Round 12 changes

Here you will find information about changes in the game.

Round 12 changes

Postby Zworf » 05 Feb 2010, 18:21

The are listed below:
    - Faction type sizes changed to: 2, 3, 4 and 5 for: Province, State, Country and Empire
    - Players become inactive after 240 turns
    - Inactive players will lose their villages after being inactive for 480 turns
    - Every 120 turns players will receive a small amount of volunteer soldiers to their reserves for the amount of battlescore they gathered (about 1/5th in score of the newly gathered battlescore)
    - Village conquest/looting now adds battlescore and stats to both the attacker (losses)/defender (kills)
    - Fixed democratic faction voting
    - Smaller fixes in several places
    - Many HTML fixes
    - Transfer soldiers from an army now leaves the soldiers in there until the transfer is complete (It can't be used to save soldiers instantly anymore)
    - Navigation upgrade cost decreased
    - Village limit upgrade time slightly decreased

The first 3 items are to adapt to the smaller active player community, I've tried quite some advertising but it doesn't seem to get many (if any at all) new players in the game.
The removal of villages from inactive rulers include their capital, which can be reused by a new player. This is to prevent the world from expanding while there is plenty space left.
The addition of the battlescore volunteers is to generally put some more troops in the game as well as to reward the ones with the biggest/most battles. (You receive more battlescore for winning then for losing in battles)

Edit: Lowered maximum faction size even further. Small factions can really help the diversity of the game.
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Re: Round 12 changes

Postby Aeon » 06 Feb 2010, 13:55

About - Faction type sizes changed to: 2, 4, 6 and 8 for: Province, State, Country and Empire.
I think that will not limit number of player to 8 - the biger alliances will split to two or more .

What do you think to change prices for food politics ( may be for other too ) if your faction type is Province is 1x and if is Empire will be 4x ( biger country biger expences ) .
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Re: Round 12 changes

Postby Zworf » 06 Feb 2010, 16:09

Your solution is more work to implement and has the same problem I think. I've changed this more as a suggestion.
There is no need for large factions, create small ones and fight among each other.

Apart from this it is out of my hands, players decide what they do for themselves.
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Re: Round 12 changes

Postby blenheim » 10 Feb 2010, 17:21

Some excellent stuff there Zworf :) I'm sure Round 12 is going to be 'very' entertaining :) I particularly like new players taking over 'second-hand' capitals. Great idea! Also, the reduction in the number of faction members will reduce the same players always ganging up against each other, which is also good. I have even dropped out of the Buddy system believing this increases the 'ganging-up' syndrome. Don't worry though, I still have friends :) and hopefully will make some new ones in round 12.

What I would like to have seen though was the scrapping of the Intelligence Office and Intelligence HQ. This would greatly increase the number of armies marching around as players keep an eye on their empires using armies as 'patrols' and would increase the chance of conflict. Intelligence gathering could be based from a city but there should be a military presence there and the scouting would still be done by the 'professionals' i.e. the dragoons and hussars of the army.
There was once an 'Age of Reason'.
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Re: Round 12 changes

Postby smeshko » 12 Feb 2010, 13:44

I agree with more changes. But I`m not sure about that :
Zworf wrote:The removal of villages from inactive rulers include their capital, which can be reused by a new player. This is to prevent the world from expanding while there is plenty space left.

What will happen for exampe if new players will be placed in area with 2-3 active players 1000 turn later ? What are their chances to take even 1 village and grow ?
I`m not sure about "Small factions can really help the diversity of the game" - factions will be replaced with block of factions. I agree that if we have 15-20 active player 5 is good number for faction, but I count (may be in difference with many) that faction help basically semiactive and new players. For well organized alliance faction size is not a big problem.
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Re: Round 12 changes

Postby Zworf » 12 Feb 2010, 15:03

Smeshko, you are right, for those players it will not be a fair game, but putting them in a sector with 10-20 inactive players will not make for a great gaming experience either. So they will at least see some action and hopefully be interested enough to sign up on time next round.

As I said before about the faction size, I know this can be easily avoided by forming an alliance with multiple factions, but see it as a suggestion.
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