DeletedUser
Guest
We will be having 3-4 very short high-speed rounds per week. Each of them will involve a mini-objective of some sort. There will be no account sitting, sleep mode or morale for these rounds.
Bash Rounds
Objective: to bash opponents to death. The winner will not be determined by points as usual, but by opponents defeated as attacker.
First of all this setting: Per farm level only 150 defensive units are supported
It simply means that anything above that fights less efficiently, up to 2% strength of the strength when the village is very heavily stacked. This gears the game towards offense and makes killing stuff much easier.
Catapult Rounds
Objective: to catapult your opponents village. The player with the highest point village wins.
Nobling will be disabled - you will not be able to build new villages so no point in building academy/nobles. Every player will remain with one village
There will be 10 techs per unit.
Every man for himself.
Cluster Rounds
This will be like normal rounds, except that the nobling distance is reduced greatly. You will not be able to noble more than 5-10 squares from a village, thus forcing you to build up areas of control.
New rounds coming soon. Feel free to discuss.
Bash Rounds
Objective: to bash opponents to death. The winner will not be determined by points as usual, but by opponents defeated as attacker.
First of all this setting: Per farm level only 150 defensive units are supported
It simply means that anything above that fights less efficiently, up to 2% strength of the strength when the village is very heavily stacked. This gears the game towards offense and makes killing stuff much easier.
Farm-Rule: A village can only support 100 defensive units per Farm level.
Explanation and clarification: Troops fight less efficiently in crowded villages. Your spearmen poke your axemen in the behind and your axemen might kill and light cavalerist by accident while all 3 defend the village, just because they have not enough space to move.
You multiply your farm level with 100 and thats the amount of units that can fight at 100%, while in the village. To determine the amount of units you have in the village you have to multiply each unit stationed there with its farm slot value. Example: 400 hcav and 300 lcav add up to 3600 units. If the amount of units exceeds your calculated value they still fight, just at a lower efficiency. At first the efficiency only drops slightly, but the more support you gather in that village it will drop more and more. I never bothered finding out the exact numbers by which ratio the fighting strength drops when you double the amount of troops.
It is of no interest whether those units are from that village or come as support from somewhere else (it is even possible to support a village you attack, in order to lower the defensive value of the units). For example: Sending 2000 scouts as support (4000 units) would lower the enemy defensive value more than it would enlarge it, since scouts are horrible fighters. Plus you get 2000 additional scout kills.
Catapult Rounds
Objective: to catapult your opponents village. The player with the highest point village wins.
Nobling will be disabled - you will not be able to build new villages so no point in building academy/nobles. Every player will remain with one village
There will be 10 techs per unit.
Every man for himself.
Cluster Rounds
This will be like normal rounds, except that the nobling distance is reduced greatly. You will not be able to noble more than 5-10 squares from a village, thus forcing you to build up areas of control.
New rounds coming soon. Feel free to discuss.
Last edited by a moderator: