Questions I like answered by the ADMINS/DEVS of this game.

  • In the absence of a more comprehensive guide or a good FAQ section could the following questions be answered as soon as possible:


    [1] When one moves a City does that City have a cooldown period to be attacked or to attack.


    My view is there MUST be a cooldown period else one can move a City and then launch an attack immediately which would be very unfair. Also if one is moving a City to get way from attacks the same cooldown period should be in effect. There is no way to know why one is moving the City and that is my reasoning


    [2] If you are in protection mode can you extend it before it expires?


    I got told a player got attacked when his protection mode expired and did not get extended like he thought it should/would when he bought another protection package.


    [3] if a player leaves an Alliance or gets kicked out of an Alliance can that player be attacked by its former Alliance or can he in turn attack his former Alliance straight away?


    Again I think a cooling down period needs to apply when a player leaves an Alliance before he can be attacked by former Alliance members or he in turn be allowed to attack his former Alliance members else it is open to abuse. Say one is going to leave the game. They could warn their Alliance members of this fact in game and leave the Alliance and get attacked as pre-arranged. That is tantamount to inside knowledge and is in effect a form of pushing. This happens in so called farewell 'crashes'.


    [4] Slow Attacks - I assume that a player cannot go into protection if under attack. If that is the case a player should not be allowed to send a slow attack to another player as in say an attack that will take say over 3 hours to land so as to force the other player not to be able to go into protection and also enable others to attack him/her while the initial 'dummy' attack is active. The time scale of 3 hours I mentioned is a nominal one and open to debate.

  • When these are answered by Devs I will personally extract the questions and answers and implement them in to one of my Guides.

    "Intelligence without ambition, is like a bird without wings" ~Salvador Dali

  • The more I think the ability to give troops to another player is open to abuse.


    I will present the following scenario:


    Assuming that anyone can send another player troops irrspective of which Alliance they are in - I assume this is the case and further assuming that at a future update - maybe even the next one - one gets ranking points for atacking and destroying the troops of an enemy then what is to stop one player sending another player troops and then attacking that player to en additional troop points? I am sure this will get done and so I think one should NEVER be able to donate troops to another person.

  • Instead of donating troops one thing that might be interesting is to allow an Alliance to do joint attacks with each player controling their own troops but beong able to join an attack started by someone in their Alliance against another player. One might have to make sure that the players joining an attack must do so in quick succestiona nd be invited to do so by one player and those that join must be near one another so as not to slow down the attack in such a way as to be considered a 'slow attack' as I have described previously.

  • And another thought about WARS between Alliances.


    Allow alliances to declae war against one another and if the other party accepts then the war ends when one Alliance gets a given number of points by defeating the other Alliances armies. During this WAR period those participating in the WAR can get protection for being attacked by a higher ranked player. One COULD though buy attack protection to recover. Also each Alliance should form a sub Alliance and those that do NOT want to take part in the war be sent to the sub Alliance for the duration of the war. War points could be part of an Alliance ranking system. No Alliance is under obligation to accept a declaration of war but this might be to the liking of Alliances with aggressive players.

  • [1] When one moves a City does that City have a cooldown period to be attacked or to attack.


    My view is there MUST be a cooldown period else one can move a City and then launch an attack immediately which would be very unfair. Also if one is moving a City to get way from attacks the same cooldown period should be in effect. There is no way to know why one is moving the City and that is my reasoning


    There is currently no cooldown period when you move city, as you correctly guessed, mostly because up until now we hadn't observe abuses such as the one you describe, but you are right that a cooldown period would make things fairer so we are going to consider this in future updates.


    [2] If you are in protection mode can you extend it before it expires?


    I got told a player got attacked when his protection mode expired and did not get extended like he thought it should/would when he bought another protection package.


    At the moment the protection available by items in the itemshop cannot be acquired if it is already active, and thus does not extend. Your friend probably attempted to buy the item a second time but it would have failed. We will likely fix this in future updates so the protection is immediately extended upon activating the item more times.


    [3] if a player leaves an Alliance or gets kicked out of an Alliance can that player be attacked by its former Alliance or can he in turn attack his former Alliance straight away?


    Again I think a cooling down period needs to apply when a player leaves an Alliance before he can be attacked by former Alliance members or he in turn be allowed to attack his former Alliance members else it is open to abuse. Say one is going to leave the game. They could warn their Alliance members of this fact in game and leave the Alliance and get attacked as pre-arranged. That is tantamount to inside knowledge and is in effect a form of pushing. This happens in so called farewell 'crashes'.


    Your guess here is correct as well, there are at the moment no limitations if a member of a tribe leaves. But you raise a very good point here and a cooldown certainly would make sense in the scenarios you describe. We'll discuss this internally and see if we can bring it.


    [4] Slow Attacks - I assume that a player cannot go into protection if under attack.


    That is correct.


    [4] Slow Attacks - If that is the case a player should not be allowed to send a slow attack to another player as in say an attack that will take say over 3 hours to land so as to force the other player not to be able to go into protection and also enable others to attack him/her while the initial 'dummy' attack is active. The time scale of 3 hours I mentioned is a nominal one and open to debate.


    This is an excellent point, though technically it wouldn't make much sense to limit attacks by their duration since otherwise all you would need is a settlement somewhere far (say 1:1) to be effectively invincible until someone came near enough (since duration depends mostly on distance). It sounds like this isn't an easy problem to solve, but I'm intererested to hear what other players think of this, we'll gladly hear opinions.

  • The more I think the ability to give troops to another player is open to abuse.


    I will present the following scenario:


    Assuming that anyone can send another player troops irrspective of which Alliance they are in - I assume this is the case and further assuming that at a future update - maybe even the next one - one gets ranking points for atacking and destroying the troops of an enemy then what is to stop one player sending another player troops and then attacking that player to en additional troop points? I am sure this will get done and so I think one should NEVER be able to donate troops to another person.


    Currently there are no troop points, but we will take this in consideration if there ever were to be. In general, while we understand the concerns, we think there are scenarios where donating troops can turn useful, e.g. if a friend is fully defeated and you want to help him recover quickly. It is possible and likely that we'll introduce limitations in the way "donating" troops works however.


    Instead of donating troops one thing that might be interesting is to allow an Alliance to do joint attacks with each player controling their own troops but beong able to join an attack started by someone in their Alliance against another player. One might have to make sure that the players joining an attack must do so in quick succestiona nd be invited to do so by one player and those that join must be near one another so as not to slow down the attack in such a way as to be considered a 'slow attack' as I have described previously.


    This is planned, however we don't intend this to replace the ability to transfer and donate troops when it becomes available (that is to say, they would co-exist)


    And another thought about WARS between Alliances.


    Allow alliances to declae war against one another and if the other party accepts then the war ends when one Alliance gets a given number of points by defeating the other Alliances armies. During this WAR period those participating in the WAR can get protection for being attacked by a higher ranked player. One COULD though buy attack protection to recover. Also each Alliance should form a sub Alliance and those that do NOT want to take part in the war be sent to the sub Alliance for the duration of the war. War points could be part of an Alliance ranking system. No Alliance is under obligation to accept a declaration of war but this might be to the liking of Alliances with aggressive players.


    We would certainly like to introduce something in the way of tribe wars eventually, though plans are currently not formalized. Happy to hear more opinions on what would you like to see in terms tribe wars.

  • Thanks Tane for raising such valid and interesting points and MOHO for responded so quickly and so in-depth.