KermitsDad
Alchemist
Background
My town is surrounded by many new towns that comprise only:
Main Hall level 1
Builders Hut level 1
1 or 2 Residences level 1
1 or 2 Workshops level 1
A short road about 6 tiles long
These towns are not developed further and after a while they go and usually get replaced with a similar town.
After a while the cycle repeats
My assumption is that players start an additional town wanting a set of 3 production boosts to complement the boosts they already have on their main town.
They then play the newly setup town to the point where they are able to see what 3 production boosts they have and then if the production boosts are not as wanted then the town gets abandoned.
They then move on and setup yet another town hoping again to get the certain boosts they are looking for.
Suggestion
My suggestion is that on startup players are given an option to choose the production boosts they will get.
This could be at the same time as they choose to be either elves or humans.
There could also be a random option so that players who don't care or don't know what they'd like will be allocated 3 production boosts randomly or as is needed to balance the game.
The Benefits
The biggest benefit is that developed players would have a much better chance of having active neighbors that they can trade with & receive neighborly help from. We'd all like this instead of having a continual stream of newly created and abandoned towns which arrive only to be replaced with yet another 1 week or so later.
Players that desire additional towns to have complimentary production boosts could meet their aims at the first attempt without needing to setup and abandon several towns.
The game servers would also surely benefit as the data storage for all these inactive towns and the associated dead accounts must be considerable. I'm not 100% sure but I think it very likely that cutting out or reducing dead data is beneficial.
Drawbacks & potential problems
Obviously development effort would be needed to implement this suggestion and it might not be possible to in all cases to give the chosen 3 production boosts.
Players might have a lot more mines near their town rather than "dead" towns and of course there is no chance of gaining a treasure chest or supplies from a mine.
My town is surrounded by many new towns that comprise only:
Main Hall level 1
Builders Hut level 1
1 or 2 Residences level 1
1 or 2 Workshops level 1
A short road about 6 tiles long
These towns are not developed further and after a while they go and usually get replaced with a similar town.
After a while the cycle repeats
My assumption is that players start an additional town wanting a set of 3 production boosts to complement the boosts they already have on their main town.
They then play the newly setup town to the point where they are able to see what 3 production boosts they have and then if the production boosts are not as wanted then the town gets abandoned.
They then move on and setup yet another town hoping again to get the certain boosts they are looking for.
Suggestion
My suggestion is that on startup players are given an option to choose the production boosts they will get.
This could be at the same time as they choose to be either elves or humans.
There could also be a random option so that players who don't care or don't know what they'd like will be allocated 3 production boosts randomly or as is needed to balance the game.
The Benefits
The biggest benefit is that developed players would have a much better chance of having active neighbors that they can trade with & receive neighborly help from. We'd all like this instead of having a continual stream of newly created and abandoned towns which arrive only to be replaced with yet another 1 week or so later.
Players that desire additional towns to have complimentary production boosts could meet their aims at the first attempt without needing to setup and abandon several towns.
The game servers would also surely benefit as the data storage for all these inactive towns and the associated dead accounts must be considerable. I'm not 100% sure but I think it very likely that cutting out or reducing dead data is beneficial.
Drawbacks & potential problems
Obviously development effort would be needed to implement this suggestion and it might not be possible to in all cases to give the chosen 3 production boosts.
Players might have a lot more mines near their town rather than "dead" towns and of course there is no chance of gaining a treasure chest or supplies from a mine.