry gold...in a bit of time worthless...and the defender has lets say even fort7 full with elite arcers...who wil latack him????
THIS IS MADNESS  :rant: :rant: :rant: :rant: plz don't ruin my game.....the faze with the new alliance system...hm...nothing bad..could play with it.....
and Makatas...if you wanted these changes PLZ PUTT  THEM IN THE REALM YOU PLAY.....dont ruin the other playears game.....and if you remember ther was a qwestion in all realm , HOW OLD ARE YOu? if admins could make like this what chages do you want to the version4 realm......like 1)The new alliance system 2)the new bearing capability ...3) both ...4)none....

and all playears could vote...you will see i give say that 90% don't want the bearing capability...that would make farmers even more secured...and fightning would be forgot more and more......

Xaoc THX for the your big work....but please..before doing what tell you some admins are other IO team members..plz asck the playears who will have to live with it..if they agree or not......

who gave the ideea is 100% a farmer.....and for that person...plz go away leave the playears alone  *black_eye* *black_eye*....with your excelent ideeas *freak*  *crazy*....I DIDN'T see even 1 comment with a playear who is telling that he is happy with the new capability of soldiers........


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: sheker on April 08, 2008, 11:22:10 AM
i exactly agree with you... we will lose a lot of soldiers(they can be workers) in the battles...
so everyone has no economy if they attack on someone... 
there will be no alliance war in version 4 realms,because they have to make a lot of light soldiers and they will lose all of them in alliance war in a day...
if someone have elite soldiers before the new rules, they can kill all the players who have heavy and light soldiers because the other players will have elite soldiers at least 2 month later...( to make armor 14 )
please dont make a stupid decision!!!!!!!!! (i still think this is a joke  *xxx* )


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: k_mihai on April 08, 2008, 19:46:56 PM
:D well, there are many realm and if they keep them different, is ok, just play in a different room.

btw, is not logical for a horsemen to have the biggest transport capacity. i mean, have u seen a knight, there is barely a room for him and his weapons (they have war horses, not donkeys). especially for pals, they souldn`t be carrying anything, since, with their strongest armor, if u add cargo, the horses will die... 



Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: stud on April 08, 2008, 19:57:05 PM
pals have squires at their side, who carry their belongings and armor. so probably they also carry gold :) *pardon*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: k_mihai on April 08, 2008, 20:03:59 PM
pals have squires at their side, who carry their belongings and armor. so probably they also carry gold :) *pardon*

aa, so we should have a new unit :D


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: stud on April 08, 2008, 20:10:05 PM
well, it's not actually a unit, it's just a part of the paladin unit, like his horse :D u don't have to train the horse as well, it comes with the package :D :D


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: sheker on April 10, 2008, 14:10:19 PM
:D well, there are many realm and if they keep them different, is ok, just play in a different room.

btw, is not logical for a horsemen to have the biggest transport capacity. i mean, have u seen a knight, there is barely a room for him and his weapons (they have war horses, not donkeys). especially for pals, they souldn`t be carrying anything, since, with their strongest armor, if u add cargo, the horses will die... 


i know that there are many realm BUT i can not change my realm when every rule change !!!
 i began this realm 3 months ago...they did not say anything about these foolish rules  i want only my rights... there will be no gold... there will be no economi....there will be no war.... my 3 months will be zero !!!!!!!!!   
 i dont want to make farming...
 ADMİNS MUST HAVE RESPONSİBİLİTY... we are playing this game but admins are playing with us....


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Arutha on April 10, 2008, 14:54:07 PM
this gold carrying capacity will make it hard for military to grow.  i know when i start an era ALL resources go into army.  then all the gold i get from attacks goes back into my army.  so if i only have say 1500 soldiers and i attack a 200k gold player.  i dont get all the gold.  this slows down the growth of my army.  so only big armies can grow bigger.  i have just found a goldmine player with 500k+ gold but i can only take about 300k-400k of it as i only have 10k light soldiers at the moment.  this does not seem fair


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: The_Impaler on April 13, 2008, 15:42:20 PM
Does imperial credits are considering as another source ? If yes, the goal of this change is pretty obvious..


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: beicumine on April 14, 2008, 08:02:49 AM
 *stop* is not like thisrea


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: beicumine on April 14, 2008, 08:03:36 AM
 *freak* damned keyboard....read again rules guys and is not like this at all ...read very slowley :)) *black_eye*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: grillot on April 18, 2008, 21:40:33 PM
I totally disagree with this carrying capacity and fortress capacity rule. In some months, attacks with heavy armies will make no sense, given the high price of resources. Ex Iron in realm 25 is more than 8 gold, so if you have full trade research level, with 100000 gold you only buy 10000 iron. How are we supposed to build armor levels necessary for elite troops with these rule?

I think with this rule imperia will lose much of its attraction. It could become a bit boring actually.

Its more realistic, but then who cares for realism when one knows that things will get boring with it.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: lionheart on April 19, 2008, 02:12:37 AM
I agree totally with what Grillot says aboove  *ok*

If such complicated and game-killing rule can be brought in, why can they not listen to the more positive and equally workable of our suggestions?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: dinnu on April 19, 2008, 03:30:41 AM
 *bravo* *bravo* *bravo*  go IO... tribalwarclone..a destiny4U....  :hmmm:  *WALL* *WALL*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Loodachina on April 19, 2008, 06:20:11 AM
Every day is getting worse.... every new thingie implemened is such a disappointment... bearing capacity makes sense but CMON taking light units against elite... forget it... this will completely stop fortress siege and all will move into pillagin and farming...

and... creators you could show your your faces in conversation about this.. not just be silent and ruin this game day by day.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: lionheart on April 19, 2008, 15:55:58 PM
I mean, if they really wanted to be realistic surely they could account for the soldiers taking carts from the enemy town and using that to carry loot? Or tearing up buildings and using the wood to make carts. Or stealing horses. Or forcing prisoners to carry it. Or forcing small children to carry it. Or blah blah blah etc etc etc  :evil3:


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Loodachina on April 19, 2008, 17:13:36 PM
Gief prisoners in siege attack! :P


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: enzotti on April 19, 2008, 23:46:56 PM
this will ruin the game... attacking will be worthless, it will be a farmer game, and
too boring for people who likes battles , i agree with dark soul, if we could all vote i am sure more than 90% dont like this silly rule.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: EmPeRoR JuMoNg on May 14, 2008, 14:01:04 PM
I think thats not good for us... It is better that you return the old rules... no carrying capacity and no fortress capacity... It is better if you change instead of 10wood5stone2iron=5gold why do it all need to convert into gold instead of getting all the resources solid pure wood pure iron and pure stone ayt?....  :evil3:


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: swamprat on May 20, 2008, 04:13:26 AM
wtf ...this is idiotizm.....in GIO they caried resources......and by the WAY IN GIO THE BETER THE SOLDIER THE MORE THEY CARRY.....why here bother???? think of this ...you need a ton of light soldiers to carry gold...in a bit of time worthless...and the defender has lets say even fort7 full with elite arcers...who wil latack him????
THIS IS MADNESS  :rant: :rant: :rant: :rant: plz don't ruin my game.....the faze with the new alliance system...hm...nothing bad..could play with it.....
and Makatas...if you wanted these changes PLZ PUTT  THEM IN THE REALM YOU PLAY.....dont ruin the other playears game.....and if you remember ther was a qwestion in all realm , HOW OLD ARE YOu? if admins could make like this what chages do you want to the version4 realm......like 1)The new alliance system 2)the new bearing capability ...3) both ...4)none....

and all playears could vote...you will see i give say that 90% don't want the bearing capability...that would make farmers even more secured...and fightning would be forgot more and more......

Xaoc THX for the your big work....but please..before doing what tell you some admins are other IO team members..plz asck the playears who will have to live with it..if they agree or not......

who gave the ideea is 100% a farmer.....and for that person...plz go away leave the playears alone  *black_eye* *black_eye*....with your excelent ideeas *freak*  *crazy*....I DIDN'T see even 1 comment with a playear who is telling that he is happy with the new capability of soldiers........


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: swamprat on May 20, 2008, 04:15:43 AM
What is GIO?  May be time to look for a new game.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Entilza on May 20, 2008, 16:42:23 PM
I will have to disagree with my fellow players. I would say it is not a farmer rule but quite the opposite. To begin with if you are attacking with a large enough army it goes without saying that you will not have any problems. Secondly on top of your normal army you can build 50-60k light horse for carrying anything that your normal army can not carry. In my opinion the only thing that will stop with this rule is players farming gold mines with level 1 or level 2 forts using only 5-6k Swords. At the end of the day this rule will set apart the real military players from the farmers that lie to say that they are not farmers by maintaining a 20-40k army.

Good job guys I can't wait for the rule to be implemented in realm 25.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: EmPeRoR JuMoNg on May 20, 2008, 19:51:48 PM
i exactly agree with you... we will lose a lot of soldiers(they can be workers) in the battles...
so everyone has no economy if they attack on someone... 
there will be no alliance war in version 4 realms,because they have to make a lot of light soldiers and they will lose all of them in alliance war in a day...
if someone have elite soldiers before the new rules, they can kill all the players who have heavy and light soldiers because the other players will have elite soldiers at least 2 month later...( to make armor 14 )
please dont make a stupid decision!!!!!!!!! (i still think this is a joke  *xxx* )

yeah thats right dont make a stupid decision on a very good game... dont be a fool please! :evil3:


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Kale on May 23, 2008, 18:25:31 PM
well as a noob i dont really know this very well, but i do understand where the admis are coming from. but with this, i think the best solution to everyones problem would be a new unit. a donkey, it would be able to carry a lot more, and its jst for carrying the won gold. If the attacking army looses then all the donkeys are eliminated as well. maybe this is jst a stupid sugestion, but hey i think it could work...

at the very least, admins, could u give ur point and argue your side of this rule and why this rule was implemented, on a much much much more detailed explanation, as the people  agiants these new rules have given many reason, with proven calculations to back their opinions.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Polymeron on May 25, 2008, 04:43:07 AM
Guys, I really don't see what all the fuss you are making is about... Carrying capacity worked very well in GIO, there was no problem with it whatsoever, people get farmed there all the time - goldmines and active players alike. Does it really seem plausible to you that 1000 swordsmen will carry back 3 million gold? Because this is what's happening in some of the realms, and if you want to bring up iron prices, did you ever consider that this is the reason Iron prices rise so high to begin with?! After all if it were just the farmers' production and army values converted occasionally into gold by raids, the price would be much, much less... I always play mixed strategy, and let me tell you, playing an era with low points and hitting on huge goldmines, only to try and burst out later in the era as warriors, is just as lame as farming an entire era and crashing a huge army in the end.

I don't think it's balanced that a player with very little army can become insanely rich in one attack. I don't think it's balanced that goldmines will endlessly produce resources that can be taken once every month with zero effort, essentially multiplying players' production a hundredfold. I don't think players should be invulnerable in wars by having only level 1 forts and suffer only a small penalty to their production than otherwise. I don't think any of this is balanced at all. These rules fix all of that, and they need to be put in to fix all of that. If you think the offered capacity is too small that is another matter, it can be argued (though at least at first glance it seems satisfactory to me). But stop dissing a new rule just because you're used to exploiting the loopholes of the old rules.

What's wrong, afraid that you would need to actually put some thought into the game instead of simply attack, convert everything to soldiers, attack again?

Mind you, if war income was added back in it would further reduce iron and wood prices to a sane level.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: k_mihai on June 03, 2008, 15:30:09 PM
i think is implausible for cavalry to carry anything  *freak* usually farmers going mil bring iron prices high


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: reni on June 03, 2008, 15:54:50 PM
This rule looks interesting and i like it.  *ok*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Polymeron on June 03, 2008, 19:26:33 PM
I doubt it mihai, they can afford to build mines, and when the price is up they'll do it for the added value.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: reni on June 03, 2008, 20:15:06 PM
I doubt it mihai, they can afford to build mines, and when the price is up they'll do it for the added value.

Then they should pay VAT  *freak*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: groll on June 16, 2008, 18:18:59 PM
http://www4.imperiaonline.org/forums/int/index.php?topic=3445.msg31417#msg31417 (http://www4.imperiaonline.org/forums/int/index.php?topic=3445.msg31417#msg31417)

Units continue to steal resources in gold equivalent but have maximum bearing capacity now. Light units are able to bear bigger loads because their armor is lighter while elite units can't carry that much because of their own heavy armament. Horsemen carry more than any other unit since they have four-legged helper. :)

Fortress capacity is calculated for each resource separately. Province with fortress lvl 1 can hold maximum of 10 000 wood, 10 000 iron, 10 000 stone and 10 000 gold. If some resource reaches the limit its production is ceased, however resources transported from other provinces or gained by attacking will BE STORED and WON'T DISAPPEAR. In other words a province with lvl 1 fortress can hold 1mil. resource as well but that resource must come from other provinces or from attacking.

I got a fort 2 should have a limit of 25000 I actually have 25715 wood and still producing, I have not trade, buy or attack(still under 50 points in realm 8) only take the bonus yesterday around 19000 wood. Is this limit really enforced and how.

I also have a question what is the capacity for a fort 0?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: hUpS on June 16, 2008, 18:53:03 PM
OOO man....then we must build more light armies to take more gold....something is not good....think for a better solution....I think rams, catapult and trebuchets can carry gold....create a new unit for carrying gold. *hmm*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: olsi on June 21, 2008, 21:35:26 PM
So if a goldmine is holding $200,000 and you send 1000swords, you'd only come away with $25,000, and the $175,000 remains in the province or gets lost in transit?

This is a bit like defeating the purpose *Angry*. And then in the higher levels 1000guards can only carry $15,000. How tedious.

Yes very well. So if you are really pwerfull (you have a bigger army) you deserve to take more gold You have a higher upkeep also. So nearby rivals do not take away gold from goldcoins so easily.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: killer3657 on June 22, 2008, 13:48:36 PM
go tohttp://www4.imperiaonline.org/forums/int/index.php?topic=9509.msg78344#msg78344 (http://www4.imperiaonline.org/forums/int/index.php?topic=9509.msg78344#msg78344) and join world war 3!

vote for your country to win!!


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bilko1 on August 30, 2008, 19:11:43 PM
The carrying capacity: It's just plain stupid!!! It's the worst idea of admins they can get!!!  :rant: :rant: :rant:

Admins: please tell me, you have an idea that's worst?!?!?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bilko1 on August 30, 2008, 19:20:48 PM
Guys, I really don't see what all the fuss you are making is about... Carrying capacity worked very well in GIO, there was no problem with it whatsoever, people get farmed there all the time - goldmines and active players alike. Does it really seem plausible to you that 1000 swordsmen will carry back 3 million gold? Because this is what's happening in some of the realms, and if you want to bring up iron prices, did you ever consider that this is the reason Iron prices rise so high to begin with?! After all if it were just the farmers' production and army values converted occasionally into gold by raids, the price would be much, much less... I always play mixed strategy, and let me tell you, playing an era with low points and hitting on huge goldmines, only to try and burst out later in the era as warriors, is just as lame as farming an entire era and crashing a huge army in the end.

I don't think it's balanced that a player with very little army can become insanely rich in one attack. I don't think it's balanced that goldmines will endlessly produce resources that can be taken once every month with zero effort, essentially multiplying players' production a hundredfold. I don't think players should be invulnerable in wars by having only level 1 forts and suffer only a small penalty to their production than otherwise. I don't think any of this is balanced at all. These rules fix all of that, and they need to be put in to fix all of that. If you think the offered capacity is too small that is another matter, it can be argued (though at least at first glance it seems satisfactory to me). But stop dissing a new rule just because you're used to exploiting the loopholes of the old rules.

What's wrong, afraid that you would need to actually put some thought into the game instead of simply attack, convert everything to soldiers, attack again?

Mind you, if war income was added back in it would further reduce iron and wood prices to a sane level.
This rule looks interesting and i like it.  *ok*

You're both stupid!!! After taking war income, this is the stupidest thing to do!!!


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: KoSaC on August 30, 2008, 19:24:54 PM
You're both stupid!!! After taking war income, this is the stupidest think to do!!!
i actually like it..enemies will think no one will attack because they cant take much so they will leave army at home (i hope) but guess what i aint after gold...april fools dumb@ss  *freak* i am coming  *freak*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bilko1 on August 30, 2008, 19:39:19 PM
Well, you're not joining my alliance!!!  *freak* is it april again?  *freak*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Decimus on August 30, 2008, 19:43:17 PM
Bilko, quit v4 then .better for you, no?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bilko1 on August 30, 2008, 19:47:26 PM
Bilko, quit v4 then .better for you, no?

If I only could... But I can't! I'm one off the bosses in r38 as you can see...  :)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Decimus on August 30, 2008, 19:48:04 PM
If I only could... But I can't! I'm one off the bosses in r38 as you can see...  :)
just quit,, damn,,, you can be boss in true realm..;)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bilko1 on August 30, 2008, 19:50:34 PM
I will, after this one, you will NOT see me in v4 any more...


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: XBandaX on September 01, 2008, 00:03:44 AM
 *sos* *sos*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: XBandaX on September 01, 2008, 00:08:10 AM
      -:)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: KoSaC on September 01, 2008, 10:19:02 AM
     -:)
you wrote smiley wrong  *freak* its :-)  *freak*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Bel on September 02, 2008, 14:37:49 PM
Four pages of posts....and only the original post from a mod. This is ridiculous.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: cicson on September 03, 2008, 14:15:16 PM
this is a message for the game admins and developers
let's say that de defender loses a siege and he has 1mil of oeach resources but the attaker can carry a max of 1mil gold.... if the defender doesn't lose all the resources ..which of the resourses will he lose to cover for the 1mil the attacker must take?.... will he lose 1mil wood and 500k stone?.... or just the gold?.... and how come soldiers have a limit to what they can carry?.... it's not like they carry timber... they carry gold cois for christs sake..... do you really think that a soldier that went to war and faced death by the sword say to himself...."i can't carry more that 500gold cois.... i'l take that and leave the rest for the archeologists" :))
who is the guy that came up with this rules?.... hahahhah
and who came up with the imperial reserve building.....hahahhaha... it costs more to build that it can store even if you have a premium account..... and in late game you really make in 3-4 hours more that it can store... the imperial reserve is good only in early game but it's to hard to hard to build.....
well....that's all i can say abput the changes that you made in the IO in the last year.... i first played 1 year ago and the game was much better.... but now i think you got interested more in making money that into giving quality to the game.
and i personaly think that 50% of the players will not buy imperial credits any more... except for the lucky ones that have a mobyle phone payd by the employer :))


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: DarkSoul on September 03, 2008, 15:26:36 PM
nice +karma :)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: EmPeRoR JuMoNg on September 03, 2008, 15:43:17 PM
 *hahaha* you guys are sooooooooooooo funny.. as i read of your messages i find my self laughing at your messages...  *hahaha* nice


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Oton on September 03, 2008, 16:41:30 PM
The units' cargo capacity and Fortresses' resource limit have been deployed in all version 4 realms as we speak.
Expecting feedbacks on the matter.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: ssagelos on September 03, 2008, 18:38:45 PM
this is a message for the game admins and developers
let's say that de defender loses a siege and he has 1mil of oeach resources but the attaker can carry a max of 1mil gold.... if the defender doesn't lose all the resources ..which of the resourses will he lose to cover for the 1mil the attacker must take?.... will he lose 1mil wood and 500k stone?.... or just the gold?.... and how come soldiers have a limit to what they can carry?.... it's not like they carry timber... they carry gold cois for christs sake..... do you really think that a soldier that went to war and faced death by the sword say to himself...."i can't carry more that 500gold cois.... i'l take that and leave the rest for the archeologists" :))
who is the guy that came up with this rules?.... hahahhah
and who came up with the imperial reserve building.....hahahhaha... it costs more to build that it can store even if you have a premium account..... and in late game you really make in 3-4 hours more that it can store... the imperial reserve is good only in early game but it's to hard to hard to build.....
well....that's all i can say abput the changes that you made in the IO in the last year.... i first played 1 year ago and the game was much better.... but now i think you got interested more in making money that into giving quality to the game.
and i personaly think that 50% of the players will not buy imperial credits any more... except for the lucky ones that have a mobyle phone payd by the employer :))



he said everything with these few words... i am with you pal 100%....1 karma from me too


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: ssagelos on September 03, 2008, 18:53:44 PM
this is a message for the game admins and developers
let's say that de defender loses a siege and he has 1mil of oeach resources but the attaker can carry a max of 1mil gold.... if the defender doesn't lose all the resources ..which of the resourses will he lose to cover for the 1mil the attacker must take?.... will he lose 1mil wood and 500k stone?.... or just the gold?.... and how come soldiers have a limit to what they can carry?.... it's not like they carry timber... they carry gold cois for christs sake..... do you really think that a soldier that went to war and faced death by the sword say to himself...."i can't carry more that 500gold cois.... i'l take that and leave the rest for the archeologists" :))
who is the guy that came up with this rules?.... hahahhah
and who came up with the imperial reserve building.....hahahhaha... it costs more to build that it can store even if you have a premium account..... and in late game you really make in 3-4 hours more that it can store... the imperial reserve is good only in early game but it's to hard to hard to build.....
well....that's all i can say abput the changes that you made in the IO in the last year.... i first played 1 year ago and the game was much better.... but now i think you got interested more in making money that into giving quality to the game.
and i personaly think that 50% of the players will not buy imperial credits any more... except for the lucky ones that have a mobyle phone payd by the employer :))



he said everything with these few words... i am with you pal 100%....1 karma from me too
maybe an answer is what at least one of the admins should give


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Radooo on September 03, 2008, 19:24:17 PM
and that capacity includes gold from army or it is only for the resources in that province? *hihi*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Oton on September 03, 2008, 19:48:16 PM
The resources are taken like they are in the attacked province.
If there is more of wood - more wood is taken.
If there is more iron - more iron will be taken.
And then they are turned into their base gold equivalent, as usual.

Please, forgive me, I've missed to add a note about the enemy army's supply train.
All the supply train of the defeated army is loaded, no mater the units' cargo capacity.
And it is added to the gold taken from the siege.



Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: bilko1 on September 03, 2008, 20:01:13 PM
I see your in a better mood today Oton, nice to see that... *rose*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: samyoboy on September 03, 2008, 22:58:35 PM
I play a game in realm 8!! I have just been reading through the change's!! And from whats written here they sound more scary!!! To be honest doe's not look like it will affect my game at all!! *hihi* But if the point of this is to make game more realistic. 1 if you win battle can we not take back half of loser's army as slave soldgiers  *hahaha* *hahaha* 2. Could wars not be won by having to kill the leader or on mp if leader not killed!! As in medievil wars if king (leader) was killed war was won!!!  *hahaha* *hahaha* Is nice idea to make game as realistic as possible!! But sometime's keeping thing's simple is a better formula!!! *hihi*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: cicson on September 04, 2008, 03:03:21 AM
The resources are taken like they are in the attacked province.
If there is more of wood - more wood is taken.
If there is more iron - more iron will be taken.
And then they are turned into their base gold equivalent, as usual.

Please, forgive me, I've missed to add a note about the enemy army's supply train.
All the supply train of the defeated army is loaded, no mater the units' cargo capacity.
And it is added to the gold taken from the siege.


so if the i attack with 10000 guardians and the defendaer has 1000 guardians i get 150 000 gold + the money from killed soldiers?.... thoes that mean that the soldiers can carry more than usual?... and if that so why can't they carry all the gold? :)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: smruti on September 04, 2008, 07:52:03 AM
so if the i attack with 10000 guardians and the defendaer has 1000 guardians i get 150 000 gold + the money from killed soldiers?.... thoes that mean that the soldiers can carry more than usual?... and if that so why can't they carry all the gold? :)

can my injuired army carry gold or they come empty handed... previously i used to send 1k sword for 100k gold.. now they bring 20k + 4 gold..it sucks :(


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: rudich on September 04, 2008, 10:57:31 AM
Why do we need those capasity rules?

It's making the game less atractive and too boring

The game purpose is to have fun , and not doing calculations, how much troops i need, what level of fortress i need and etc.

It's a game not a school, i think this rules as stupid as taking away our bonus resourses.
 
 :rant:

If you trying to make people bye credits by all those rules, you'll not get it in this way, people will leave this game and that's all


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: ssagelos on September 04, 2008, 18:46:30 PM
The resources are taken like they are in the attacked province.
If there is more of wood - more wood is taken.
If there is more iron - more iron will be taken.
And then they are turned into their base gold equivalent, as usual.

Please, forgive me, I've missed to add a note about the enemy army's supply train.
All the supply train of the defeated army is loaded, no mater the units' cargo capacity.
And it is added to the gold taken from the siege.




i think that the capacity rules at least will not get activated at battles with coin players......


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: happygolucky on September 04, 2008, 21:11:16 PM
Yep, the rules are active when attacking against goldmines as well :(

The thing I find most frustrating about IO in recent months is the lack of clarity from the game admins.

We have statement saying that certain rules will be applied to all V4 realms, but they are not.
You pay for credits for a premium account to get certain features ....and they do not work, but you are not refunded.
The battle servers seem to crash or armies get stuck on a regular basis.

What is the world coming to?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Decimus on September 04, 2008, 21:13:22 PM
Yep, the rules are active when attacking against goldmines as well :(

The thing I find most frustrating about IO in recent months is the lack of clarity from the game admins.

We have statement saying that certain rules will be applied to all V4 realms, but they are not.
You pay for credits for a premium account to get certain features ....and they do not work, but you are not refunded.
The battle servers seem to crash or armies get stuck on a regular basis.

What is the world coming to?
armaggedon.it is writen in the holy bible..as u see everything goes wrong.is thy armaggedon. *bravo*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: maxim on September 04, 2008, 22:35:34 PM
This new rule really slows down the game and makes resource gathering a chore. Now we have to hire extra soldiers (surplus to the requirement needed to bring down the fortress) just to bring all the resourses back.

Perhaps there should be a non-combatant unit with a cart similar to the depot system?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Starbuck on September 05, 2008, 00:50:34 AM

i think that the capacity rules at least will not get activated at battles with coin players......

that's where the capacity rule is most needed ... you just need to recruit a few extra light units, not much of an annoyance, just a bit of planning
And for once account pushing will really need to be done with a decent army ... no more of those 10k guardians "robbing" 20M+ gold ...  *bravo*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: EmPeRoR JuMoNg on September 05, 2008, 02:30:43 AM
nahh the rule is still a mess.. even the war income too is gone?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: IndridCold on September 05, 2008, 16:42:37 PM
Yep, the rules are active when attacking against goldmines as well :(

The thing I find most frustrating about IO in recent months is the lack of clarity from the game admins.

We have statement saying that certain rules will be applied to all V4 realms, but they are not.
You pay for credits for a premium account to get certain features ....and they do not work, but you are not refunded.
The battle servers seem to crash or armies get stuck on a regular basis.

What is the world coming to?

Couldn't agree more... The longer i play IO the less fun it gets... not only for the reason quoted above, but also with those many new features which make the game more realistics, but certainly less fun to play!

For instance... bearing capacity! what good would that do me? We have alot of active players in all realms and dealing with everyone attacking nearby goldmines! So missing the cut is quite possible with that many active players scouring all the lands... so in order to ensure you can sustain a large army you have to attack alot and far away as well! but with this new system you have to bring numerous amounts of soldiers over large distances... in other words if i want to attack over 2500 / 3000 IM i'm spending more on upkeep walking than i can bring in with the attack!
And an attack on a province WITH army in it you definately won't win gold... The only reason to attack army now is military points and war income, which brings me to the next "problem"...

Scrapping the war income from the game is really bothersome... the main reason to go to war WAS the war income in my opinion! Of course there is the military points, but you can more easily get those when NOT at war! When you're at war people are more alert, do army saves and be sure their army is unharmed during that week! So in order to hit someone hard you have to plan carefully and spend alot of time observing the other alliance... as a reward when you win you have the war income! When you're not at war people tend to relax a bit and do less army saves... that way you can attack peoples army more easily but you don't get an added bonus of war income... I see no reason for wars with these new rules!

I think the age of warring is completely undermined by not being able to support large armies anymore (besides creating tons of light soldiers)... even wars are no fun anymore IMO, which makes large armies even more obsolete... so let's welcome the new age of farming :D

I have a question regarding both points btw... IF creating and bringing numerous light soldiers in a large scale attack to bring you lots and lots of honour is pushing your account, what is the new policy regarding this matter? To obtain the millions of gold in a certain province you need lots and lots of light soldiers to bring it back home, BUT if by some odd chance it is being guarded by alot of soldiers you need to bring lots of elites to overpower that army AND alot of light soldiers to bring back the gold!!!
So in other words your honour rises like crazy in big scale attacks, which in turn makes way for an indictment of pushing your account...
To avoid that you can't bring light soldiers in those attacks, which in turn gains you very little gold... and with that removes all reason to attack!

If someone can please explain the above scenarios and can give a more positive spin on it so i can still enjoy the game i would greatly appreciate it :D


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: IndridCold on September 05, 2008, 16:58:58 PM
that's where the capacity rule is most needed ... you just need to recruit a few extra light units, not much of an annoyance, just a bit of planning
And for once account pushing will really need to be done with a decent army ... no more of those 10k guardians "robbing" 20M+ gold ...  *bravo*

Don't know about you but i've never seen an account having 20 million without a decent army defending it... I for one have seen a max of 2 million in an undefended province! And for goldmines... 500k to a million is as good as it gets!

And besides... only the big players can support and easily create tons of light or heavy soldiers... what about the smaller players? they don't have the resources to create so much or the production to sustain that much army? so for them attacking goldmines (or anyone else for that matter) is made almost impossible! 1 or 2 attack at a time and leave yourself undefended maybe, but that's about it! so the big ones grow bigger and the smaller ones stay small...

Same with the bonus... it costs 2 diamonds to take the 6 hrs bonus production, but 10 diamonds to take the 10 hrs, but you have to be in the top 20 to apply for the 6 hrs! so the top 20 will still take it, but 10 diamonds a day for 10 hrs production is way to big a cost imo, so outside the top 20 not many will take the bonus production! in other words the big ones grow bigger, the smaller stay small all over again!!! if you want to make that a fair system then make the cost the same... both 2 (or 3 or 4 or whatever) diamonds, but 6 hrs for top 20 and 10 hrs for 21 and rest of them... This way you give the people outside the top 20 more ways to gain and make it more dynamic!

Just my opinion though :D


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Starbuck on September 05, 2008, 17:10:23 PM
Don't know about you but i've never seen an account having 20 million without a decent army defending it... I for one have seen a max of 2 million in an undefended province! And for goldmines... 500k to a million is as good as it gets!

That's what account pushing is all about ... if you have never seen it, then it can only be because you haven't been around long enough ...

And besides... only the big players can support and easily create tons of light or heavy soldiers... what about the smaller players? they don't have the resources to create so much or the production to sustain that much army? so for them attacking goldmines (or anyone else for that matter) is made almost impossible! 1 or 2 attack at a time and leave yourself undefended maybe, but that's about it! so the big ones grow bigger and the smaller ones stay small...

This is where your kingdom's economy comes in handy ... once your provinces are at full pop and with fort 7 or 8 everywhere, there aren't much left for them to do but churn out soldiers and pay for their upkeep.
As for small and middle-ranked players, they can still make a lot of good harvest with light soldiers on active players and goldmines alike. Military academy is there to help you farm ...
Anyway, leaving your army at home during war is either suicidal or a well-planned trap  *hihi*

Same with the bonus... it costs 2 diamonds to take the 6 hrs bonus production, but 10 diamonds to take the 10 hrs, but you have to be in the top 20 to apply for the 6 hrs! so the top 20 will still take it, but 10 diamonds a day for 10 hrs production is way to big a cost imo, so outside the top 20 not many will take the bonus production! in other words the big ones grow bigger, the smaller stay small all over again!!! if you want to make that a fair system then make the cost the same... both 2 (or 3 or 4 or whatever) diamonds, but 6 hrs for top 20 and 10 hrs for 21 and rest of them... This way you give the people outside the top 20 more ways to gain and make it more dynamic!

Just my opinion though :D


Anybody can have the 6hrs bonus : they just have to write to the admins with nick and realm, and ask them (politely preferably) that they want it activated ...  *rose*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: simshi on September 05, 2008, 17:22:43 PM
This is the stupidest idea ever. I send 4000 heavy swordsmen, and you tell me they can only bring back 86000 gold. That is an average of about 22 gold pieces per swordsmen. We are talking about gold coins here, not gold bars. I say I make them a bag pack and they can carry at least 200 gold pieces each.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Starbuck on September 05, 2008, 17:39:12 PM
This is the stupidest idea ever. I send 4000 heavy swordsmen, and you tell me they can only bring back 86000 gold. That is an average of about 22 gold pieces per swordsmen. We are talking about gold coins here, not gold bars. I say I make them a bag pack and they can carry at least 200 gold pieces each.

Inflation is not the issue ... gameplay balance is
The game admins could also multiply all costs by 10 in gold and your 4000 heavy swordsmen could carry back 200 gp each. Would it help you ? no ofc ... yet that would be more "realist"
The fine point is that troops can't carry an infinite amount of gold. The logic is that the heavier, more equipped the soldier is, the less place/energy he will have to carry any plunders back home. How much they can carry "realistically" is just a moot point. IO is not a realistical medieval simulation, but a medievally-inspired wargame who looks at various gameplay options (some realistic, others not) to deepen the sophistication of the whole gaming experience ...

Frankly, weight capacity is a life issue only for those who don't like to adapt or prefer to play in an "easy" environment. For most other players, this is just one more parameter to take into account before sending an army away, at worst an hindrance, npthing more ... just like upkeep, army mix, terrain bonuses, troops strengths/weaknesses and so on ....


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: IndridCold on September 05, 2008, 19:21:31 PM
I have been around for quite some time Starbuck and have heard about several ways that qualify for pushing an account, but never saw or better noticed it being done... I play in realm 31 at the moment and can't point a finger at anyone!

I can relate to what you're saying and it's not life threatening or something i can't adapt to... my army is big enough for changes like these, though i can't see any sensible reason why i have to start sending 50k to 100k soldiers to an undefended fortress just to catch alot of gold from a goldmine (in other words... abandoned land)... and it's really bothersome if it's not undefended! There's no way to make a profit on these fortresses anymore... the gains vs losses ratio is not exactly balanced anymore! And my previous made point that this hurt smaller players more than the big ones is still valid imo!

The exemption of the war income is beyond any reason (i can see the sense in bearing capacity if pushing an account is still that frequently done as you say it is... have to take your word on that)! What use or better said what good or fun is a war if there's actually nothing to gain from it?

I think change in a game is a good thing and keeps it dynamic and provides enough stimuli to keep the always lurking "boredom" at bay... but these changes are a bit too radical for my taste and subtract to my gaming experience...



Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: reni on September 05, 2008, 19:23:27 PM
I have been around for quite some time Starbucks and have heard about several ways that qualify of pushing an account, but never saw or better noticed it being done... I play in realm 31 at the moment and can't point a finger at anyone!

You will!  *pardon*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: IndridCold on September 05, 2008, 19:27:09 PM
LOL... and what makes you so sure Reni?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: reni on September 05, 2008, 20:11:46 PM
LOL... and what makes you so sure Reni?

Personal experience, friends experience, forum experience...

All in all... experience ;)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: anzac001 on September 05, 2008, 21:02:05 PM
I presume the purpose of this is to slow the game down - stop people in long games having military in the the millions and resources in the billions.

You could have achieved the same thing by decreasing the spead the military travel at.

Creating a wagon unit which like the seige weapons requires a certain number of military to push/pull it into battle.  The unit has researchable capacity and can be destroyed when a fortress is brought down would add another dimension.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Hasanova on September 06, 2008, 02:12:45 AM
...
All in all... experience ;)

1. You brought the 2x Attack range            --> (war)income decreased
2. Rumouring outer 5x forbidden            --> (war)income decreased again
3. You closed the ALL button on Players List      --> (war)income decreased again
4. You closed Vote-Bonus               --> (war)income decreased again
5. At Least you put a carrying limit            --> (war)income decreased again


We see a pressure on moneyless players  *freak* *freak* *freak*

I believe when from now on the paying players won't increase,  the next thing your experience will bring us is: PBL

*Pay By Login   *hahaha* *hahaha* *hahaha* *hahaha*

I don't want to wait for it cuz my experience is oriented on the mathemetical function from the points above.
 


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: heroetkiki on September 06, 2008, 09:07:04 AM
Create version 5 for those who prefer bearing capacity *hihi*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: smruti on September 08, 2008, 07:18:26 AM
1. You brought the 2x Attack range            --> (war)income decreased
2. Rumouring outer 5x forbidden            --> (war)income decreased again
3. You closed the ALL button on Players List      --> (war)income decreased again
4. You closed Vote-Bonus               --> (war)income decreased again
5. At Least you put a carrying limit            --> (war)income decreased again


We see a pressure on moneyless players  *freak* *freak* *freak*

I believe when from now on the paying players won't increase,  the next thing your experience will bring us is: PBL

*Pay By Login   *hahaha* *hahaha* *hahaha* *hahaha*

I don't want to wait for it cuz my experience is oriented on the mathemetical function from the points above.
 

i play well under pressure ...... [:-} [:-}


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: That Guy on September 09, 2008, 18:16:10 PM
Guys, I really don't see what all the fuss you are making is about... Carrying capacity worked very well in GIO, there was no problem with it whatsoever, people get farmed there all the time - goldmines and active players alike. Does it really seem plausible to you that 1000 swordsmen will carry back 3 million gold? Because this is what's happening in some of the realms, and if you want to bring up iron prices, did you ever consider that this is the reason Iron prices rise so high to begin with?! After all if it were just the farmers' production and army values converted occasionally into gold by raids, the price would be much, much less... I always play mixed strategy, and let me tell you, playing an era with low points and hitting on huge goldmines, only to try and burst out later in the era as warriors, is just as lame as farming an entire era and crashing a huge army in the end.

I don't think it's balanced that a player with very little army can become insanely rich in one attack. I don't think it's balanced that goldmines will endlessly produce resources that can be taken once every month with zero effort, essentially multiplying players' production a hundredfold. I don't think players should be invulnerable in wars by having only level 1 forts and suffer only a small penalty to their production than otherwise. I don't think any of this is balanced at all. These rules fix all of that, and they need to be put in to fix all of that. If you think the offered capacity is too small that is another matter, it can be argued (though at least at first glance it seems satisfactory to me). But stop dissing a new rule just because you're used to exploiting the loopholes of the old rules.

What's wrong, afraid that you would need to actually put some thought into the game instead of simply attack, convert everything to soldiers, attack again?

Mind you, if war income was added back in it would further reduce iron and wood prices to a sane level.

Back when this was written, I'm not sure I fully understood.  Now, having played longer and gained more in game experience, I totally agree.  This rule (carrying capacity) does not make anything easier for anyone and that is the point.  Tired of some farmer sprinting way out ahead of you because he has time to send 30 goldmine attacks a day but only maintains 20k soldiers?  Now he has to develop a real economy at a realistic pace and be targeted by 'average joe' on the way.  Players are suddenly forced to think and plan a little for a change.  That enormous army some players have that they pay upkeep for with just a small amount of iron trading at 16?  This will bring down trading prices so that they have to work for real to pay for it. 

If that means they can't defend constantly during a war because they have to leave and fetch some gold or they get their army trapped at home by negative gold after poor planning and long army saves.... oops.   *hihi*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: samyoboy on September 09, 2008, 20:09:59 PM
Back when this was written, I'm not sure I fully understood.  Now, having played longer and gained more in game experience, I totally agree.  This rule (carrying capacity) does not make anything easier for anyone and that is the point.  Tired of some farmer sprinting way out ahead of you because he has time to send 30 goldmine attacks a day but only maintains 20k soldiers?  Now he has to develop a real economy at a realistic pace and be targeted by 'average joe' on the way.  Players are suddenly forced to think and plan a little for a change.  That enormous army some players have that they pay upkeep for with just a small amount of iron trading at 16?  This will bring down trading prices so that they have to work for real to pay for it. 

If that means they can't defend constantly during a war because they have to leave and fetch some gold or they get their army trapped at home by negative gold after poor planning and long army saves.... oops.   *hihi*













Well said I don't see anyone complaining about the fact you can gain honour by doing nothing!!! But I guess that make's game easy!! Unlike v1 and v2 where you earn it!! This is suppost to be a stategy game and test of one's ability to think and adapt!! Yet when asked to do that players start screaming murder!!


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Polymeron on September 16, 2008, 15:31:35 PM
Back when this was written, I'm not sure I fully understood.  Now, having played longer and gained more in game experience, I totally agree.  This rule (carrying capacity) does not make anything easier for anyone and that is the point.  Tired of some farmer sprinting way out ahead of you because he has time to send 30 goldmine attacks a day but only maintains 20k soldiers?  Now he has to develop a real economy at a realistic pace and be targeted by 'average joe' on the way.  Players are suddenly forced to think and plan a little for a change.  That enormous army some players have that they pay upkeep for with just a small amount of iron trading at 16?  This will bring down trading prices so that they have to work for real to pay for it. 

If that means they can't defend constantly during a war because they have to leave and fetch some gold or they get their army trapped at home by negative gold after poor planning and long army saves.... oops.   *hihi*

Thank you! Finally someone defends this position (instead of just slinging insults which has been done in this thread, grr, where's that -karma button when you need it).

I stand by my original argument. This is not about realism, it's about carrying capacity being a balancing factor without which a lot of things go to hell - some things become too easy, which makes other strategies useless, making the entire game less interesting. With the carrying capacity, strategy becomes much more complex, and thus the game becomes more challenging and interesting...


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Kenny on September 16, 2008, 16:46:55 PM
No the recources do not get lost if you made an attack with not enough soldiers to carry all lewt, they stay in the fort. The recources do not get lost if you buy/transfer too much recources to a fort which cannot hold m, you just dont make any new recources of that type...And as for the whining about the carry capacity, IO team just tried to put some more realism in the game. It is a bit silly to see 1000 man carry the equivalent of 500000g *xxx* I dont like all new implements in game, but I have no problems with the carry capacity at all, learn some grammar and you'll do just fine  :hard:


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: fragmaster on September 19, 2008, 20:49:37 PM
Unit capacity is good.Suppose i have a competition player in 300dist from me ,and i want to control land and goldmines that are near.I couldnt harm him before because he easily makes 10k soldiers and attack goldmines when they are low at cash.Much lower then my standard.So i cant compete for land.But now if i kill his army i can slow him down.If he is GREEDY and makes light soldiers easier job for me.Balance balance balance.Why everione thinks that they should progress a lot with points even if they play bad and have bad planning in some period etc..

Prices in r5 came to GE ! And that is great.i heard that in r25 iron drops.If u take less gold from gold mines ,and ur opponent takes less gold mines ,goldmines are making less influence on game.So what ,u cannot afford milion army units.but ur opponents too.Are numbers matter?Proportion does.And surely its better if boring non skilled work called "tapping two letters" are less important.Here comes an idea:i heard that iron was very high in r25.What does that mean?Making army is much more expensive than paying its upkeep.Which means less fighting and big armies that dont fight ,and  nobody want their iron to be wasted.Another idea.Comment for pure military build players.U think that its skill to have 5 provinces ,no population,no economy ,having all that noobs in range that dont know what arrmy save means etc,make few million kills etc?little more effort than mining but ussualy they cannot plant any defence and no need to check before battle.High economy players cannot atack easy targets,and before this change their economy was lesser part of their income.Capacity is good.I think that we need war income back.

And i never had credits.I never was farmer.But this makes thinking a little more important than tapping two letters(or numbers).

I think that we should lean to changes that will make our goals (networth,mp,honor) to be  much closer to eachother. War income to nerf pure economic players.Why should networth be economy synonym?And capacity again...Is it bad that i who have army can have better control of near teritory and goldmines?Two things were annoying me:farmers with 9k soldiers,and military guys with no economy with  8x1000 soldiers in goldmines ,and nineth attack on some player.That was IMBA.Yea sure ,or even worse ,i can defend base and goldmine in same time.thanks for reading


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: hammurabi on November 04, 2008, 22:04:09 PM
this rule is stupid  *crazy*
no need to attack anymore ,, im going to be a farmer
i quit from province 8 for this rule ,, whats the point from it  :rant:
if there's any use of talking anyways ,,, they won't change the rule after they did it
oh,, plus when you reach elite army and have 40k ,, you won't cover your army upkeep even if you stay attacking 24\7
one woord to say,, it
SUCKS  :evil3:


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: gior15 on November 04, 2008, 22:15:38 PM
lol man i have over 1.3kk elites and my upkeep is just fine....:)


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: That Guy on November 06, 2008, 23:23:07 PM
this rule is stupid  *crazy*
no need to attack anymore ,, im going to be a farmer
i quit from province 8 for this rule ,, whats the point from it  :rant:
if there's any use of talking anyways ,,, they won't change the rule after they did it
oh,, plus when you reach elite army and have 40k ,, you won't cover your army upkeep even if you stay attacking 24\7
one woord to say,, it
SUCKS  :evil3:

Ham, come on now.  Stop being angry and let's look at the numbers.  If you have 40k elites and they are balanced evenly between the 4 soldier types, upkeep at home is 17k per hour at home and 25.5k per hour on the march.  The carrying capacity of these same guys is 950k.  Find targets to fill your 950k and you've paid the upkeep for 37 hours of marching and well over 2 full days at home.  Having a decent mil academy level makes this easier.  If you have 40k elites, I'm sure there's 5 players within a couple hours of you that have at least 200k in the province.  It's really not that hard. 


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: hammurabi on November 07, 2008, 00:39:05 AM
Ham, come on now.  Stop being angry and let's look at the numbers.  If you have 40k elites and they are balanced evenly between the 4 soldier types, upkeep at home is 17k per hour at home and 25.5k per hour on the march.  The carrying capacity of these same guys is 950k.  Find targets to fill your 950k and you've paid the upkeep for 37 hours of marching and well over 2 full days at home.  Having a decent mil academy level makes this easier.  If you have 40k elites, I'm sure there's 5 players within a couple hours of you that have at least 200k in the province.  It's really not that hard. 
:rant:
do you  have to prove i'm wrong  *Angry*
im just playing my role in convincing moderators to change the rules  *hihi*
help me out , would you  *freak*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: That Guy on November 07, 2008, 10:58:33 AM
LOL, sorry Ham.  How 'bout this.... Carrying capacity is ridiculous.   ;D   Are you telling me an elite archer can lug around enough arrows to shoot down thousands of spears but can't find room in the yew for more than 25 pieces of gold?  Sheez.  And how about those phalanx?  They have a spear in one hand but what are they doing with the other?  A shield?  A shield could be hooked to the spear, dragged behind on the ground like a sled and used to hold hundreds of gold pieces.  You guys need to fix this or I'm quitting and playing Super Mario Brothers instead.  At least Mario can carry plenty of gold.   *easy*  And he gets to score with a princess at the end of each round.    *friends*  Super Mario is the man!   *cool*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: hammurabi on November 07, 2008, 11:05:47 AM
 *hahaha*
looooool
that quote made my day
 *hahaha* *hahaha*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: aaron101 on December 31, 2008, 09:40:26 AM
i am a player in realm 5 i thin i have version 4. i think this new rule about carrying capacity is ok  *bravo* makes the game more real but the only thing i have a problem with is the carrying capacity of elite soldiers is lower than that of heavy :rant: which is lower than light soldiers. after checking the attack and hit points fo these soldiers i have noticed that an elite soldier is twice the cost of heavy soldier, it has twice the hit points and twice the attack so basically one elite soldier costs the same as two heavy soldiers and they have the same attack so what is the point in spending money on research to get these elite soldiers especailly since the elite soldier's carrying capacity is lower. So i was just wondering wouldnt a 2000 heavy soldier army be as powerful as a 1000 elite soldier army.

So basically i want to know what's the advantage of having elite soldiers compared to heavy soldiers?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Radooo on January 01, 2009, 18:14:20 PM
you don't lose so many units (in case you fight with someone) and the result is that you don't lose so much morale (not in all cases, but in most) and also for forts there are only a limited number of soldiers that can attack, so elite units are better *gamer*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: jams on January 08, 2009, 12:44:30 PM
Also, elites have lower upkeep per HP/damage, so the same hp/damage army costs less to maintain compared to heavy (except Elite Archers which have same upkeep per HP/damage as Heavy, but then the elite ones have a bonus shot so same shit).

But then they have much lower carry capacity compared to lighter soldiers.  Example, Paladins have exactly 5 times less carry capacity per cost compared to light Cavalry.  IMHO Carry capacities are completely screwed up the way they are now.  A light cavalry can carry 150 hours worth of upkeep, Paladin 50h.  Light Cavalry pays its cost (at base prices) by taking 2,25 full loads.  Paladin needs to survive 11,25 battles with full load to pay for itself.  I am a newbie here, but seems to me it would be pretty much impossible to do any profitable battles with heavy/elite soldiers beside farming goldmines.


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: iIiacrush on January 15, 2009, 18:48:04 PM
This question has already been asked but I can’t see an answer.... with the new trading system if you hit the gold limit and then sell some wood what happens?


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Radooo on January 15, 2009, 18:50:33 PM
you'll get the gold...and you won't produce anymore gold *pardon*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Starbuck on January 15, 2009, 18:59:01 PM
This question has already been asked but I can’t see an answer.... with the new trading system if you hit the gold limit and then sell some wood what happens?

I believe you were refering to this post :

http://www4.imperiaonline.org/forums/int/index.php?topic=13173.0


Have fun,


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: iIiacrush on January 15, 2009, 19:05:04 PM
Thanks radooo, Starbucks your efficiency is starting to scare me a little.

Karma to both.


Edit: Starbuck I owe you one:

An Error Has Occurred!
Sorry, you can't repeat a karma action without waiting 24 hours. 


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: Starbuck on February 08, 2009, 13:15:42 PM
Fort capacity (v4 and v4a Realms) :

Maximum fortress capacity (resources of each type)

Fortress 0 - 10,000
Fortress 1 - 20,000
Fortress 2 - 35,000
Fortress 3 - 110,000
Fortress 4 - 410,000
Fortress 5 - 1,210,000
Fortress 6 - 4,810,000
Fortress 7 - 19,210,000
Fortress 8 - 38,410,000


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: HerrSchultze on February 23, 2010, 09:26:50 AM
Fort capacity (v4 and v4a Realms) :

Maximum fortress capacity (resources of each type)

Fortress 0 - 10,000
Fortress 1 - 20,000
Fortress 2 - 35,000
Fortress 3 - 110,000
Fortress 4 - 410,000
Fortress 5 - 1,210,000
Fortress 6 - 4,810,000
Fortress 7 - 19,210,000
Fortress 8 - 38,410,000
for a moment i thought he was back *freak*


Title: Re: Regarding units' carrying capacity and fortress capacity in version 4
Post by: omghiha on June 23, 2012, 10:13:50 AM
was back  *hahaha*