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War module - Description  XML
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Joined: 13/06/2012 14:40:39
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Location: Budapest
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Core cities
Cores are the native cities of a country.
Core cities can be lost in battles, when the war is over:
- Lost core cities lose “Core” status if not taken back in 4 months time. When lost, the city gets Flagged by the loosing country. If city is re-occupied in these 4 months by a country having Core on it, the timer resets.
- If a city without “Core” status is conquered it takes 3 continuous months to become a “Core” City.

Core of original country in Capital is never lost.

Flagged cities
Flagged are those cities that had been once a core but have been lost by signing a “Give up core” PT or if not taken back for 4 months time.

War Justification (WJ) Points of one country against another

Amount of Decrease and Increase is calculated every day, at midnight.

Decrease
  • WJ on a country decreases with 3 points every day by default
  • Having a NAP means 5 points decrease every day
  • Having an Alliance means 10 points decrease every day
  • Starting or joining a war costs WJ points

  • Increase
  • Depending on DEFCON level, 0-7 points daily increase
  • Depending on War propaganda level, 0-3 points daily increase
  • Owning cores of foreign country gives +1 WJ/day/core to the foreign country
  • Being at war gives daily +1 WJ to all neighbouring countries
  • Caught/false flag spy/terrorist activities raise WJ based on their success


  • DEFCON
    DEFCON determines how hard soldiers can fight but also increases threat to other countries.
    Can be set by the President.

    Setting DEFCON levels takes time:
  • (original DEFCON lvl - new DEFCON lvl)*6 hours when decreasing
  • (new DEFCON lvl - original DEFCON lvl)*4 for increasing


  • DEFCON level bonuses:
  • Level 1: 125% attack power for soldiers, 7 WJ per day to neighbouring countries, 4 WJ per day to other countries
  • Level 2: 100% attack power for soldiers, 5 WJ per day to neighbouring countries, 3 WJ per day to other countries
  • Level 3: 80% attack power for soldiers, 3 WJ per day to neighbouring countries, 2 WJ per day to other countries
  • Level 4: 60% attack power for soldiers, 1 WJ per day to neighbouring countries, 1 WJ per day to other countries
  • Level 5: 50% attack power for soldiers, 0 WJ per day to neighbouring countries, 0 WJ per day to other countries



  • War propaganda

    Has 4 levels that can be set by President.

  • Level 0: no propaganda
  • Level 1: Cost (Total population/1000) gold/day effect + 1 WJ on target country/day
  • Level 2: Cost (Total population/500) gold/day effect + 3 WJ on target country/day
  • Level 3: Cost (Total population/200) gold/day effect + 5 WJ on target country/day



  • Casus Bellis (CB) for starting a war

    Aggression
    Required WJ: 0
    Effects:
    - All neighbouring countries of attacking country and allies of attacked country get additional WJ equal to (100-current WJ (min 20) of attacker on attacked country)
    - Every other country gets additional (50 WJ-current WJ) on attacker. (min 10)
    - Every conquered City gives +10 WJ on attacker to all countries extra
    - Full Annexation gives +50 WJ to all countries.
    Duration of CB: N/A

    Provocation
    Required WJ: 50
    Effects:
    - All neighbouring countries of attacking country get additional WJ equal to (100-current WJ of attacker on attacked country)
    - Every other country gets (100-current WJ)/2 WJ.
    - Every conquered City gives +(100-current WJ)/10 to all countries extra.
    - Full Annexation gives +(100-current WJ) WJ to all countries.
    Duration of CB: N/A

    Warned
    Required WJ: 0 + special CB activated by attacking country Warned previously
    Effects:
    - Allies of attacked country get 20 WJ on attacking country
    - Every other country gets 10 WJ.
    - Every conquered City gives 5 WJ to all countries extra.
    - Full Annexation gives +(100-current WJ)+10 WJ to all countries.
    Duration of CB: 1 week

    Guarantee
    Required WJ: 50 + special CB activated by guaranteeing attacked country's independence
    Effects:
    - Allies of attacked country get 10 WJ on attacking country
    - Every other country gets 5 WJ.
    - Every conquered City gives 10 WJ to all countries extra.
    - Full Annexation gives +60 WJ to all countries.
    Duration of CB: 1 month

    Treason
    Required WJ: 50 + special CB activated by dishonored alliance
    Effects:
    - Allies of attacked country get 0 WJ on attacking country
    - Every other country gets 10 WJ.
    - Every conquered City gives 10 WJ to all countries extra.
    - Full Annexation gives +30 WJ to all countries.
    Duration of CB: 2 months

    Reconquest
    Required WJ: 0 + special CB activated by attacked country owning core cities of attacker
    Effects:
    - Allies of attacked country get 20 WJ on attacking country
    - Every other country gets 0 WJ.
    - Every conquered City gives (core 0 non-core 20) WJ to all countries extra.
    - Full Annexation gives +50 WJ to all countries (except if all cities are core of attacker country)
    Duration of CB: N/A

    Global Threat
    Required WJ: 100 + special CB activated at least 10 countries having 100 WJ on attacked nation
    Effects:
    - Allies of attacked country get 10 WJ on attacking country
    - Every other country gets 0 WJ.
    - Every conquered City gives 5 WJ to all countries extra.
    - Full Annexation gives +10 WJ to all countries.
    Duration of CB: N/A

    Liberation
    Required WJ: 20 + special CB activated by target country owning cores of non-existent country
    Effects:
    - Allies of attacked country get 20 WJ on attacking country
    - Every other country gets 20 WJ.
    - Every conquered City gives 20 WJ to all countries extra.
    - Full Annexation gives +100 WJ to all countries.
    Duration of CB: N/A

    Freedom Fight
    Special war with newly formed country after successful aRW
    Required WJ: N/A
    Effects:
    - Allies of attacked country get 0 WJ on attacking country
    - Every other country gets 0 WJ.
    - Every conquered City gives 10 WJ to all countries extra.
    - Full Annexation gives +10 WJ to all countries.
    - Duration of CB: N/A
    Speciality: after opening war cannot start attacks for (original country 3 days, newly formed country 2 days)


    Peace Treaty (PT)
    - PT can be offered by any of the two War Leader Presidents at any time in the war
    - PT needs to be accepted by both presidents to take effect (only exception is when all Cities of a country are occupied: in this case an offer of the President of the victorious side is accepted automatically (Dictate))
    - In Dictate only one kind of demand can be made
    - Once a country signed a PT, it cannot re-enter the same war

    Options available for a PT:
  • Status quo ante basis: everything remains unchanged just like it was before starting the war
  • Full Annexation: only available if all cities of target country are under occupation
  • Demand tribute: one time money amount paid (max. is equal to owned amount by enemy country treasury(/10 for gold))
  • Demand daily tribute: daily GOLD amount paid (not available in Dictate)
  • Give up Cores: giving up "Core" status on foreign owned Cities
    Note: They become "Flagged" status.
  • Hand over Cities (can be only offered on cities that are currently occupied by PT initiator country)
  • (Note that conquering cities this way will result in other countries getting the according WJ)
  • Give up Alliance/NAP/MMPP: on acceptance alliance/NAP/MPP will be dissolved
  • Sign NAP: NAP between the two countries
  • Retake Cores: Special option available only with "Reconquest" CB and only if one or more Core cities owned by the foreign country are conquered
  • Release country: Special option available only with "Liberation" CB. Country is released as sovereign state, victorious side chooses the cities to be released (must be cores of that country)
  • (Note: Winner country gets an Alliance with released Country for free)

    Rewards for conquest

    Independent of chosen Peace Treaties, the following reward is received for every conquered City:
    10% of enemy country treasury (all currencies, Gold, Euro) divided by number of enemy country Regions at the beginning of the war
    (this means that with Full Annexation it will be exactly 10%)
    A country can lose maximum 10% of it’s treasury (of a currency) in a war
    - 50% of conquest reward money goes to winner countries treasury
    - 50% of conquest reward money goes to War Fund and will be distributed accordingly



    Revolt Risk (aRW)
    Owned and occupied cities have a specific revolt risk that determines auto-Resistance Wars (aRW) starting.
    Revolt risk is newly calculated every day for each city.
    Resistance wars are started randomly between 10:00 - 21:00.
    Attack power for (auto-)resistance soldiers is always 100%.

    Minimum revolt risk is 1%, maximum is 100% (except for Core).
    Base revolt risk on all cities is 1%.
    Core city maximum revolt risk is 5%.

    Modifiers:
    - none-core: +5%
    - newly occupied (within 1 month): +10%
    - newly occupied (between 1-2 month): +5%
    - newly occupied (between 2-3 month): +2%
    - foreign core in city: +2%/core
    - foreign flag in city: +1%/flag
    - at war: +5%
    - own regions currently occupied by enemy: +1%/region for all regions

    - native citizens (active, logged in in last 24 hours) in City: -1%/each hundred citizen
    - foreign (registration country) citizens with core on City (active, logged in in last 24 hours) in City: +0,25%/each hundred citizen

    Possible auto-Resistance wars:

  • Core aRW
  • Reason: Foreign core
    Type of aRW:
    - if foreign core country exists: Patriots
    - if non-existent: Nationalists

    Effects if successful:
    - Patriots: Defection of City to foreign Country,
    - Nationalists:
    - Not Original Capital City: City becomes occupied
    - Original Capital City: Country will be released with Capital and all non-capital cities currently occupied by country (opening auto-war on new country with Freedom Fight CB)
    Points: 20

  • Flag aRW
  • Reason: Foreign flagged city
    Type of aRW:
    - if foreign flagged country exists: Patriots
    - if non-existent: Nationalists

    Effect if successful:
    - Patriots: Defection of City to foreign Country, getting core on City
    - Nationalists: getting core on City and
    Not Original Capital City: City becomes occupied
    Points: 5

  • Occupation aRW
  • Reason: occupied City
    Type of aRW: Loyalist

    Effect if successful: City becomes unoccupied
    Points:
    - if Core of owner Country: 25
    - if flagged of owner Country: 15
    - no core, no flag of owner: 10

  • Anti-tax aRW
  • Reason: N/A
    Type of aRW: Anti-tax
    Effect if successful: reducing one type of tax randomly by 50% and cannot be changed until the beginning of next month
    Points: 1



    Resistance wars

    Cost: 20 gold +total population in City*0,02 gold and does not need being at war.
    To start it player must be in the City.
    The City needs to have a foreign core to be able to start a resistance war.
    RW is started by paying the requested amount.
    In case more foreign cores or flags are in the same City, starting player has to chose for which Country the RW should start.

    Possible Resistance wars:
  • Core RW

  • Flag RW

  • Occupation RW


  • Regent RW

  • - if Resistance side wins, the soldier with the highest damage will become new Regent
    - if Defenders side wins, old Regent may keep the city

    Few days of protection is applied as follows:
    - win over 60%: victory - 3 days protection
    - win over 75%: heavy victory - 9 days protection
    - win over 90%: devastating victory - 15 days protection

    War Mechanics

    Two countries can fight against each other only in one war
    Taxes are paid to occupier countries, but with original country tax rates. Occupied status means citizens living in that city are paying taxes to the occupier country, based on the laws of the occupied country as follows:
    To close a War a Peace Treaty (PT) is needed
    Initiator countries will be the War Leaders (WL) in the current war
    When a new country joins a war on any side, War Leadership will be recalculated, country with the most Cities becomes War Leader
    Upon closing war, the joined countries CB can be ‘used’ for the WL closing PT
    Any participant country can propose a PT with the enemy War Leader at any time in the War
    Countries that are not War Leaders can only negotiate a PT with enemy WL, PT between two non-War Leader countries is not possible
    In an individual PT between a WL country, and a non-WL country the CBs of the two involved countries are taken into consideration
    The War is closed when the two WL countries sign a peace treaty
    Annexation can only be demanded by a WL in a PT
    Capital City can only be conquered with Annexation
    In case all cities of a country become occupied, country has to accept a PT automatically offered by the enemy President no matter of it's content (Dictate)
    Once a Country is Annexed the former Capital raw material resources will switch to a random resource
    Once the Capital is freed it will switch back to Capital Resources
    Once a Country is Annexed citizens will keep their registration citizenship but will become the conqueror nations citizens
    Citizenship can only be revoked (=player can be deported) when registration Country is existent or Annexation happened at least 30 days ago
    Once a Country is freed the players may get their initial citizenship back
    Once a Country is Annexed all company owner of the former country will be offered to migrate their companies to the new country for a cost of company value/10 (paid to winner country's treasury)

    Military ranks:

    Are obtained by fighting in battles and add to your damage but only in wars, arena or alien fighting damage is not influenced
    Each rank will raise damage output
    Changing citizenship will result of starting a new ranking count for the new country
    When changing citizenship old ranks will remain but inactive, if citizen returns to country citizenship where he obtained the ranks they will become active again

    Enlisted ranks (raise damage output by 5% more for every level)

    (Rank - From damage)

    Private - 100 000
    Private Second Class - 150 000
    Private First Class - 240 000
    Corporal - 408 000
    Sergeant - 734 400
    Staff Sergeant - 1 395 360
    Sergeant First Class - 2 790 720
    Warrant Officer - 5 860 512
    Senior Warrant Officer - 12 893 126
    Chief Warrant Officer - 30 000 000

    Officer ranks (raise damage output by 10% more for every level)

    Second Lieutenant - 100 000 000
    First Lieutenant - 150 000 000
    Captain - 240 000 000
    Major - 408 000 000
    Lieutenant Colonel - 734 400 000
    Colonel - 1 395 360 000
    Brigadier General - 2 790 720 000
    Major General - 5 860 512 000
    Lieutenant General - 12 893 126 000
    Colonel General - 30 000 000 000


    Battle Mechanics

    To attack a City a war must be started first, with a CB explained above
    Only those Cities can be attacked which are bordering owned or "occupied" Cities
    When in a War, Cities "occupied" by the enemy and belonging to a third country can be attacked too
    Every allied country fighting on the same side in the same war can attack an enemy City that they are bordering
    An enemy City can only be attacked by one country, cannot be attacked by more countries simultaneously

    Costs of attacking a city is 20 gold+total population in City*0,05 gold
    Attacking own Core cities is free
    Attacking own flagged cities is half as normal

    When a WAR is started, in the first 24 hours only the country who started it can initiate an attack on a City
    After one side is victorious in a battle it takes the initiative and can start an attack in the current war while the defeated country can't
    24 hours after war opening, the attacked country can initiate an attack too in case it has initiative
    There are 3 types of outcome in a battle for a City: victory/defeat, heavy victory/defeat, devastating victory/defeat
    The time duration of the initiative is based on the victory/defeat type: normal is 1 day, heavy 3 days, devastating 5 days
    Initiative is calculated newly after each battle finished
    When a country is attacked at the same time by 3 or more countries on it's cities it cannot start an attack
    When a City is attacked where a resistance war is already ongoing, attacker country joins the forces of the resistance and does not count into the war as a separate battle
    When a Resistance War is started in a city that is already under attack, resistant war fighters join the troops of the attacker country in their battle, no separate resistance war is started
    When winning a battle for a foreign City, it becomes "occupied" status

    Battles are fought on the actual map of the attacked city
    Battles are fought on a grid consisting of hundred squares aligned 10*10
    Every square has wall with a minimum "health" of 10000 and maximum of City citizens number multiplied by 1000
    Square health can only be attacked when there is no enemy soldier in the actual square. In case there are enemy soldiers they have to be defeated first to be able to attack the wall
    Fights against other players do cost only 1 stamina regardless how many stamina is consumed in the actual fight
    Fights against the “Wall” do cost normal stamina, one for every hit
    Attackers start on the right side of the map, defenders on the left side
    Travelling between squares takes 1 minute/square and only owned squares or squares neighboured by owned squares are accessible
    After a square is conquered it regains its full "health"
    When a soldier is defeated he will be offered the option to rejoin the battle or to leave it
    When rejoining the battle soldier start on the starting squares (right for attacker, left for defender)

    Battle duration is at least 24 hours (except when it is retreated)
    Battles can be retreated in the first 12 hours of the battle and count as normal defeat
    After 12 hours ongoing battles cannot be retreated
    When the conquered squares owned by attackers are less than 40% of the total squares after the 24 hours end it will be considered a victory for the defending side
    When the conquered squares owned by attackers are between 40% and 60% of the total squares after the 24 hours end the battle will continue until it goes either over 60% or under 40%
    When the conquered squares owned by attackers are over 60% of the total squares after the 24 hours end (or in extra time) it will be considered a victory for the attacker side and City will become occupied
    Victory has three different scales: over 60%: victory; over 75%: heavy victory; over 90%: devastating victory

    In case of victory in "occupied" cities by the enemy and belonging to a third country it loses the "occupied" tag (or become occupied by winner if at war with third country too)
    Fighting a battle on a third countries occupied city does count as a normal battle in the War
    Occupied cities can only be attacked if being at War with occupier

    Travelling to battles:

    To fight in a battle players have to be in the City where the battle is fought
    Battles are accessible by either travelling there or using Teleport Gates
    Allied teleport gates are usable in case a country agreement is active
    Teleport gates can be obtained from the game through president initiative (but government decision) and are paid by the country: price - 100 gold
    Placing cost for a Teleport Gate in the Capital is 60 gold
    When a city is conquered, Teleport Gate is demolished
    In cities with demolished teleport gates it costs only 25% of the original costs to repair the teleport gate
    Players who use Teleport Gates can only travel back with teleport to the original City, from where he left



    Gold Rewards for fighting

    50 % of the costs of opening a War/Battle go to Game Fund
    50 % of the costs of opening a War/Battle go to War/Battle Fund

    After the War/Battle is finished the War/Battle Fund is distributed between the TOP 10 Fighters of the winning side as follows (losers get nothing):
  • Place 1: 28%
  • Place 2: 18%
  • Place 3: 12%
  • Place 4: 9%
  • Place 5: 8%
  • Place 6: 7%
  • Place 7: 6%
  • Place 8: 5%
  • Place 9: 4%
  • Place 10: 3%


  • Each side of the War/Battle can be motivated. This is done by donating gold to a separate War/Battle Fund.
    Donation can be done by countries or individuals.

    Separate Fund distribution is as follows:

    - Winning side separate Fund is added fully to War/Battle Fund and distributed according to the rules

    - Losing side separate Fund is distributed as follows:
  • 10% is added to War/Battle Fund
  • 10% is added to Game Fund
  • 80% is sent back to the country which received the donation



  • Note: this description might be subject to change

    This message was edited 28 times. Last update was at 08/03/2017 10:07:55

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    Aran

    I come in peace

    Joined: 20/05/2013 23:36:19
    Messages: 89
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    What are in-game difference between Core / Flagged / Occupied city. With country companies can put workplaces, HQ?

    If I understand right its:
    core - with country own city orginally. If thats so, after France losing war to Spain city can have owner as Spain and core owner is France?
    flagged - city with owner different than core owner? Core owner country accepted peace treaty and agreed to losing this city.
    occupied - city with owner different than core owner, but both countries are still at war - country did not accept peace offer and losing city.

    Is there any difference between flagged and occupied city, except name? Ie who can use occupied city?
    Core ownership can never change?
    If so can core city owner offer ie reward to liberate its flagged / occupied cities?

    This message was edited 1 time. Last update was at 06/04/2014 22:16:50

    EddardStark

    I come in peace
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    Joined: 24/12/2013 00:54:13
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    Free countries of the world surrender, all resistance is futile
    Thuru

    Newbie

    Joined: 05/03/2013 19:22:00
    Messages: 43
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    Very intresting.

    When do you think add the module, or releasing it?
    Masterbo

    I know how to post!

    Joined: 25/02/2013 20:06:44
    Messages: 152
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    Hello Admin or Admin Team,
    the war modul is very complex and i do not know it is really good to make it so complex.
    but we had not all informations.

    MY FAQ List
    1. How work the war between countries?
    1.1. Work the war like Raid?
    1.2. How much hours can people fight in war 24h?
    1.3. How many alliance partners can fight in this war?
    1.4. Who can start a war (gouverment, citiziens or other?)?
    1.5. How many wars can people or countries max. starts?

    2. What is happen with conquered City?
    2.1. What is with companies in this conquered city?
    2.1.1. Can they produce but they must pay taxes (or better more taxes) to the new country?
    2.1.2. Is the city after war in Protection modus for x days?
    2.1.3. What happen with the citiziens in this conquered city?

    3. Cost & Earning?
    3.1. What can people earning in war?
    3.2. Give it a Rank when i make X damage?
    3.2.1. When their give a rank, get the soldier more bonus on PP in future wars?
    3.3. Give in war a war fund?
    3.4. What cost start a war between countries?
    3.5. Or get people a badge and can change this against € or Gold form country or Warfund?

    4. New countries?
    4.1. When come new countries like America, Philipinnes, Brasilia, Australia and some in Africa as Nigeria?
    4.2 These new countries safe for the first time?

    I think that are important questions and a lot of people ask me!

    This message was edited 1 time. Last update was at 03/06/2014 08:37:51

    Thuru

    Newbie

    Joined: 05/03/2013 19:22:00
    Messages: 43
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    I miss an option, that you can give a conquered region to an ally member.
    I think that can also very important.
    Admin

    Weekend poster

    Joined: 13/06/2012 14:40:39
    Messages: 285
    Location: Budapest
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    Following topics have been added: War mechanics, Battles mechanics, Military ranks, Teleport Gates, Country rewards for conquests, Player money rewards for fighting
    [Email]
    Aran

    I come in peace

    Joined: 20/05/2013 23:36:19
    Messages: 89
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    Is there any 'fight bonus' for warriors in war (paid by country) or if warriors dont be in top 10 they get nothing for participation in war?

    If there is no bonus for fighters they will lose much money by participating in wars.
    War will require much higher expenses - equipment, war food etc, while giving much less than alien hunting for most participants (except few top players - 2 or 3). That will be very bad...

    Ie 4th ranked player get 9% - thats 0.9 gold (without extra motivation fund).
    Alien hunt gives on average 1.5 - 2 gold daily, and dont need extra expenses for equipment. Full prestige is preety much required for both.
    Masterbo

    I know how to post!

    Joined: 25/02/2013 20:06:44
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    Aran wrote:Is there any 'fight bonus' for warriors in war (paid by country) or if warriors dont be in top 10 they get nothing for participation in war?

    If there is no bonus for fighters they will lose much money by participating in wars.
    War will require much higher expenses - equipment, war food etc, while giving much less than alien hunting for most participants (except few top players - 2 or 3). That will be very bad...

    Ie 4th ranked player get 9% - thats 0.9 gold (without extra motivation fund).
    Alien hunt gives on average 1.5 - 2 gold daily, and dont need extra expenses for equipment. Full prestige is preety much required for both.


    yes this are good questions?

    When i open a war with 0 popolation i must sell 20 Gold?
    from this 20 Gold goes 10 in Warfund and 10 to gamefund?
    so 10 Player can fight for 10 Gold?
    Is my calculation right?
    What with the companies in this city? Can they produce and the city get taxes?
    I saw not proftable benfit of war?

    I think better is a system like anno or MG. when player reach a rang or make X damage in battle get they a bonus. Than is a war for all good.
    What happen now with this rule. the only 10 money people fight against 10 other money people No chance for other to earn in war something.
    The chance to earn for all is, when companies can produce and taxes come to victory land or so.

    Admin can u make a example, who earn was (gamefund, people and so on and what cost this all)! This warmodul is very interesting but it see very complex!
    Admin

    Weekend poster

    Joined: 13/06/2012 14:40:39
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    Aran wrote:Is there any 'fight bonus' for warriors in war (paid by country) or if warriors dont be in top 10 they get nothing for participation in war?

    If there is no bonus for fighters they will lose much money by participating in wars.
    War will require much higher expenses - equipment, war food etc, while giving much less than alien hunting for most participants (except few top players - 2 or 3). That will be very bad...

    Ie 4th ranked player get 9% - thats 0.9 gold (without extra motivation fund).
    Alien hunt gives on average 1.5 - 2 gold daily, and dont need extra expenses for equipment. Full prestige is preety much required for both.


    They advance in rank, which makes them hit more damage, which helps them get in the Top10, which gives them money.
    [Email]
    Admin

    Weekend poster

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    Masterbo wrote:I think better is a system like anno or MG.


    Those who want a system like Anno or MG go, and play there. Ours will be the winner!
    [Email]
    Masterbo

    I know how to post!

    Joined: 25/02/2013 20:06:44
    Messages: 152
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    Admin wrote:
    Masterbo wrote:I think better is a system like anno or MG.


    Those who want a system like Anno or MG go, and play there. Ours will be the winner!


    Ok than show us, what can earning a player in war? For me is this a big secret.
    Now it is very difficult, because the game start very good, but now the game need more active players. Active Players = buy products , Buy products = enough work for people, enough work for people = good game fund , good game fund = good earning for all.

    A big problem is, that the most countries are get not enough money, to give more bonus. I hoped that the warmodul is now the secret of the game and a lot of people can start earning and countries had now a chnace to get money. But when i see 50% in gamefund it is not good for people make war only for gamefund. I think u can say us and show us, how much cost start a war and how much can people really earn. What earn the country? What is happen with the companies in lost country?

    I hope i am the one who do not understand the earning of warmodul! I hope someone can me help and can give me an example! Thx!
    Aran

    I come in peace

    Joined: 20/05/2013 23:36:19
    Messages: 89
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    Admin wrote:They advance in rank, which makes them hit more damage, which helps them get in the Top10, which gives them money.


    Admin: motivation fund will not work with those rules. If player notices there is already 2 or 3 higher ranked players in battle he will pass as he is GUARANTEED TO WIN NOTHING. No matter if someone put 10 or 100 gold to that fund.
    0% out of 100 is still 0

    One option is country paying for war participation, with new bonus "country war fight bonus". This will canibalise motivation fund tho, and it will pay same bonus to high ranked player and some fpr new player with very low damage.

    Motivation fund should be something to motivate ALL CITIZENS to participate in war. If so there should be guaranteed reward for all warriors and it should be splitted proportionally to their effort, like:
    reward = motivation_fund_total * (player_damage / total_team_damage)

    Such system still makes more damage (higher rank) = more money to win.


    General war fund could use this system as well for extra motivation, but it can also stay as it is - to promote higher rank players competition. Depends how much warriors you want to participate in wars - without any extra money in motivation fund only biggest players will fight for rewards from main fund.
    Keep in mind that more people motivated to fight in wars = more demand for items = healthier economy and bigger game fund

    Take a look into that before release. Currently it uses standard balancing rule in GoldenBattles: more risk or bigger investment needed = less rewards to gain.
    With such approach I am affraid war module can share fate of arena - cool idea that noone bothers with, as killing aliens is easier and more profitable...


    This message was edited 1 time. Last update was at 12/08/2014 22:43:13

    Admin

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    Aran wrote:
    Admin: motivation fund will not work with those rules.


    We will make some Events to test it.
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    Masterbo

    I know how to post!

    Joined: 25/02/2013 20:06:44
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    Admin wrote:
    Aran wrote:
    Admin: motivation fund will not work with those rules.


    We will make some Events to test it.


    Hi, Events are something completely different than Arena module and Warmodul.
    Why is that?
    Arena module I think that's great, but what brings me? First knowledge many as Stark I am and therefore only people will compete against me, who have a chance. This is just like in poker play. Weak cards discards one. 2nd I lack the incentive to actually fight in the arena, because all must be online. I think it's better if you 24 fights a. 3 I miss the benfit. I would appreciate to be when I eg more like the warmodul 10 days Arena won, or I get a Bagde / badges and can exchange them (eg can I have a product to share game win) These are real incentives.

    Why are events so successful?
    First you get your original Fight Bonus continue (no loss). Second you get rewards from the game come from (you can tell by the Event Fund). 3 At events I have to pay any entrance fee and can thus only win. 4 more days I can fight.

    This experience should have made ​​the team admin.
    But I'm really excited once at an event where people get no bonus Fight, must pay an entrance fee and there is no event fund (rates). How many players doing with that? I doubt that!

    If you have had these experiences, you should learn from it and change the module arena and especially make the Warmodul successfully.
    A warmodul will only be successful if most players remember that you can also make money. This is only possible with a Warfund !!! Why are game shares so popular? Quite simply, there is a game fund
    I still hope that the country has some of it and so the money can continue to give to the citizens if necessary..

    I hope that the event of the same pay and prices as the Warmodul! Then you have a result! Perhaps you lie yeah right and Aran and I are wrong on the go!
     
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