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Patch 0.4.0 Notes

version 0.4.0

Cultists

1. Restart the World
  • settlements remain in the same places
  • armies return to their native settlements and are being reset
  • building upgrades are reset to default - treasury, prosperity, settlers, and Fort HP are reset to default
  • resources tokens are reset
  • building shares are reset
  • workers and military units pools are reset
2. They give a penalty to the resources' production speed depending on the amount of them in the zone
  • if we use the summer test numbers: - 100 cultists - 1% penalty - 1000 cultists give a 10% penalty - 3000 - 30% - 10000 - 100% (resources are not mined at all)
  • the penalty for the generation of workers is removed
3. New generation formula: number of new cultists = zone toxicity / 25

Settlement Auction

1. The auction starts all over the world at the same time, at the specified time
2. Each zone has its own separate auction
3. Starting price in the zone is 1000 xDai
4. The initial price drop rate is 75% per hour
  • one hour after the auction start, the price will drop from 1000 xDai to 250 xDai
5. A new settlement placement:
  • ​​increases the price in the zone by 1.2 times
  • reduces the rate of price fall in the zone by 1.2 times

Reward System

1. Rewards are now in the form of liquid tokens, in this case, a stablecoin and a Gnosis chain token - xDai
2. Rewards are distributed by a contract from the prize pool
3. The reward pool is replenished when you set a settlement
4. 100% of the payment for the settlement placement goes to the reward pool
5. Coins can be exchanged for weapons from the reward pool.
6. The exchange rate is fixed: 1 weapon = 0.02 xDai
7. If xDai in the reward pool runs out - the game stops, and the test ends
8. If the cultists win, the World restarts, but the price of weapon/xDai exchange rises to a new fixed rate
  • for example, after the first cultists win, 1 weapon will be equal to 0.1 xDai, and after the second - 0.5 xDai

The Maneuver Logic

1. The army speed without acceleration does not change with distance
  • moving time without acceleration is proportional to the distance
2. Acceleration capabilities depend on moving distance
  • the farther the maneuver, the greater the potential acceleration
Distance in Hexes
Without acceleration, hours
With acceleration.hours
food per warrior
food per Horsemen
2
16
11,3
1
0,3
3
24
13,9
2
0,5
4
32
16,0
4
0,8
6
48
19,6
9
1,5
9
72
24,0
18
2,7
12
96
27,7
30
4,2
16
128
32,0
48
6,4
20
160
35,8
69
8,9
25
200
40,0
100
12,5
36
288
48,0
180
21,6
3. No limit of 10 food per unit per maneuver
4. The maximum movement acceleration corresponds to the root of the movement distance in hexes
  • for example, at a distance of 16 hexes, the maximum possible acceleration is 4x base speed or +300%
5. Movement speed without acceleration in hours basic time=Distance *8
6. Food consumed by one unit = unit ratio * movement distance * movement acceleration FoodPerUnit=k*Distance* basic timecurrent time
  • for example, 2 warriors with a consumption ratio of 1 food/hex moving a distance of 9 hexes with a maximum of 3x acceleration for 9 hexes will eat 2*1*9*(3-1)=36 food - Nw*kw *Distance*( basic timemin time-1)
  • an army of 2 archers and 5 horsemen will eat the same amount as 1 warrior when moving the same distance and with the same acceleration - Na*ka+Nh*kh=2*0,25+5*0,1=1 - Nw*kw=1*1=1
7. An army can move with acceleration only if its size is larger than the fort capacity of the settlement where it is located (including the native one)
8. An army cannot move with acceleration from the native settlement
9. Food consumption per hex by different types of troops
  • Warrior - 1
  • Archer - 0.25
  • Horseman - 0.1

Passive price drop for units in the pool in each zone

1. The price in the zone grows exponentially when buying units and constantly falls passively over time.
  • Workers - 50% per day (0.0008% per second)
  • Warriors - 31% per day (0.00043% per second)
  • Archers - 17% per day (0.00021% per second)
  • Horsemen - 9% per day (0.0001% per second)
2. Price increase when buying any one unit of any type and worker 0.4%
  • Starting price of workers - 20 prosperity
  • Starting price of troops - 10 weapons per unit
  • No other factors, including those that worked before, affect the price of units

The Demilitarization Logic

1. The unit exchange rate for prosperity now depends on the cost of this type of troops in weapons at the current price of the settlement location zone where it was demilitarized
2. The weapon-to-prosperity ratio is always constant and equals 7 prosperity per 1 weapon of the current unit price in this zone
  • for example, the archer price now is 3.2 weapons, so the price of its demilitarization is 22.4 points of prosperity
3. After demilitarization, the unit gets back into the pool of the settlement location zone where it was demilitarized
4. Demilitarization is possible once a day (24 hours) for each army

Additional changes

Siege balance changes
  • Fort damage - 1 point per day from each type of troops
  • SiegePower and SiegeSupport decreased by 2 times from their previous values
  • The exchange rate of treasury tokens is 1 to 1 for all types of resources
Starting parameters of the settlement
  • No starting resources - 0 for all
  • No starting resources in treasury - 0 everywhere
Battle time increased by 2 times