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Easier Recovery from Destruction

There has been a lot of destruction lately and some players have suffered quite a bit. Therefore we have decided to make it easier to recover from it.

If some buildings were destroyed (completely or partially)  there is now a timer on such buildings which gives you a chance to rebuild cheaper and  faster. If you order the building upgrade until the timer runs out, today's update allows it to take 2x less time and resources to upgrade such buildings.

Let us know how if you were the one who suffered from destruction and tell is if it helps or not.

Edited by Simba 2 years ago.

2 years ago

When trying to destroy a town, this is a pain in the neck. However if one is raided and trying to re-build, it will be a bonus.

2 years ago

I had a town that was hit by multiple armies on 3 occasions yesterday - and it lost all the houses and all the towers plus the wall was damaged.  The only building that is showing the timer is on the temple.  So in my humble opinion, this is useless.  I am not going to take my temple up another level when I have houses, towers and wall to replace.

I love the idea to help the rebuild - but the builds that are most vital have not been helped, namely as above replacing all my houses and defences.

If you could come up with a mechanism to replace the houses, towers and walls I will sing your praises and dance a fandango!

2 years ago

Reply to Dordiana :

 The only building that is showing the timer is on the temple.  So in my humble opinion, this is useless. 

You are too quick to judge. Update was only deployed an hour ago. It works only for buildings destroyed after the update.

Edited by berserker 2 years ago.

2 years ago

I think this is a GREAT idea. Warrior people can still attack as they did until now and defensive people can actually withstand attacks, everyone wins!

2 years ago

I think it is a great idea, hopefully we here more players thoughts that use it. 

2 years ago

Sorry Bers!  Guess I was being too wishful thinking on this occasion to hope that it would fix yesterday's problems.

I may still dance the fandango then - stark naked in atonement!

2 years ago

Not much help to build 5 months worth of buildings within 40 hours.

2 years ago

5 months was not destroyed yet...

2 years ago

Reply to dbarns :

5 months was not destroyed yet...

doesn't matter. She will vanish this afternoon. I will not play this game anymore

2 years ago

I would like to make a suggestion who may concern players attacked by armies having at least 1 player being 2 ages ABOVE the player under attack ( doesnt matter if the player 2 ages above is using lower ages units and siege/destructive units -  he/she have the benefits of higher era stuff , which could be very important) . Maybe for this kind of specific situation , the time allowed for rebuilding might be doubled and the times / ressources needed might take 4 time less ( instead of 2 times less ) .

2 years ago

Or, an alliance leader can forbid the higher era hero from using both advanced weaponry AND higher level artifacts and clothing.  As Bers has said, no one has to do all the research so, in theory, one can be level 50 and still classical or medieval in kingdom progress.  What this means is the perks and skills will likely remain, but the effect can be to keep them basic and not enhanced wearing higher level artifacts/clothing.  That should be a matter of fair play imo, but it's what I require if a higher age hero goes with lower era heroes to move someone out of the way who won't move.

2 years ago

Reply to River :

Or, an alliance leader can forbid the higher era hero from using both advanced weaponry AND higher level artifacts and clothing.  As Bers has said, no one has to do all the research so, in theory, one can be level 50 and still classical or medieval in kingdom progress.  What this means is the perks and skills will likely remain, but the effect can be to keep them basic and not enhanced wearing higher level artifacts/clothing.  That should be a matter of fair play imo, but it's what I require if a higher age hero goes with lower era heroes to move someone out of the way who won't move.

And what if a leader doesnt want to forbid ? :-) 

2 years ago

Reply to Arya :

I would like to make a suggestion who may concern players attacked by armies having at least 1 player being 2 ages ABOVE the player under attack ( doesnt matter if the player 2 ages above is using lower ages units and siege/destructive units -  he/she have the benefits of higher era stuff , which could be very important) . Maybe for this kind of specific situation , the time allowed for rebuilding might be doubled and the times / ressources needed might take 4 time less ( instead of 2 times less ) .

Alternative solution would be a simple modfifier reducing any siege/destructive damage of each attacking player by lets say, 33,33% per age difference...

So that indurstrial player attacking industrial town would be the same as it is now, industrial vs ren. town 2/3 of damage delivered, industrial vs medieval 1/3 damage delivered, and industrial attacking classical wouldnt do any siege/destructive damage at all...

To clarify, i mean modifier applied after current formula. If it's affected by buildings armor too, it would render the actual damage done next to nothing at -2 age difference...

2 years ago

Reply to savipats :

I would like to make a suggestion who may concern players attacked by armies having at least 1 player being 2 ages ABOVE the player under attack ( doesnt matter if the player 2 ages above is using lower ages units and siege/destructive units -  he/she have the benefits of higher era stuff , which could be very important) . Maybe for this kind of specific situation , the time allowed for rebuilding might be doubled and the times / ressources needed might take 4 time less ( instead of 2 times less ) .

Alternative solution would be a simple modfifier reducing any siege/destructive damage of each attacking player by lets say, 33,33% per age difference...

So that indurstrial player attacking industrial town would be the same as it is now, industrial vs ren. town 2/3 of damage delivered, industrial vs medieval 1/3 damage delivered, and industrial attacking classical wouldnt do any siege/destructive damage at all...

To clarify, i mean modifier applied after current formula. If it's affected by buildings armor too, it would render the actual damage done next to nothing at -2 age difference...

This sounds good to me!  I'm glad someone does math around here, lol.  Thanks, Savi.

2 years ago

Reply to savipats :

I would like to make a suggestion who may concern players attacked by armies having at least 1 player being 2 ages ABOVE the player under attack ( doesnt matter if the player 2 ages above is using lower ages units and siege/destructive units -  he/she have the benefits of higher era stuff , which could be very important) . Maybe for this kind of specific situation , the time allowed for rebuilding might be doubled and the times / ressources needed might take 4 time less ( instead of 2 times less ) .

Alternative solution would be a simple modfifier reducing any siege/destructive damage of each attacking player by lets say, 33,33% per age difference...

So that indurstrial player attacking industrial town would be the same as it is now, industrial vs ren. town 2/3 of damage delivered, industrial vs medieval 1/3 damage delivered, and industrial attacking classical wouldnt do any siege/destructive damage at all...

To clarify, i mean modifier applied after current formula. If it's affected by buildings armor too, it would render the actual damage done next to nothing at -2 age difference...

Wow, sound much easier to apply this indeed :-))) 

2 years ago

And to have it even more appealing and encouraging not to attack weaker players just for the sake of it or attack points, the snailtime could be at least reduced to half of its current value if player launches at a town of equal age...  somewhat less if launched at town -1 age, and as it is if launched at a town -2 age...

Several hours of snailtime vs the same age target, as it sometimes is with current system, is boring for both parties...  with taverns, reinforcements if any sent, have arrived in a few minutes... then both attackers and defenders just wait for.... hours.. for the action to start... whats the point...??

2 years ago

Higher age not always means more developed player. In certain situations two players who started at the same time may choose to have different strategies, like one will go for tech/age and another will grow towns and army. In such situation it would be too big of a disadvantage to punish more technically advanced one.

The problem you are trying to address has no relation with ages. The root of the problem is because low number of players and new players start close to the old ones. Once the game gains traction, there will be more players and neigbors will be in more even conditions, thus resolving the problem on its own. The higher daily registration will be, the faster unpopulated area will be pushed to the west and thus making older players further from new ones.

2 years ago

Just have a penalty determined by difference in the potential number of science points spent, not ages, then tech/age and town/army players will be put on a more even playing field.

Those who put resources into towns/armies, probably turned off their science buildings, but the potential maximum science points spent can still be calculated based on their science building level.

2 years ago

Reply to berserker :


The problem you are trying to address has no relation with ages. The root of the problem is because low number of players and new players start close to the old ones.

You cannot be more wrong there... with current system, the distance between towns is quite irrelevant, and sometimes alliance member with 3X shorter distance to target has even longer travel time... even if other criterias  (army travel speed, whirlwind perks) are the same...  the way travel path is determined is utterly stupid, and especially the part that it can change with no apparent reason in a very large scale (a target has quit... i check time to target with x/y/z units, in 5 minutes i try to launch but with exact same units time has changed, sometimes even doubled, yet i chose exact same units, from exact same town, hero hasnt moved nor changed equipment, targets culture, border hasnt changed or any other reasonable factor that you can think of).

Everything we were proposing is to make less-developed countries suffer less... and now youre suddenly changing sides... doesnt make any sense...

Another issue i may have forgotten to mention, is that in my humble opinion, awareness ability, as such should be completely reversed thru ages, or at least removed completely.

The reasons being:

1. more developed country of higher ages should have reasonable defenses placed already (troops, towers, wall, possibly catacombs)

2. At lower ages, even with relatively close towns of a player, reinforcing from one to another can take up to 5-10 minutes or so...  at later ages there are roads/paved roads/railroads, taverns, lighthouses, the ability to use rafts and brigs etc. that in alltogether can make the movement 10...30 times faster... same goes for reinforcements sent from elsewhere...

3. With current system, at later ages the towns/domain are significantly bigger, that allows awareness to kick in way to early, so that both defenders and attackers would end up just doing nothing for hours...

It might be a nice change to consider that we're trying to help you find the balance as well, not just reject everything stubbornly...

2 years ago