WitchOnaRampage
Legacy Supporter 9
- Joined
- Jul 15, 2012
- Location
- Australia
Townships 3.0 is still in testing, so anything listed here could change. However I thought it would be helpful to have a run-down on how things differ from our current townships arrangements.
Keep in mind, this new Townships 3.0 is MUCH more complex than we’ve been used to. It presents an engaging and engrossing challenge. Good outcomes will depend on good understanding, careful planning, and a strategic approach.
I’m finding some of the understandings are very subtle. I’ll upgrade this post as we go along as @Multitallented, @Phoenix_Frenzy, @agedbear and the players who’ve been participating in the test events on Siege contribute their understandings.
The underlying principle of Townships 3.0 is that townships (super-regions) are granted over collections of specified regioned structures.
What’s similar to what we’re used to:
Keep in mind, this new Townships 3.0 is MUCH more complex than we’ve been used to. It presents an engaging and engrossing challenge. Good outcomes will depend on good understanding, careful planning, and a strategic approach.
I’m finding some of the understandings are very subtle. I’ll upgrade this post as we go along as @Multitallented, @Phoenix_Frenzy, @agedbear and the players who’ve been participating in the test events on Siege contribute their understandings.
The underlying principle of Townships 3.0 is that townships (super-regions) are granted over collections of specified regioned structures.
What’s similar to what we’re used to:
- Regioned township areas
- Minimum and maximum citizen numbers
- Regular payment of tax
- Economy – more money will be generated, and more money will be used.
- PvP – the option to declare war on other towns, to lay siege to other towns (the PvP environment is first cab off the rank).
- Shape – New township regions (currently) are cubes, not bedrock to sky limit.
- Design and layout – Town regions require certain regioned structures to be constructed, centering on the town hall.
- Maintenance – Towns require power (new) and money to keep the regions intact.
- Tax – Money and item taxes are taken daily, in effect.
- Item requirements – Creating/operating the regioned structures requires the presence of specific items - in the construction and in the region chest (the item tax referred to above).
- Upgrades – Town upgrades don’t need to be concentric. They just need to include the required structures.
- New terminology, new commands (Wiki page).