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All posts created by Azure_Zero

I have to agree with "You are a Troll,"
the notice should be when it's happening and you are actually checking your stuff.

I watch my PVP windows for Monster Raids, why should a infection causing a raid be any different.
Don't watch it, you risk losing it, that is fair.
I am hoping spreading gets rolled out in phases, to find out how much is just right.
As I wouldn't want the game to repeat the mistakes of many others.

I'd like the phases to be;
Phase 1: All raid escalations (T1-)
Phase 2: All T1 escalations(T1)
Phase 3: Lower T2
Phase 4: Higher T2
Phase 5: Low T3

There will not be a phase 6 as I know that would be horrible is Higher T3 escalations spread, and even Phase 5 will likely be pushing it.
The Time between phases should be about 3 weeks given game population and the number of "real" active settlements to see the impact that each phase brings.
I do see Phases 1 and 2 being no problem, phase 3 will likely start to show the limit, and Phase 4 will show if the player base is at the limit or could handle a little bit more or a need to dial it down a notch.
The Emerald Aristocrats will be added to the rotation once these are cleared, correct?
Is the new Eternal Youth escalation going to be added at the same time also?

Oh Good Gravy, I hope Bob sets it so only one will be active at anyone time if they both enter the rotation.
I agree with "You are a Troll"
I'd like to start seeing your plan for marketing, cause if the Population don't grow, it'll just shrink.
And if the Population shrinks any more you'll start needing to change a lot more things or the game will die.
No, the settlement collectors will hand them off to groups, likely with strings attached, so the new settlement is not truly independent from the settlement collector or from their nation.

And I know of a few goes of that, but the new comers didn't stick around.
Congrats, How does the Alchemist rate compared to other classes?
Those two settlements are surrounded by 2 or more different groups, so they are deadlocked an likely not going under ownership of anyone any time soon.

Again, given this game's population, all abandoned settlements should change to NPC shield hexes and be unclaimable until the game's population gets much bigger then what it is, or it's just giving opportunities to settlement collectors.

Right now the way active settlement is defined is too cheap for a settlement collector, if you do what I propose as above
(post #5) it'll make it harder for settlement collectors (one way or another) and not punish those truly trying to build up and run their settlement in proper play.
As a settlement is suppose to require a lot of players to get and keep running, but can lose some players as it's built up.

Now I do run Two settlements, and I work my butt off to make sure they are running as good as they can and I'm also still slowly building them up with better buildings and upgrading holdings where I can.

Settlement collectors run their settlements cheap and with little effort, I'd like to see them need to make a choice; pay more cash (thus helping fund game development) or put in more time, effort, and work in game to keep their settlements.
While NOT punishing TRUELY ACTIVE settlements with higher costs (especially those that have stuck it out since the old days of EE 4.0 or earlier).
I 100% agree with Azure on this one.

We have more than enough barely functional half built settlements around as it is. Presumably they are mainly being put on hold, either someone who is rarely playing and hoping to keep it ticking over until they decide to come back full time, or more likely are part of a "collection" being hoarded by one of the larger groups to hand out to new players/guilds if the game takes off.

Either way it makes more sense to turn them into temporary NPC settlements and open them up to conquest with potential PvP once the game population hits a more viable size.

Yeah, there are a number of dead settlements, and some are still dead but back into active state by tossing some coin into the settlement vault.
There are many half made settlements on the map, some from folks who got a settlement, worked on it some, found it unfun, and then left.
Some settlements died when the group behind them left, i.e. the AL, EoX.

Heck there are a very few settlements being run by players who were in and active from the launch of EE 1.0 and still running their settlement.

Lets make every abandoned settlement from this point on a NPC shield hex, until the game's active player population picks up to a point where new settlements are needed, and not before then so settlement collectors can't get them and they are reserved for when a new group does show up with interest. It would require the newcomers to either conquer the core 6, or make a deal with the group(s) that control the core 6 of their desired settlement's location.

more likely are part of a "collection" being hoarded by one of the larger groups to hand out to new players/guilds if the game takes off.

Yeah and that hand off likely comes with strings attached, or perceived strings attached by other groups.

as this is another reason to set them as NPC settlements until the game takes off and HAS a population that needs new settlements.

I myself would like the see a new standard for being able to hold a settlement, like;
Settlements at Level 10 and lower require 6 active characters, settlements with a minimum of one active character must have the settlement operating at minimum support level of 14, with a +2 Keep, and the sum the other building +X total sans infrastructure be +15 (i.e 13 (+1), 1 (+2), 4 (+0) = +15), Settlements in the support range of 11-13 require 4 active characters, a +1 Keep, and total building +X totals (sans infrastructure) being +9
This forces a settlement collector a choice of either paying extra cash to keep the settlements with cheap support or the need for more holdings and and bulk resources to keep one active character.

A settlement is suppose to be a team effort, so this extra character cost for a low support settlement is for the independent groups that may pop in the game in the future.
Now the higher level cost for solo active run settlements makes it so a settlement collector has more work to keep their settlements in their collection, thus freeing some up for new groups if they come in.

Now if your wondering why the setup I gave above makes the middle ground more costly, it's to nudge a settlement collector to an extreme for their settlements in their collection.