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Alliance Defenses

Alliance Defenses

Today's update focuses on making alliance defenses more accessible and convenient, but by doing so, it also changes a few other things.

The Tavern

First of all this update fixes the Tavern. The Tavern was so good that players hesitated to report its bugged features and enjoyed it instead. This is bad of course, and the hangover will be significant. From now on, the Tavern will be increasing speed of reinforcements by +10% per level up to +200% at maximum level, making total maximum speed of reinforcements 300% (100% default + 200% bonus), thus basically increasing speed by x3 (not x11 like it was before bug fix). Also, the Tavern will no longer speed up naval and aerial reinforcements.

The Lighthouse

In order to compensate for the Tavern decrease of power, we looked around and found that powering up the Lighthouse was a natural step. The Lighthouse bonus to all naval armies sent from the town increased from 1% to 2% per level. Furthermore, an additional +10% speed bonus was added to reinforcements, which is similar to the Tavern bonus, except it works for naval units only. This will make seashore towns a little bit more desireable.

Invading Enemies

Since the Tavern fix made the reinforcements much slower, we added another feature which will give more time to react on incoming attacks. First of all, enemy armies are slowed down when they are detected, not when they enter your domain. This adds an additional 2 to 8 cells around your domain, depending on your tech. This is especially helpful if your country is squeezed from a side by a neighbor town, thus making your domain small and enemies detected very late.

Furthermore, the slowdown of enemies on your territory is increased from x2 to x3, which means they will move slower once detected, giving even more time to react and put defenses in place.

Hopefully this will compensate for the Tavern fix and defending will not become more difficult than it was.

New Units Auto-Sharing

Now you can allow units to be auto-shared after being retrained. This way your allies can move your troops after you have ordered them and temporarily quit the game due to some outside reasons.

Visible Defenses

Alliance Commanders can now see walls and towers of the alliance members at any time. This information will allow them to be smarter about defenses in cases where the town being attacked has few or no towers and it would be better not to waste reinforcements there.

P.S. Keep in mind that this update is aimed at helping defending alliances. This has nothing to do with collectivism vs leaderism debates - as the leaderism alliance can do just as well defending in certain situations. Please do not bring that collectivism vs leaderism debate up again.

7 years ago
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Not all of us were taking advantage of a bug with the Tavern knowingly. I just never questioned the speed. I miss it now, but having read the post about the math, I understand why it needed to be corrected.

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Well, it was sort of an ironical joke, probably should have put a smile there. We have missed such an obvious bug for so long as well after all.

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We have missed such an obvious bug for so long as well after all.

I hope this wym-1468417039833 has been fixed now too.

Edited 3 minutes later by .
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Missing info about how many cells/settlers to settle a new town.

Had my settlers in a shelter, took them out but still no settler info.

Edit: Found the info in a greyed out button.

Had to click on it instead of hovering the mouse over the button, which I prefer.

Edited 18 minutes later by . Reason: Added text.
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I will comment about Visible Defenses...I think you put here the wrong purpose :-) This information must allow to commanders to detect the weak players in the alliance and help them to built correct defenses :-)  

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The lighthouse is only available to those with a sea town. I am  one of the unfortunate ones who has a river town only. Is anything being added to help speed up the naval vessels in these towns? We are a real disadvantage now.

Edited 7 hours, 28 minutes later by .
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The lighthouse is only in sea towns on purpose. Not all cells are made equal, different cells have different ups and downs. We don't have goal to have all players absolutely equal to each other. Some players don't even have water access at all. People who are serious about naval warfare should get at least 1 sea town. However they may have different advantages, sea players do not have.

Edited 47 seconds later by .
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The lighthouse is only available to those with a sea town. I am  one of the unfortunate ones who has a river town only. Is anything being added to help speed up the naval the vessels in these towns? We are a real disadvantage now.

You are not unfortunate, you are just settling for only having a river town and not growing to better cells. Try to get yourself some nice beach property - Quadra is not that far away from the shore, then you can enjoy the nice glow from the lighthouse

Edited 37 seconds later by . Reason: Grammar.
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I did some tests on travel times needed to attack a neighbor touching my domain border from two different towns within my domain.  The results seem a bit strange.

Army movement speed is 35%, sent hero + siege weapons (trebs), travel path from both towns is the same if units are marching or loaded onto brigs:

Town 1 to target town: Travel path is 13 cells away, 9 cells travel within my domain, 4 in neighbors domain

TT:  54min 11 sec (marching),  TT: 47 min 31s (using brigs)  

Town 2 to target town: Travel path is 8 cells away, 4 within my domain, 4 in neighbors domain

TT: 55min 50 sec (marching), TT:  40min 25s (using brigs)

So, is this how it's meant to be? That launching a marching attack from a town that is significantly closer takes LONGER than launching an attack from a town that is much further away?    

Edited 2 minutes later by Anonymous.
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Not all of us were taking advantage of a bug with the Tavern knowingly. I just never questioned the speed. I miss it now, but having read the post about the math, I understand why it needed to be corrected.

I can say the same thing...didn't took advantage of this...but also understand that even if it's a good thing in a way, it needed to be fixed.

Also, the auto-sharing option is great, as many of us forget to share their army after retraining.

Regarding the slowdown of enemies in case of attack, it may ...it may not work for some. 

Anyway, this is a good thing , but if a weak or undeveloped player doesn't have any  kind of defenses or weak defenses, it's pointless. 

but this is another matter. The thing is question here is ok and could help in case of attack detection.

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Reply to Anonymous

So, is this how it's meant to be? That launching a marching attack from a town that is significantly closer takes LONGER than launching an attack from a town that is much further away?    

There are many factors which affect the time, not just how many cells. Post the screenshots.

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Okie....so much for posting as anon.  Here are the screenshots of the travel paths:

A bit hard to see due to the army popup, but travel path passes through three global resources (diamonds, horses, spice)

Travel path crosses river and one global resource (horses):

I understand, of course that crossing a river does slow down an army, but it should not slow it down so much that it would take longer to travel from Syrah as it does from Merlot.

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Looks like a wonderful update!  Can't wait to see how well it works!

Keep it up (dev) team!  :)

Edited 28 seconds later by . Reason: spelling error.
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I can no longer run the game. The update makes my antivirus as well as Windows Firewall go crazy. The firewall detected 5 or so Trojans and blocked the launcher. Wtf???

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I can no longer run the game. The update makes my antivirus as well as Windows Firewall go crazy. The firewall detected 5 or so Trojans and blocked the launcher. Wtf???

http://www.totemtribe.com/talk/what-to-do-if-the-game-does-not-run-or-connect/

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I understand, of course that crossing a river does slow down an army, but it should not slow it down so much that it would take longer to travel from Syrah as it does from Merlot.

Corssing a river can make a difference and also I see you have different number of units. If you use different units, they have different speed and this different time to arrive.

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Corssing a river can make a difference and also I see you have different number of units. If you use different units, they have different speed and this different time to arrive.

You asked me for a screen shot, i'm assuming to see what the travel paths were, so i gave you one.  The times i reported in my original post were of the exact same units - my hero and one treb, and for the times reported with brigs, i loaded my hero and one treb into one brig.  To get you the screen shot you asked for, i used different units to show the travel path ONLY, so i didn't have to wait for my hero and treb to travel between towns before getting the screenshot. 

The problem still remains.  It should NOT take 50 min for one treb and hero with +35% movement speed to travel 8 cells to a target.  The 'advertised' movement speed of a treb is 25 cells per hour, which would indicate that without slow downs, speed up perks, etc. the TT for a distance of 8 cells should be 19 min. I had a target before the update that was a similar distance away and the TT was 20 min, now after the update, it's now a 2.5x increase  As i indicated before, even with a river crossing, it should NOT take longer for an army to travel 8 cells over land than it does to travel 13 cells.  So this shows that there is a problem with the formula somewhere that affects travel times of armies marching to targets launched within the detection range.

I understand the changes were made to help out defensive alliances.  Slowing down of armies within the detection range should be normalized over the total calculated travel time - not added as an INCREASE to the overall travel time.  If the changes made in this update effectively increases overall travel times, this would benefit only the defenders, and penalize the attackers (with longer travel times to get to a target).

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Read the section of the news about "invading enemies". It will explain attack time increase. To make it clear we will add indicator for the armies who are being affected by the slowdown of being detected by the enemy.

Edited 23 minutes later by .
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To make it clear we will add indicator for the armies who are being affected by the slowdown of being detected by the enemy.

Added in today's update.

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