Wish List Replace WW event with combat event "Citadel Sudden Death."

DeletedUser

Guest
Proposal:

Proposal for new new world culminating event “Citadel Sudden Death.” This would replace the World Wonder era in designated worlds. Worlds would either be World Wonder worlds or Citadel Sudden Death worlds.

Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested?

Yes, I have checked. Did not find anything too similar.

Reason:

Currently winners in each world are settled by a building race. Many players would prefer a combat event.
Currently there can be multiple winners of crowns in the same world. This proposal would eliminate that. There would be one winning alliance and only one winning alliance.
Many players are bored with WW era and would like something new. This event would provide players and alliances with opportunities to create and try new strategies and tactics. Many strategies useful for WW era wonder building would no longer be relevant, and new ideas would have to be explored. This would re-energize experienced players and attract new players to the game.

Details:

1. World would proceed as before until current WW requirements met-6 months, 250 million, etc.

2. When world meets those requirements, all attacks stop for 48 hours, and no new players would be able to join world. All alliances with at least 7 members would be required to designate 7 “Citadel Cities” occupied by 7 different players. Alliances with less than 7 players would designate 1 Citadel City per player. Players not in an alliance would designate one Citadel City. At end of 48 hours, any alliances or individual players not in an alliance that had failed to designate cities would have random Citadel Cities assigned by computer. Citadel Cities would be identifiable and would be easy for other alliances to find.

Also, at the end of this 48 hours alliances would be locked-no one could change alliances, alliances could not merge, players without an alliance could not join one, alliances could not add new members or boot existing members. Only way to leave alliance would be for player to ghost or have all of his cities conquered.

3. At end of 48 hours, alliances would try to conquer other alliances Citadel Cities. When an alliance (or individual player without an alliance) loses all of their Citadel Cities, sudden death would occur. That alliance would cease to exist and all alliance members would be out of the game. All of the cities belonging to the alliance would instantly become “Tribute Cities.” These Tribute Cities would be divided evenly by the computer among the other alliances that had conquered one of the alliances (or individuals) Citadel Cities. For example, one alliance could receive 7/7 of the tribute cities if they had conquered all 7, 3/5 if they had conquered 3 citadels from a 5 player alliance, etc. Basically, tribute cities would be divided up based on who had conquered the citadels. Tribute cities would be identifiable and would have a different appearance than other cities.

4. Tribute cities would provide resources to the alliance that owned them. Timber camps, quarries, silver mines, temples, and all other buildings would remain at the level they were when conquered-they would not decay as ghosts do. All resources beyond the capacity of the warehouse in each tribute city, and favor would accumulate in a Treasury for the alliance that owned them, and once a day computer would automatically move resources and favor from the Alliance Treasury into individual Resource and Favor Accounts for each player, divided in proportion to each player's overall point total. Players could instantly transfer resources or favor from their account to any city they choose, up to the maximum they have in their account. This would allow for rapid rebuilding or other uses they might choose. Players would have a cap on amount of resources and favor they could accumulate in their Resource and Favor accounts. Cap would increase in proportion to player points.

5. If any player ghosts after more than half of their alliance's citadels had been conquered, his cities would become tribute cities divided up among the alliances that had conquered citadels. If the player ghosting holds a citadel city, the alliance would not get a replacement Citadel City.

If a player goes VM or receives a ban, any Citadel Cities that he holds would still be attackable.

If an alliance loses a Citadel City, they could restore that Citadel City be reconquering that exact same city, up until the time their last Citadel City was lost. There would be no other way to restore a Citadel City after it is lost.

6. Conquering more enemy alliances and independent players would result in more tribute cities for the conquering alliance, gradually building to a substantial source of resources and favor. Players could conquer Citadel Cities, regular cities, and ghosts. Players could attack, loot, and conquer tribute cities of opposing alliances, which would become regular cities for the player conquering the city. Players could not attack or conquer tribute cities belonging to their own alliance, but could defend those tribute cities. Opposing players could loot resources from enemy tribute cities, thus reducing resources going to the alliance owning the tribute cities.

7. The changes listed above should provide significant incentives for creative and innovative combat with other alliances. Nevertheless, to ensure progress in combat, other incentives could be added. For example, after 30 days, Victory Processions would only cost 200 BP. After another 30 days, all attack BP would be doubled. Other incentives could be added as needed.

8. After one alliance conquered all other alliances Citadel Cities, that alliance would win the world. The world would end 24 hours later, allowing for goodbyes. There would be one winning alliance and only one winning alliance. Active players dropping below 300 would not trigger end of world. If after 12 months from beginning of Sudden Death era there was no clear winner, alliance with the most points would be declared the winner and world would end.

Visual Aids:

None

Balance:

Each world would be settled by combat, not by building.

Each world would have one clear winner. Additional alliances would not be able to earn crowns after the first alliance did it, and additional players in sister alliances would not be able to win crowns. If the alliance cap was 100 for a particular world, absolutely no more than 100 players could possibly win the world and earn a crown.

As more and more tribute cities were acquired, emphasis would shift from resource management to managing combat strategies.

Escalating combat would lead to large scale battles, requiring significant alliance planning and cooperation.

Turtle and sim strategies would be less likely to be effective than in present World Wonder worlds.

Abuse Prevention:

This event could lead to more gold use, more sleepless nights, and more goofing off at work. All familiar to Grepo addicts.

Summary:

Just as Inno currently offers a choice of Revolt and Conquest system worlds, they could continue to offer World Wonder worlds in addition to the Citadel Sudden Death worlds, giving players more choices while providing new, interesting opportunities and challenges. Sudden Death Citadel worlds should be clearly labeled as “Not Recommended for Beginning Players.”
 

DeletedUser8396

Guest
The Devs are currently revamping the endgame system, so this will not see a vote (at least) until the new system is in place and seen in practice (which could be weeks or months). However, you may continue developing it if you wish.
 

DeletedUser

Guest
The Devs are currently revamping the endgame system, so this will not see a vote (at least) until the new system is in place and seen in practice (which could be weeks or months). However, you may continue developing it if you wish.

Thank you for that good news. Two questions:

1. Any idea when new system will be in place? After the first of the year would be wonderful. I am really tired of WW system.
2. Will the new endgame involve fighting? Not to complain, but settling a war game by building is like the Greeks and Persians settling their differences with a poetry contest. Or the Romans and Carthagenians having a bake-off. Or settling the Trojan war with a contest to build giant horses.

Thanks again!
 

DeletedUser8396

Guest
Thank you for that good news. Two questions:

1. Any idea when new system will be in place? After the first of the year would be wonderful. I am really tired of WW system.
2. Will the new endgame involve fighting? Not to complain, but settling a war game by building is like the Greeks and Persians settling their differences with a poetry contest. Or the Romans and Carthagenians having a bake-off. Or settling the Trojan war with a contest to build giant horses.

Thanks again!

Not much is known beyond that they are revamping it. Sorry :(
 

DeletedUser33530

Guest
This is all that they have told us.

Finally! Right? We know a lot of players have been waiting for this to happen and personally, we are also eagerly waiting for a change concerning the World Wonders. We still don't have a final decision, not to mention a concept. Maybe we will remove the World Wonders and introduce a completely new late-game feature to incentivize battles. Maybe some tweaks and changes to the existing World Wonders are enough... only Zeus knows!
 

DeletedUser

Guest
This idea has some flaws though:
1) Citadel cities: This will encourage people to conquer an island and turtle up the cities. As a player who loves attacking I would hate to see this aspect of the game being encouraged.
2) Alliances losing and disappearing when citadel cities get conquered: You stated that once all the citadel cities have been conquered an alliance will "disappear" and all the members will also be "kicked out of the game". This will ruin the game experience for a lot of people who have put a lot of time and money into this game.
3) Alliance treasury: I think this is in the do not suggest list? Also I would prefer if the founder can distribute the resources instead of the computer since that will make a great rewarding system.
 
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