22:07
@TimHolt You're right, it's not close to commercial launch - we are launching an alpha. I mention it in the text but I've now clarified it in the TL;DR.
@Zizy Archer The reason we are now looking to expand the territory system is for the reason you stated - at 5m edge size, you'll unlikely encounter anyone else's territory (even though your units may engage other units/buildings), so we wanted a system whereby within a few levels players would be engaging each other in a fight for territory, not just a fight with units.
@Bilkokuya The original design just stated that territorial expansion would be part of the game. The game has had 5m edge size squares since its inception, and both of us knew we wanted to make it "bigger", somehow, at some point. That point is now, since we've completed and tested all other main facets of the game (HQ placement, resource gathering, building construction, unit creation, movement, combat etc.).
@Bilkokuya There are too many other types of territory systems to list, from hex/square grids in Civ, to blobs like in Rise of Nations, to no real territory at all like in Age of Empires. Territory is definitely a major part of our game - it's not an afterthought.
@Bridgeburners Yes, players at any level can interact in a number of ways: 1) Units and buildings are always visible, no matter your map level. So whilst a general can't engage a new recruit in combat, the new recruit can see the general's buildings and units moving across the map.
@Bridgeburners 2) Players always have the option to "look up and down" to examine who holds what territory on the map at what level. You do this by +/- buttons, where if you hit + you can see what territory is owned by players at 1 map level higher than you.