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NOmad towns
06-08-2012, 01:19,
Post: #1
NOmad towns
I was thinking when age 2 roles around.. certain towns may not "want" to have allies.
i would like to know the reasoning behind the "no more nomad towns" thing.

(08-21-2012, 03:16)Cerce Wrote: Molesting children is just a bonus.
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06-08-2012, 02:52,
Post: #2
RE: NOmad towns
How many towns exist in real life that are independent of nations? 0. But, many towns and nations came and fell in 2.0, and the staff want more stable communities in Revamped. Nations sre a huge part in that, as towns were far more likely to stick around if hey were in a nation

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06-08-2012, 03:24, (This post was last modified: 06-08-2012, 03:28 by sethd13.)
Post: #3
RE: NOmad towns
Well, Solitude seems pretty stable. It doesn't have any nation.
But thank you for explaining.

(08-21-2012, 03:16)Cerce Wrote: Molesting children is just a bonus.
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06-08-2012, 03:43,
Post: #4
RE: NOmad towns
(06-08-2012, 02:52)Leech Wrote: How many towns exist in real life that are independent of nations? 0. But, many towns and nations came and fell in 2.0, and the staff want more stable communities in Revamped. Nations sre a huge part in that, as towns were far more likely to stick around if hey were in a nation

The Vatican City, Singapore, and Monaco.

I understand the point that is made, mind you. I can't say whether, statistically, nomad towns fall more often than towns in a nation or not. I believe this system has been set up with the best intentions, though greatly based around the idealistic Helvanthar.

Many towns that were in nations either fell or disbanded throughout 2.0 in addition to the nomad towns. I believe more attention is drawn to singular towns falling, however, as they create their own image as a sort of individual faction whereas nations are more of a combined faction.

As well, there probably just as many towns that fell within nations during 2.0. The idea of nations being more stable only arises out of the fact that nations could exist with only a single town, allowing them to stand as a nation until more were recruited. A lot of what made a nation stay up was the abundance of money.

Fun Fact: Even the great Helvanthar had only two towns (RIP Midgar) for a very long time, both of which were particularly inactive as a whole.

Even in Revamped so far we're already seeing nations disband.
All in all, I believe the stability of towns depends more on the reliability and commitment players give to that town in order for it to thrive, and that we shouldn't generalize based on inferences from the loose standards from 2.0.

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06-08-2012, 03:55, (This post was last modified: 06-08-2012, 03:56 by smellityet.)
Post: #5
RE: NOmad towns
(06-08-2012, 03:43)Crashlander04 Wrote: All in all, I believe the stability of towns depends more on the reliability and commitment players give to that town in order for it to thrive, and that we shouldn't generalize based on inferences from the loose standards from 2.0.
I agree with some of this. The problem is that too much dedication leads to unrealism. I think that such things can be substituted with NPC; for example, "I hired a group of laborers to pave this road," or "ah, this I believe I had designed this route to the Inn," rather than, "I made this road to the Inn 2000 meters all by myself!"

The term "city-state" is more suitable than a "nomad town" that doesn't migrate. Otherwise, "remote village" works well.


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06-08-2012, 04:06, (This post was last modified: 06-08-2012, 04:06 by bvcxzmn.)
Post: #6
RE: NOmad towns
Yea, I see the confusion here. Nations are more stable than citys, so you would think that citys in nations are more stable, but all citys are equally stable.

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06-08-2012, 06:36,
Post: #7
RE: NOmad towns
You can make yourself a town, but you can't have any protection or sellable lots or anything you need territories for.

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06-08-2012, 06:44,
Post: #8
RE: NOmad towns
So, basically, we can still have nomad towns / city-states, they just won't be under plug-in protection.

Considering that it's cheaper, has less upkeep requirements, and anti-grief rules already protect against intentional and malicious block-breaking, I don't see why I'd want to be affiliated with a nation in the first place.

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06-08-2012, 06:46, (This post was last modified: 06-08-2012, 06:47 by sethd13.)
Post: #9
RE: NOmad towns
Yes but block protection is very useful, seeing as griefing sill occurs but is overlooked because "its only a few blocks".

(08-21-2012, 03:16)Cerce Wrote: Molesting children is just a bonus.
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06-08-2012, 06:49, (This post was last modified: 06-08-2012, 06:51 by bvcxzmn.)
Post: #10
RE: NOmad towns
(06-08-2012, 06:44)Cerce Wrote: So, basically, we can still have nomad towns / city-states, they just won't be under plug-in protection.

Considering that it's cheaper, has less upkeep requirements, and anti-grief rules already protect against intentional and malicious block-breaking, I don't see why I'd want to be affiliated with a nation in the first place.

Good point, there needs to be more reason to be with a nation.

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