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Yielding problem

Yielding problem

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Nov 16, 2021, 15:0011/16/21
3

Yielding problem

I have a recurring problem with yields:

I hunt from the Watchtower, not seeing the target. The problem is that I cannot see others who are also journeying to yield the same location.  Usually this ends up in unintended conflict, because of retaliations for an "unprovoked" attack. 

So my town gets smoked, when the shield goes down.  I don't notice a "being attacked" warning if there is one.

I could be more adaptive to my town's status, or stop using the watchtower to hunt.  But I would rather keep my current method of using the watchtower.  Can you engineer a warning, or let the target be registered to the first player attacking it?

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Nov 16, 2021, 16:4311/16/21
04/06/18
575

When you send troops to a tile and your town is shielded those troops will not make an attack on troops already occupying the tile, rather they turn round and come back and you receive a message to say that your troops could not occupy the tile as another jarl is already there.

It is different when you send troops when unshielded.  Now your troops will attack troops already on the tile.  So I take it that is what you are doing.  I don't know why you keep your town unshielded but you might revew doing so.

If it is essential to your strategy to be unshielded you might try clicking on the co-ordinates for each tile before sending your troops, you would then see any troops already in situ and see a dotted line indicating troops on their way.



Nov 17, 2021, 00:5211/17/21
11/30/17
430

 It is true that, when the marches are sent,  if both towns are shielded ,there is no battle,   

Only the one who isn't shielded knows otherwise, unless the opponent is luckly enough to see  shielding occur.

In any  case, no battle, doesn't mean no conflict.

Players will object to others who are, in their opinon, claim jumping. 

It's a war game, and some take it more to heart, especially if they had a bad day at the office.

Though what you suggest  could be a solution, it doesn't help if it shows no one going to a tile and you think you are home free, if after you send, someone moving faster or is closer gets there before you do. Any notification of 'tile under attack' could be ignored.

If you are on global view you do see if others are heading to the same place, but who's track appeared first, and who will get there first?

Gold is more plentiful than it was , but it can still take a time to build up a stock, such that  it is affordable to keep the town shielded.