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Water Units. Water Areas.

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m1w9c9h0

Beginner

Posts: 52

Joined: Fri Jun 25, 2010 12:21 am

Post Tue Aug 24, 2010 4:58 am

Re: Water Units. Water Areas.

Good idea

but by adding these concepts how will they do it? Build around current cities or move your cities? Will they have to remove forts and oasis?

2nd bigger units more upkeap meens we will need more crop upgrades or output to handle this new idea
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uranos

User avatar

Warlord

Posts: 2282

Joined: Mon Apr 12, 2010 2:54 pm

Post Tue Aug 24, 2010 6:26 am

Re: Water Units. Water Areas.

also lag would be bigger:( but nice idea
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devryan13

Conqueror

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Location: Server 104 and 39

Post Wed Aug 25, 2010 5:37 pm

Re: Water Units. Water Areas.

I personally like the idea. It would create a different and more realistic type of game play. But i don't see them implementing it.
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Warwolf45

Citizen

Posts: 91

Joined: Wed Jul 07, 2010 10:55 pm

Post Wed Aug 25, 2010 5:50 pm

Re: Water Units. Water Areas.

its a great idea, but it would take a LONG time to put in action. you would have to change the entire maps of haypi.
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NVSIBLSKLZ

Citizen

Posts: 95

Joined: Wed Aug 25, 2010 7:29 am

Post Wed Aug 25, 2010 6:43 pm

Re: Water Units. Water Areas.

It is a great idea but it would take a long time for
the haypi kingdom comitee to make all the changes.
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Googleman

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Joined: Fri Jul 09, 2010 12:59 pm

Post Thu Aug 26, 2010 10:24 pm

Re: Water Units. Water Areas.

Good idea. Now, will someone do it?
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Aubergine

Newbie

Posts: 29

Joined: Mon Aug 23, 2010 12:29 am

Post Sun Aug 29, 2010 10:02 pm

Re: Water Units. Water Areas.

I would love to see a game like this get rivers, it would open up all kinds of new gameplay.

Let's say that each server is a continent on a big planet. Rivers could be the link between one server an the next. So you could have a strong alliance on one server decide to start entering another server to battle with the big alliance there. The alliance would need to gather huge resources, game money and prestige targets to be able to build a ship that lets them attack another server.

Or maybe players have to build boats (requiring lots of res, etc) in order to get in to a PVP tournament - by building a boat they manage to travel to some far off land where the PVP tourny takes place.

Rivers were always trade routes in old times, so maybe a city on river gets extra marketing benefits - either special items that are not normally available (eg. magic items that give new and interesting skills) or trades from another server.

And a city on the river could get a 50% crop production bonus because there is plenty of water to irrigate crops, and river silt to fertilise them, etc. This would make riverside city positions highly desirable and people would be sure to attack and defend them.
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Andr3w

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Baron

Posts: 189

Joined: Mon Jul 12, 2010 3:04 pm

Location: California

Post Tue Aug 31, 2010 2:20 am

Re: Water Units. Water Areas.

^ omg i never thought of the crossing server battles WITH this. You are a genius.
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dbz438

Marquis

Posts: 300

Joined: Sun Aug 01, 2010 11:45 pm

Location: Home Town: Kanto, Japan

Post Tue Aug 31, 2010 2:43 am

Re: Water Units. Water Areas.

That was So Beast I Skipped through 99% of the reading.
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