Discussion: Start of World 95, new end game condition: Rune Wars!

DeletedUser656

Guest
For centuries the legend was forgotten. Buried in dusty tomes and heavy books. Only remembered by old folk around the fires, to keep the hearts warm in cold winter nights. A story of trial, defiance and treason; telling of places of great power. At the center of place and legend: magical runestones, carved in ancient times. With the power to destroy; mighty yet malicious. Deemed too dangerous for mortal hands by their creators they were hidden away; only to reveal themselves in times of strife and greatest need. To find a powerful ruler; to end the struggle and ensure everlasting peace.


runestone_header.png


Dear Tribal Warriors,

Today we would like to present you our new endgame condition, called "Rune Wars". This new world type is all about conquering specific spots on the map and holding them to achieve victory.

The worlds themselves are similar to our other world types that you already know, so your experience and strategies will be of good use. But as already mentioned, these worlds have an exciting twist!

At some point mystical rune villages will spawn all over the map, waiting to be conquered. Controlling these will be the key to winning the world. But it's not as easy as it might sound! There are several challenges you need to overcome.

The first challenge will be to defeat the warriors defending the villages; an ancient cult sworn to defend the secret of the runestones!
The second challenge will be to hold the village. As the runestones weaken any soldier near them, defending these villages will prove difficult and powerful allies will be required to succeed.
The third challenge will be to conquer and hold enough villages to prove your worth! The tribes will be tasked to not only conquer enough rune villages, but 60% of the rune villages in every continent.

The tribe that is able to overcome these challenges and holds 60% of the rune villages in each continents for 14 days will be granted the power of the runestones and win the world!



To give you a better idea on how the gameplay differs we created a short overview to explain how a Rune World plays. In general a Rune Wars world is separated into three phases:

Preparation phase
The early game plays very much like the Tribal Wars you know and love. You build up your villages, recruit powerful armies, fight your enemies and expand your territory. But then the rune villages will appear!

Conquering phase
Once the rune villages appear the gameplay changes. Now the tribes have to conquer rune villages in all continents. Wise leaders have of course taken this into consideration before and adapted their strategy during the preparation phase already. Smaller tribes will also benefit from new possibilities like striking at the right time and stealing away valuable rune villages from bigger tribes fighting the defenders.

While in the beginning of this phase the focus lies on defeating the hostile troops and conquering the rune villages each tribe will have to shift the focus more towards defending those villages. Due to the defense malus (-60& defense power) it will become harder to hold the villages the more are being conquered. It will be necessary to have an eye on enemy troop movements and shift defensive troops between villages accordingly. A steady supply of defensive troops will be required to conquer and hold the needed amount of rune villages.

Controlling phase
Once a tribe has managed to conquer all the necessary rune villages a countdown will start. Once it finishes the world is won! In this phase the dominating tribe has to decide if they want to focus on keeping control of the rune villages currently under their command or maybe make a risky move and expand even further? But the other tribes also have a new set of strategies to put into play. The most obvious will of course be to take away rune villages from the dominating tribe. But alternative strategies are also possible. For example attacking the recruitment centers of the enemy to disrupt the supply of fresh troops. The decision is yours!

World settings

Speed: 1.6
Unit speed: 0.625
Flags: Yes
Hauls: Yes
Paladin: With skills
Watchtower: Yes
Archers: Yes
Church enabled: No
Noble system: Gold coins
Morale: Points & unlimited time based
Bonus villages: Yes
Barbarian villages: Grow to 3000 points
Tech system: Simple
Beginner protection: 3 days
Tribe limit: 40
Other info: Players can choose their starting direction. There will be an attack and support gap of 100ms.


Joining our new Rune Wars world is easy! World 95 will lauch on 2017-07-25 and the preregistration is already open! Join now via the homepage!

We are looking forward to your feedback in this thread.

Good luck and have fun!



Your Tribal Wars team
 

Deleted User - 10618707

Guest
Would there be the ability to see tribes who own x% of runes in different continents etc?

And how many runes would be per continent?
 

CenturySoldier7

Active Member
Reaction score
8
Seems to me they are adding all these new abilities to attract new players and /or make it easier for small noob tribes to survive longer, but what about the old players who prefer it to remain the same?
 

DeletedUser120876

Guest
Seems to me they are adding all these new abilities to attract new players and /or make it easier for small noob tribes to survive longer, but what about the old players who prefer it to remain the same?
they just want money. So new feature more tards buying PP
 

DeletedUser

Guest
Would there be the ability to see tribes who own x% of runes in different continents etc?

There should be an information screen in game. :)
Finding the runes will be much more fun than just being told how many there are!
 

DeletedUser

Guest
Seems to me they are adding all these new abilities to attract new players and /or make it easier for small noob tribes to survive longer, but what about the old players who prefer it to remain the same?

They can play worlds that are not Rune Worlds?
It's also interesting to some older players to have some changes and new challenges.
 

DeletedUser

Guest
Will all worlds from now on be Rune Worlds ? (96, 97, etc)

I think the intention is for it to be an optional end game, like secrets, but I guess if players really like it we would more likely have it on more worlds.
 

Mintyfresh

Skilled Soldier 18 & Master Commander 21 & 22
Reaction score
4,382
I have some questions:

Preparation phase
The early game plays very much like the Tribal Wars you know and love. You build up your villages, recruit powerful armies, fight your enemies and expand your territory. But then the rune villages will appear!

What is early game to you? When do they appear? A month in? Two months? A random time? When certain criteria is met? What are these criteria? How many points do these rune villages have at appearing?

Now the tribes have to conquer rune villages in all continents.

As new continents become populated will they have rune villages also? How many rune villages are there per continent? Is there a fixed number or is it a variable on the number of players/villages in the continent? Would more rune villages spawn as a continent becomes further populated? What if a tribe gets to 13 days of 60% rune villages controlled then another one spawns in another continent and drops it down to below 60%?

The tribe that is able to overcome these challenges and holds 60% of the rune villages in each continents for 14 days will be granted the power of the runestones and win the world!

What is to stop a tribe from treating the world as a normal dominance world and then just 'focusing' on rune villages after they secure 50%+ or whatever of world villages? Please dont suggest a smaller tribe could try and hold rune villages in the strongest tribe home continent because we all know that wont happen in reality. If this was 60% of rune villages in the world (but not every continent) then i could buy that as a risky but viable strategy but having to control in ALL continents means that only the #1 tribe will ever have a chance to do this and at which point its just a normal dominance victory and pointless fluff.

I'd argue that placing a priority on regular play and punishing others who try to hold onto rune villages while only ensuring you hold an acceptable margin over the minimum in one continent is really the best strategy. Thus defeating the intent here to create 'new challenges'

Finally:

For example attacking the recruitment centers of the enemy to disrupt the supply of fresh troops.

Perhaps you could elaborate on this. What is a recruitment center? Is this what is more commonly known as a backline/safe area? Are you suggesting that sending attacks aimed at barracks/stables at a tribes backline to minimally reduce unit build times is a viable strategy here?

Thank you in advance for any responses to my queries
 

Deleted User - 10618707

Guest
Well, i don't mean to state the obvious but, the world settings (w95), answers one of your questions.

Victory requirements One tribe must hold 15 Rune Villages in every populated continent for 14 days

15=60%
 

DeletedUser

Guest
I have some questions:



What is early game to you? When do they appear? A month in? Two months? A random time? When certain criteria is met? What are these criteria? How many points do these rune villages have at appearing?

As new continents become populated will they have rune villages also? How many rune villages are there per continent? Is there a fixed number or is it a variable on the number of players/villages in the continent? Would more rune villages spawn as a continent becomes further populated? What if a tribe gets to 13 days of 60% rune villages controlled then another one spawns in another continent and drops it down to below 60%?

The above information will be available on the in-game ranking screen. (also in settings)

What is to stop a tribe from treating the world as a normal dominance world and then just 'focusing' on rune villages after they secure 50%+ or whatever of world villages? Please dont suggest a smaller tribe could try and hold rune villages in the strongest tribe home continent because we all know that wont happen in reality. If this was 60% of rune villages in the world (but not every continent) then i could buy that as a risky but viable strategy but having to control in ALL continents means that only the #1 tribe will ever have a chance to do this and at which point its just a normal dominance victory and pointless fluff.

I guess nothing will stop a tribe from treating the world like that. Time will tell which strategies work best. As it's a new type of end-game we will see how it goes and review afterwards, as with all features.

I'd argue that placing a priority on regular play and punishing others who try to hold onto rune villages while only ensuring you hold an acceptable margin over the minimum in one continent is really the best strategy. Thus defeating the intent here to create 'new challenges'

It's up to players to develop their own strategies, do what you think works for you and your tribe.

Finally:

Perhaps you could elaborate on this. What is a recruitment center? Is this what is more commonly known as a backline/safe area? Are you suggesting that sending attacks aimed at barracks/stables at a tribes backline to minimally reduce unit build times is a viable strategy here?

Likely meaning to attack the tribe members of those holding the Runes so they can't send their troops to defend.

Thank you in advance for any responses to my queries

You are most welcome. Hope you get to enjoy the Rune World :)


Thank you for your questions. I added answers to the quote :)
 

Gwaihir aka Bluetomahawk

Guest
So all in all, i could write long post about runes and stuff, but in the end i pretty much like it. You can hold whole world but that one K where is that turtle pain in the ass tribe is just annoying. Love it.. ^^

BUT, reason why i am posting is unmentioned part where coin costs drop by 10%. That's just gross, in w96 they're already on 70% original price, add buffs and it's just sad. Coin costs have always been impacting very much on strategy especially long run or giving smaller players that extra chance, when morale drops and noble limit is exhausted. Those moments when you lack of nobles seems to be gone now, and add x2 time speed with that ress production, cheap coins. flag farmers paradise.

I liked it first time it dropped, but it doesn't seem to end. If you want to add it, i would go for 10% total discount 1-2% at a time. W96 is far from end game and we're already at 70%.
 
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