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Stratagems and Politics

Stratagems and Politics

Two changes are being implemented in today's update. First, changes are being made to some Stratagem items, most importantly - the Scent of Freedom. Second, we are making life a bit easier for those players who decide to switch politics.

The Scent of Freedom and the Clockwork:

  • Now you can pre-apply the Scent of Freedom on your army or a friendly army even if that army has no negative effects that need to be removed. When pre-applied, any negative effects (like Clockwork) will be immediately removed when applied to your army.
  • You can pre-apply multiple Scents of Freedom on the same army to stack them.
  • Clockwork duration and clockwork cool-down have both been adjusted and are now 30 minutes (was 60/120).
  • Clockwork price is reduced from 3000 to 2000 to compensate for reduced duration and stimulate more active usage.
  • Scent of Freedom price is increased from 1000 to 3000, as it is now significantly easier and more convenient to use. Increased price should make players put more thought into when to pre-apply it and when to use manually.

Politics Change:

  • To make the game friendlier to newbies and players who like to experiment, we have removed the penalty on politics that removes one level from all buildings if you change politics for the first time. In this way newbies who picked Despotism can switch to Collectivism more gracefully. This will also stimulate players to try new politics that are unlocked later in the game.

World Map Changes:

  • World Resource acquisition has been rebalanced. Acquiring each world resource now has a unique price which is more in line with a player's current development level. Special world buildings like Pasture and Mine are removed, so you no longer need them to acquire a world resource and attach it to your town. You will instead acquire it via a single button.
  • Older roads now become obsolete for construction once you acquire more advanced roads.
6 years ago
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So if you preload a scent, you will use it up/lose it, even if clockwork or any other negative effect is not applied?

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Yes.

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A little more explanation about the world's resources, or I do not understand something?

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  • World Resource acquisition has been rebalanced. Acquiring each world resource now has a unique price which is more in line with a player's current development level. Special world buildings like Pasture and Mine are removed, so you no longer need them to acquire a world resource and attach it to your town. You will instead acquire it via a single button.
what about lending to your neighbour?

and what is the unique price?

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Lending has not been changed. Unique price means different world resource types will have different acquisition costs now.

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cant connect 90% time after patch

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I like that we are not penalised for changing politics once with building downgrades - thanks - it certainly has encouraged me to think about playing with different politics now the penalty is less severe. It's good for all players, given that we are only given two choices at the start (Collectivism and Despotism). When we have no idea how our country is going to shape up, it's helpful to have the option to change once depending on the environment we find ourselves in. However, I don't understand what this means:

"Special world buildings like Pasture and Mine are removed, so you no longer need them to acquire a world resource and attach it to your town." Does it mean we can attach the global resources, like sheep, cows, gold and silver to our towns without researching Pasture and Mine? Will we be able to see these global resources straight away?

Edited 3 minutes later by .
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Reply to

"Special world buildings like Pasture and Mine are removed, so you no longer need them to acquire a world resource and attach it to your town." Does it mean we can attach the global resources, like sheep, cows, gold and silver to our towns without researching Pasture and Mine? Will we be able to see these global resources straight away?

Yes, once you researched global resource and have it in your domain you can attach it without researching anything else.

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So... I'm building a mine over a copper and it says in my town that I'm building a highway.

Do you know about this bug?

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One of my members was building a fence around wine (I think) and the game said she was building a railroad.  (She's in classical btw)

Of course, no railroad showed up.  :-)

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Sorry I don't understand why you had to change the Scent of Freedom and make it even easier for attackers than it already was ... our experiences from being constantly attacked last alpha was that we wasted our money buying clockworks because as soon as they were applied to an attacking army they were immediately removed by the Scent of Freedom and the army continued on its merry way to our towns about a second later. It was very demoralising and infuriating to see this after spending money on an item to gain a little more time to get reinforcements to their destination before the attackers.

I honestly don't see Clockworks being any better this alpha despite your generous reduction in price and reduced duration of use, mind you I don't see how you can reduce the duration of use when to all intents and purposes they were only ever active long enough for someone to click an item in their inventory and immediately negate them and knowing that the attacking army now doesn't have to stop even for the split second it took to apply Spirit of Freedom will only have the effect of enforcing our resolve not to waste any more money on them.

For me personally to even remotely consider buying clockworks ever again I would want to visibly see the attacking army stationary for a set period before the Spirit of Freedom is allowed to take effect and that army continue moving.

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Thanks Tuey for the deletion.  I did not know I had duplicate posts.  I hit the submission button only once.

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Reply to

Sorry I don't understand why you had to change the Scent of Freedom and make it even easier for attackers than it already was ... our experiences from being constantly attacked last alpha was that we wasted our money buying clockworks because as soon as they were applied to an attacking army they were immediately removed by the Scent of Freedom and the army continued on its merry way to our towns about a second later. It was very demoralising and infuriating to see this after spending money on an item to gain a little more time to get reinforcements to their destination before the attackers.

I honestly don't see Clockworks being any better this alpha despite your generous reduction in price and reduced duration of use, mind you I don't see how you can reduce the duration of use when to all intents and purposes they were only ever active long enough for someone to click an item in their inventory and immediately negate them and knowing that the attacking army now doesn't have to stop even for the split second it took to apply Spirit of Freedom will only have the effect of enforcing our resolve not to waste any more money on them.

For me personally to even remotely consider buying clockworks ever again I would want to visibly see the attacking army stationary for a set period before the Spirit of Freedom is allowed to take effect and that army continue moving.

By putting on the scent of freedom, the attacker is using a scent, regardless if it is needed or not, therefore making it more costly for the attackers. 

And clockworks have more of an impact than you may think they do. The scent of freedom that frees the clocked army, also dispels the battle cry that attackers like to use.

So this is not an improvement at all for attackers, but for the player that is being attacked. 

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Reply to

I honestly don't see Clockworks being any better this alpha despite your generous reduction in price and reduced duration of use, mind you I don't see how you can reduce the duration of use when to all intents and purposes they were only ever active long enough for someone to click an item in their inventory and immediately negate them

It's not just duration of effect time that was reduced. Cooldown was reduced too, meaning in certain situations you can apply Clockwork twice for the same army, which is beneficial for defender.

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Just wanted to throw my 2 tiny cents in with my approval of the Politics update. It makes it *much* more attractive - and more likely - that people will try out new politics they researched. It also makes it more likely to try multiple new politics - it'll only hurt once :D

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Again about clockworks. I used them to slow down strongest attacking heroes to do at least some damage to attackers. Now it is impossible.

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