Why SERVER2 is special
- War mechanics enables every small kingdom fight top dogs and be meaningful.
- Kingdom states (Growth, Mobilization & Offensive) allows you to find our own strategy.
- We have passive probes income, so you can build probes stronghold and have double output in war time.
- VP (aka honour) system rewards players for successful WLs and probes actions.
- CTF (Capture-the-flag) game adds additional spice.
- 60 min ticks, combined with faster WLs return make perfect balance with your real-life duties :)
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S2 ROUND11 - Round of Growth! Key changes
- Land rewards doubled and tied to top1 land value.
- War and Peace states have limited duration of 48 ticks (with 48 ticks cooldown follow up).
- Food kingdoms grow up to 2500 land.
- Food will exit with +25% more defence than Universe average defence per land.
Good to know
- Probes will generate passive income (1 probe will make 2-6 money per tick (depends on Universe average probes ratio per land)
- You cannot rob food kingdoms, when you grow above 1000 land (all probe runs can be used to interact other players)
- Victory Points system introduced (sectors accumulate VP and get income bonus)
- CTF - Capture The Flag introduced (flag holder receives +10% income and +10% pop, his/her sector doubles VP gains)
- HGL unit now has 6/6 points, 15NW and base cost is 1200 gold
- War state doubles defender loses to 10%, Peace relation takes away 2%, Kingdom Defensive state takes away another 2%. Best case scenario target suffers (10-2-2=6%) defensive loses.
- Small kingdoms will suffer reduced defensive military loses regardless of War relation.
- Food leaves newbie mode with ~ 250 tanks and almost zero money (hence, probes generate passive income).
PT/Race changes
- DW (-25% offensive units cost)
- Jagged (no probes disbonus)
- Terran (soldier cost 120)
- Xivornai (10% income)
- Mysti (smaller offensive loses -25%)
- Oceanic (buildings are 25% cheaper)
Other changes
- Minimum grab against non-food is 40 land if attacker has 1000 land or more.
- For the first 5 days experimental feature kicks in: heavy anti-turtle like kingdoms may face increased offensive units cost, if their pure offense to defence ratio exceeds 1.4.
Check other changes from previous rounds, especially S2R9 and S2R10
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