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I've always agreed on this in practise, but I didn't word it correctly when I said: Indeed that territory is not yours yet, it's detached from their root so its buildings decay (the main rule). But there are some exceptions to that "they decay if not connected to a root", I remembered this from one of my saves (maybe it's just a dock thing? they are a bit different. EDIT: and its not even decaying): Yes, this has been clear all along. But none of the things you've said address the couple of things I've mentioned (that I marked in bold font), although maybe because you agree that both will indeed be the case after the fix.
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By LeJardindEpicure · Posted
"CC denial through units on the foundation. If one is lucky, one can put their cavalry on the enemy foundation during ceasefire and the enemy can't start their foundation because the cavalry won't move." @ffm2 I think its fixed now, when enemies start building your units automatically moves away -
Buildings don't decay because they are outside your territory (in 95%+ of cases, they sit on their own territory influence), they decay if not connected to a root. This would be unchanged. Territory ownership and connection to territory root are two different things. So nothing will change if you capture a CC and opponent have no other root attached to buildings => all buildings will decay. Your opponent will still own the "blinking" territory until the buildings are decayed to a new owner (unchanged and unaffected by proposed modification).
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Your misconception here is to think I'm imagining something I'm not. I'm just trying to mentally emulate the consequences of the fix and point out anything unintended, given that you said "maybe I'm overlooking some potential drawbacks of doing so.. Anyone can think of one?". And I'm thinking of a couple of things, as I'll mention (I guess related to your "buildings are reasonably spaced" observation). Indeed "you cannot own a building but the land is to someone else" (except if they are decaying because of that). "There will be no more territory lines crossing buildings" is indeed the direct consequence of the fix, as is "buildings in the territory won't decay unless the CC is totally enclaved", that was your point all along. I see now why there won't actually be "self-sustaining" territories: their footprints are not root, so they should decay if detached from root territory. But I was also thinking about this situation: I've had the issue that part of my walls would decay if the enemy territory expands. If I'm not wrong, this won't be the case anymore, since the fix wouldn't allow anymore for only a part of a long wall to decay. I don't have a problem with this, in fact I think the present behaviour is a problem (because my towers get distracted shooting the converted walls I want to gain back!), and your fix might have solved this. But considering all that, and, again, if I'm not wrong, it would seem that the fix would make buildings not "reasonably spaced" way harder to convert just by territory expansion since, given that "there will be no more territory lines crossing buildings", one would have to detach a whole not "reasonably spaced" group of buildings from the root territory. Maybe this is preferable for some, but seems a bit of a drawback for me.
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Why do the spammers keep doing it? Does it actually work?
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