Use the Forum, 'Game Suggestions' catagory, to suggest new features, changes to current features, or even rebalancing of existing features if you feel they are too strong/weak/etc....
Admin & co.
* New Market Rates to reflect current conditions
In Pergatory - accessible from the 'location' option on your base screen - a revision of both the hit limit, and sab limit, has been implemented.
* Hits Allowed (measured in Attack Turns used over previous 24 hours): used to be 60. It is now 60 + (turns the enemy has used on you).
As you can see, this allows quick escalation of personal wars. The more you hit them, the more they can hit you back. And so on...You can see how many hits you have left on their stats page.
* Sabotage Limts used to be a third of main realm (so about 33 covert capacity worth). This limit is now removed, such that main and perg have the same Sab Limits.
The reason is that in main (and perg) a level difference cap was introduced (see Sept 2012 update: your spy level + 5 is the effective enemy max while sabbing you). The 2 limits are excessive, and so we are sticking with just the level limit.
This update was added as it seems BloodWar was a bit too extreme to be used :) so...
Bloodwar no longer kills miners (although you cannot untrained them during bloodwar).
The 10% death count is of all enemy troops involved, EXCEPT miners and lifers.
Market (except PPT) is now avaialble during BloodWar.
Bank Size Max
The last bank update allowed bank size of the next covert level (if it was greater than previous max). This holds, but the covert level bank max STOPS at existing level 41 (so enough for level 42). Beyond that and the bank DOES NOT grow. Even the sky has a top.
Covert Level Effective Max on Offense
When you are sending spies out, your covert level is only ever effectively 5 levels above your enemies
Beyond this and your advancements are irrelevant. An EMP is useless against a rifle. But very effective against GPS targetting. As analogy.
While at home, full levels can be utilitzed (home turf advantage).
This change was put in place to stop 100% reliance on covert levels/actions, making number of agents/spies at least partially relevent. Keep in mind that 5 levels difference makes the higher level's spies more than 6 times more powerful than the lower level's units.
Alliance Wars (the BIG update):
AutoWar: War will be declared with enemy allinace if you hit them (attack;raid;lifer suicide;planet attack) too much in a period of time.
Specifically: If you hit 60% of the member of an enemy alliance (with 200AT or more each, in 24hours), its war...The war status will disappear when the hitcount drops below this threshold.
If they are also at war with you (ie both have hit over 60% of the other alliance members, over 200AT each), in 24hours) then it is auto-bloodwar (see below for reminder on bloodwar).
Note that the AT used on enemy alliance does not have to be 200AT each. Just 60% x enemy Member Count x 200. SO if you hit 90% of them with 90AT each, that is more than 60% x 200 .... so war.
More help on bloodwar here: CLICK ME
This is a war of attrition - a true test of alliance versus alliance - dubbed 'BloodWar'.
Both alliances are removed to their own plane in the realm of blood, to interact with just each other....no outside influence, no PPT, no moving goods to and fro outside your alliance.
Just your alliance, and their alliance....
The winner is the one who loses the least amount of units, via war.
Since battles take place on neutral ground, all soldiers fight (attack or defence) in every battle......
The death rates are high. The damage done extreme. Its the galactic equivalient of a cagematch!
10% of alliance bank is taken as ante, which is given to the winning alliance.
Difference in lifer attacks: Lifer attacks also destroy miners, when there is no defence. Also - lifer deaths do not count towards enemy killed (they killed themself - you cannot take credit) BUT the units destroyed by the lifers DO count as enemies killed.
This is now the only type of war. It starts automatically (see above) and finishes 24hours after it starts. There is a 4hour delay from when it is initiated, until it starts. Use your time wisely.
Also - be aware that a bloodwar without sufficient blood (say 10% of the initial unit counts dead by end of war), attracts the bloodcurse. Its nasty - and you do not want it. So when you are called to fight in the bloodrealms, best to do just that....
Alliance Leader AWOL:
After 30 days absent, the 2ic can make the leader 2ic, and take their place.
Security - A few updates to keep scripts off balance. Or in the gutter.
Massing / Hits over time limit - a 'throttle' has been added to the number of hits you can do over 2 seconds, and 20 seconds. The reason for this is to create some equality between browsers (some browsers allow 'button holding' on attack while some do not), and mousers/clickers, as well as allowing a small chance for an online account to defend ....
The limits are currently set to: 6 attacks in 2 seconds, and 40 attacks in 20 seconds.
Note that this counts simply number of attacks BY YOU (not turns used), regardless of unique targets. There is nothing stopping 2 or 20 of you, hitting all at once on a single target. The limit here is just YOUR ATTACKS over time.
ALSO NOTE: if you have war set on them, and they have war set on you (war/war) -- THE LIMIT IS 30 attacks per 2 seconds, and 400 attacks per 20 seconds. War is hell (fast hell).
Mothships -are 2.5x stronger in attack and defense. Fleets remain the same. This change makes the MS contribution to land forces more substantial, makes MS battles more epic, and in general puts some teeth back into the MS.
Market - you now have 6 market trades weekly. Gives more flexibility. The returns have also grown, as did the cost of everything, in Naq. There is also a new free PPT option (costs Market Turns (MT) only)
Market using GnR Points - There are a few new items to get on the market, WITH GnR (glory and reputation) points - achieved by ranking high - that are exclusive within the game. These include weapons (big ones!) and praying to your ascended being to get Ascension Points for your ascended account. Double attack for an hour...
update on market GnR: Defense now available. It will phase you, stopping all attacks on your planet. (lifer attacks; attacks; raids; and sabotage). Does not affect planets, or spying.
Planet Development - you can now trade one planetary attribute for another. Costs 20 days MPDSD power to do so. This should both allow more flexibility over time, and allow those that overspent on the income planets to have a versatile powerhouse of a planet.
The Trillion Naq Lottery - NOW OPEN!
Tickets cost 1 tril naq. You can buy as many tickets as you can afford (or as little as you wish).
Chance of winning is exactly: (number of tickets you have) / (total tickets sold) -- so the more tickets you buy, the better your chances to win it all!
Draw is weekly, on Monday at 12:05 am and the winner gets the naq and a free (does not count towards weekly total) PPT ... naq goes in the open.
Less Sab in Perg. Its not a place for super-spies, although that does not limit you coming in (as does army size). Regardless, your covert capacity is lower while in perg...
June 1 Income Planet Balance
Income Planets -per below - went to 5x what they were, with no limits on natural income or such.
This has had the effect of accelerating the growth/inflation of the game too quickly.
A vocal cross-section of the 'medium ranked' players -active and occasional players- have expressed the benefit to 'catching up to the big guys' and generally using this update to compete. Fair enough.
This update adds a maximum to each income planet of 10 billion per turn, or your own natural pre-planet income, whichever is greater. The 10bil is there to keep the benefit to the 'small guys' and medium or casual players, while curbing possible huge runaway inflation with a huge account(s).
This was done instead of reducing the benefit to 3x what is was...
Balance / Tweaks
Attacking while on NOX takes one a bit further away from phasing, with each attack.
Income Planets now produce 5x what they were.
* More untrain super %;
* 'Trade packages' increased in quantity.
* First 10 ascensions do not require a 2week waiting period.
* Can also ascend via black market (after doing own 3x) without losing goods
(These 2 updates help balance the soon to be released NewGrounds ascension to main.)
Black Market Units Can now be bought up to the raid limit.
Non Ascended accounts get + 1 turn per turn
announcing a 'Glory Shop' (forum topic here) to be released in near future -with unique goods available for glory points.
House Vote Power
Alliance members previously had their house vote dictated by population.
There is now a multiplier to that vote power - the cube of your rank (cube of 8 is 2, 125 is 5, 1000 is 10, etc). So population/multipler = vote power.
This is done to encourage warring to gain house power, active accounts being more heavily weighted, and in general to make taking a house a fight -not a birth-in :)
It has a background image and the login and text 'float' above the image. There are a number of images, and ability to add more.
If anyone wants to submit one for use, please:
* use existing size (1920 x 1080 --this is large enough for most screens and scales if necessary)
* Include some type of wormhole or stargate (but not an sg1 stargate)
* Keep it darker -not white - as its a background below white text
* Keep in mind the end product (jpg) must be 200k or under.
This 'refresh' moves us a step closer to a 'come on back' email (our first and only email EVER) to previous stargate players that should liven things up a bit...
Planet stolen stat
The number of 'archeological layers' are displayed when taking over a planet. This tells you how many previous owners have had that planet.
MPDSD on black market
There will be the ability to purchase MPDSD on the official black market. (starting Mar 2nd, 2012)
These are now available - one per account only - also on official black market. (starting Mar 2nd, 2012)
Please note that a triple can be taken over ONCE and maintain the triple stats. If it is taken over a 2nd time it loses its 3rd stat.
There is no way to know beforehand how many times it has been stolen.
2 New Houses
House of Disciples of Forseti (justice): This house duplicates enemy house bonuses during battle. It is as if you were a part of their house, for that time. An eye for an eye - the ultimate justice!
Disciples of Lofn (cheaters): This house REMOVES all house bonuses for the battle. Lofn is the god of illegitimate unions -- and such a union gets no legitimate bonuses.
Bank Maximum : new minimum introduced ->cost of next covert level
Bank size is calculated as it always has been, but 2 new minimum have been introduced.
1) 1,000,000,000,000 ... this is to benefit newer players.
2) the cost of your next covert level.
This is to address 2 concerns: 1) the 'cheaper' bank upgrades that some alliance members got, while others did not. and 2) the perception that only people donating to the site can get higher covert levels due to the inability to keep enoguh funds on hand to pay for the increasingly expensive covert levels.
This update effectively removes the limit to covert levels due to the amount of naq you can bank.
You can now save up for the next covert level!
The old bank maximums still apply - ONLY if one of the 2 minimums is greater than your bank maximum, is the maximum increased to the higher of the minimums.
Slight cost increase in sab
Successful sab costs 6% of units sent (up from 5%) (the 3% to 2.5% max sab revoked...max sab without war remains at 3%)
Increase for New Accounts
5mil lifers; 100k untrained; -- not a ton, but should help a quickstart :)
Yet another alliance gift fine tune
The alliance repair (att and def) have gone to 1/10th their weekly count. Now 20 / week each. This is enough to make a difference in a pinch, but not to count on as an ongoing strategy. As a gift should be :)
Bank increase to 10% of previous cost.
Attacking a user in Plague
If a user is in a plague situation (over Plague Threshold as seen in personelle/training) - you can damage them at 10% lower than normal (25% vs 35% of their defense power in your attack power).
Also, their AB is 30% less likely to kick in. This applies to attack and defense.
The gods hate overpopulation ... and skittles, but that is not relevent here.
Alliance Members on PPT
You can see which alliance members are on PPT by looking at YOUR OWN allinace members page.
You can now untrain 5% of your supers at a time (offense or defense) via the market. It takes 2 market turns of the 3 available to do so. As you can see, this is not a 'one hit change' but a way, over time, to alter your playing style. OVER TIME, and at a cost.
A new minimum bank size has been introduced. It is currently set to 1,000,000,000,000. This should allow newer players the ability to hold enough to trade, etc, without needing a big income.
Plague now increases the death rate the further you are over the plague threshold (doubles each 300M over the threshold). You can see the details on your personelle summary section. The forumula is now:
dead = TotalPopulation / (maxUnitsBeforePlauge * plagueBase * (1+( TotalPopulation-(maxUnitsBeforePlaugeHeld/300,000,000) )) where plaugeBase=10000 * maxUnitsBeforePlauge / 2 /100,000,000 (currently 26664) and maxUnitsBeforePlauge is currently 533Mil. Note that mercs NO LONGER count as half units in all army calculations...it felt wrong so lasted only a week that way :) Who wants to be half a afterall..
Lastly, when you are in plague range, your officers do not send more UP your way...plague is so distasteful that they just don't arrive...you suspect they are ending up at the restaurant at the end of the universe.
Allianace gifts are 20% of the cost of the last update (still a lot more than before any updates).
Alliance weapon repair is now divided into attack and defense, and changed to per week (instead of per day, or per turn initially). The rate is 200 per week. This will allow one or two big masses per week.
Attack / Massing / Alliance Gifts Changes
The Following changes were all made to bring power back to 'massing' (multiple attack on enemy to bring down their defence) -- which was done in favor of reducing sabotage.
1) Phasing maximum (pre realm alert settings) from 200 to 250 attack turns used on you. So accounts will now take longer to phase out, stopping any further attacks on their realm for a time...
2) Auto-War setting: has moved from 240 to 300 attack turns used on a target in 24hours before the game automatically sets them to a war relationship.
3) The cost of alliance gifts (ppt/repair/bank) is multiplied by members/5, fixing a bug where it did not do the member count mod. It also doubles the base cost each year (in increments...not all at once.) And alliance repair doubled ontop of that.
4) Alliance repair from per turn, to per day (still 10). This in particular is to stop the repair function allowing free farming, hurting smaller accounts that would otherwise go below the 'worth it' threshold.
5) 7% drop in base attack unit death rate
**** UPDATE TO ABOVE:
1) The alliance repair has been slit into all weapons (6 per day) and defensive weapons (30 per day).
2) Each repair is equal to a half turn of phasing removal (each turn attacks against is reduced by 4, while each alliance repair reduces attacks against by 2. high attacks against and realm alert level is what induces phasing.).
3) Alliance PPT has been changed from 12x1hr to 4x3hr ... this should make it a bit more strategic to stop a massing.
The change in repair allows more control over massing prevention (without stopping a consistent effort at it), while stopping/severely limiting 'free' farming.
Must be at least 5 days in alliance before one can make them a leader. This means new alliances must wait 5 days before having any 2nd or 3rd in command.
Spies killed by AC is now greater when a 2way war is in effect. All other deaths were previously affected, so this is basicly correcting an oversight.
Included in the 24 hour 'cooling' period, required before going on vacation, is now sabotage WHERE YOU GOT IDENTIFIED.
So the requirement for vacation, also stated in the vacation setting screen, is no attacks, protection or caught sabotages, in previous 24hours.
Failed sabs are identified, but there is also a chance to identify you in all sabs (1%) -with that rate going up as the target realm alert increases.
Disciples of Sobek(Flight Eater)
Seeing as a Fleet (aboard a MS) cannot be attacked, they in turn can not attaack others ---ie this house cannot conquer planets.
Flight Eaters, of course, will not be able to fly without angering their god...so it is in fact your own crew who -in fear of gods- does not engage in such flights.
UPDATE(the next day): OK - so, massing planets was an issue if target could not destroy the fleet back. But no planet acquisition also an equal issue...SO.....
The ability of those in the house to attack planets is back. BUT the chance that the MotherShips do NOT engage (but turns still used) is now 80%, leaving 20% of the time it works normally....
Also: 20% of the time, defender and attacker MS WILL engage in normal battles.
This should allow everyone their desired actions, with a bit more risk than before, and potentially costing more turns for retaliation, but not impossible.
Re-Ascension: You cannot reascend if you are current descended in the Ascended Realm. (Your name tag will show 'of a descended...' in main as well).
Fine Tuning on April-June update below
NOTE: If its on this list, its live. Aug to Oct, 2010...
* Third In Command (3ic) established; settable by leader or 2IC.
* 3ic has all functions EXCEPT change alliance; change existing alliance members; change house.
* Must be in alliance 5 days for gifts to work on you.
* Alliance Weapon Repair to MAX 10 Times Per Turn
* Gifts slightly more expensive
*new houses added
Horus and Sobek:
Horus grants a 10% bonus to house member Motherships. Sobek eliminates all Motherships from battle (attack/raid --they still show up for planet attacks...).
Neper and Nepit:
Weak gods, they grant no bonus. It is enough they can hold a house together.
*Disciples of Ptah (time): Increase turn generation bonus to 50% of normal.
* new houses added - Aker and Amun.
new houses adjusted :) ongoing...
Disciples of Aker (alertness) does 2 things: 1) adds the ability of realm alert setting to slow the degrading of defense weapons when attacked by the % setting (10 to 50). and 2) cuts the cost of realm alert by 50% (effect visible in income calcs/splanations, but not elsewhere)
Disciplies of Amun (swiftness) does 2 things: 1) eliminates the realm alert time delay effect on any enemy (including Aker). and 2)reduces the effective 'level' of enemy realm alert by 50%...
* House values adjusted.
Bonuses (as seen in house ranking page): attack went to 5% ; defense to 10%; covert to 8%; anti-covert to 15%; income to 10%; faith(AB) to 5%. This should equalize the houses a bit, making no one single house the only desired one. Combined with the additional houses, any single alliance group should not be able to control a majority of houses/bonuses. Additionally, the lone wolf bonus is more in line now.
* Time to boot alliance from House Increased
A house leader must now wait a week (7 days) to boot an alliance. The ability to have your vote and bonus count remains at 5 days. This gives 2 days for any political house revolution/overthrow to take place before the house leader can remove the dissenters.
* more houses are not ruled out in future...
Realm Alert Affecting Weapon Decay Rates
This has been eliminated, with the sole exception of the house of Aker above...This should now make massing a nox/realm alerted realm more feasible (but still difficult).
The pre-updates 'base setting' was a max of 2% of a user weapons (adjusted by war, minimums, etc). The updated value was 4%. This has been fine tuned to 3% base. It was considered to make attack weapons 'easier' to sabotage, but upon consideration of the resale cost, etc - the attack and defense were left equal in difficulty.
Are you done?
No - more feedback is left to read, and I am not 'drawing the line' on adjusting any of the updates based on balance, feedback, and demand. For today, though, I am calling it, and starting my weekend :)
* To bring the values closer together, and balance planets and other related items, the strengths of these items have been adjusted. Please remember, it is the same for everyone...
* Attack and Defense values have doubled.
* Covert and Anti-Covert are 1/5th of previous.
* Fleets and Motherships are not affected.
Basics: A concept of an alliance 'house' is being introduced. In simplest terms, it can be viewed as an alliance of alliances. With some twists.
Joining/Voting: To join a house, your alliance leader simply 'pledges' allegiance to that house. It will cost though, price listed in alliance management page (currently 10bil), and the funds come from alliance bank.
Each alliance leader can also vote for which alliance they wish to lead the house (1bil, out of alliance bank). By default it is themselves, although can change at any time via alliance management page (again 1bil per change). This is public information, viewable by clicking on the house from alliance ranking page (you can see more info on each house there too). Note that changing your vote 'resets' your join time, and you must wait 5 days after voting/joining to get any bonuses. You are also safe from being kicked out for 6 days after a vote change.
Once joined (or changing vote), you are on a 'trial' membership for 5 days. During this time, you do not get the house bonuses, nor does your house vote count. The leader is the one who, at each turn change, has the most valid votes. Votes are calculated by alliance POPULATION (no mercs). 1 citizen, equals one vote. You will note the alliance populations listed on the alliance ranking page IF they are in a house. !house!bezwax
Removing/Being Removed: After 6 days, the alliance leader can remove any alliance from the house. It is as simple as a button click (so be careful leaders!).
Bonus: The bonuses are listed also on house page (linked from the alliance&house ranking page) -they are not all that strong, but should help. Bonuses are ontop of previous bonuses, but before planet additions.
Other Benefits: The leader of the alliance leading the house (and 2ic) can message house alliance leaders; or all house members.
House War and Peace: You are automatically at peace with all other house VOTING members. Each house also has an opposite house, with which it is at war (like the Hall of Justice and the Hall of Doom). This is the same type of war as a '2 way war' indivdiually or with alliance general war. Nox is bypassed, limits of damage and deaths are raised, etc...
OF NOTE: Again - you can join/vote a house and be bonus-free and un-removalbe for FIVE(5) days, and kickable after SIX(6) days, giving you one day to outvote the leadership, and then remove them!! You can change your vote immediately, but it takes 5 days to 'take effect' -- the house page shows the results of both voting members, and the 'what if' scenario if all members could vote....so you know how you're doing in taking the leadership!
ALLIANCE BANK PURCHASES
Ontop of joinging house and house voting, the alliance bank can now be used for a number of other items (by the IC and 2IC) including PPT (+1hour), weapon repair, bank increase, etc --all for a cost of course, and some limited per time.
With more and more benefit for alliances, and houses (which require alliance), the person in no alliance, thus no house, will receive a 'i am so tough i fight alone like chuck norris' bonus of 10% to natural DEFENSE and COVERT. This is ontop of any commander/no commander/own commander bonuses, and deals specificly with alliance or no alliance. It takes 24hours for the bonus to kick in after becoming lone wolf.
ATTACKING AND DEFENDING
Minimum Attack Strengths and other Limits:
* The Minimum on a normal attack to do damage has been raised from 30 to 35% ..so you now need at least 35% of the defenders defense, in attack power, to mass or otherwise launch a successful assault (or assult). This also applies to mothership damage (in fact, sensing a slaughter, attacking MS will not show up to battle to be beaten...mothership will NOT come if attack before MS is under half the 35% minimum.) This fact is noted in the attack log details.
* The same applies to lifer suicides.
* A fleet on planet attack must be at least 17.5%-CORRECTED -now 15%-- of the planetary pre-mobile defense. This is up from 12%.
* An account must be over 30 days old to involve itself in planetary thefts. This should stop or at least slow any 'quick account create to steal a planet' issues.
* A max planet loss per 24hour day has been setup. It is a 24hour delay in getting a new planet (+1 per24hr - not new) and max loss 5 (-5 per24hr) planets per 24hour period (new).
* The minimum attack turns to use in an attack is increased from 1, to 3. No slapfights here.
* Lifers can now take out 1 enemy anti-covert, for each 2 lifers, up from 1 for 3 ... Also - anticovert killed in Lifer Suicides now counts in the military experience points.
Attack, Defense, Covert and Anti-Covert Power Calculations
* Attack and Defense (not fleets) values are double what they were before (in effect weapons are twice as powerful - call it progress...)
* Covert & Anti-covert: To move all ranked powers closer to the same values, and make planet types more equal, covert and anti-covert are decreased by a factor of 5. Within reason, att/def/cov/ac/ms should be able to be equal in power levels. (MS less, as it is more permanent, and does not have planets to assist it.)
SABOTAGE AND SPY AND COVERT CAPACITY
* Ability to damage enemy increased. This is to keep the sab potential in line with growing power bases.
* The percent max damage per sabotage attempt went from 2 to 4% of their total weapons (double if 2way war is in place).
* The 'count' of spy actions against the realm, after successful sab, went from 3, to 2...SO in short you can do double sab damage, compared to before, and sab 33% more often before they hit the maximum amount of covert activity.
* Spying no longer uses covert capacity -you can either spy, or not. Covert capacity is left for sabotage.
CONFIRMATION BOXES, DISPLAYS, ETC
* There is now a checkbox is now on 'reset Relations'.
* Time Display will show- hh:mm for current day | mmm dd, hh:mm for current year (but not current day) | mmm dd, YYYY for previous years.
* Planet Summary On Base Page linked to planet page, so clicking on planet name takes you directly to the management of that planet on the planets management page.
* Officer Management, Alliance Management, Alliance Wars, etc -- are more obvious on the base page where applicable.
* Race Ranking: If a race has enough members, it will be ranked. You can then also click through to see all memebers of said race. The link can be seen from the 'attack' menu option, or any of the ranking screens.
* Sabotage is now an option in alliance attack logs (by allinace, not on alliance). Instead of turns used, agents sent is displayed. NOTE : Sabotage is NOT included in 'all assaults' as technically its not an assault.
* As of July 2, 2010: clicking your income per turn number, will bring you to an explanation page of how the number if derived. Other stats will soon follow.
SURVEYS FOR NAQ
We are adding an option to get Naq (as if from the black market), but instead of $$ you can simply do a survey or other such online activities.
You can get it for yourself, not others for now.
This is a trial, and if successful, we may add the ability to acquire turns or other ingame resources as well.
Keep in mind that this is a 3rd party that wants surveys done, not associated with the game beyond the agreement that if you do their surveys, we will give you ingame resources. Never give away personal information you are not comfortble sharing, here, there, or anywhere online...
* Planet 50% of max 'natural' value corrected: Previously, the AVERAGE of all planets of one type (ie attack) could not count for more than (planet count x 50% natural strike action). This has now been changed (to reflect what the planet description actually says) that ANY GIVEN PLANET cannot contribute more than 50% of natural (post bonus) value (in this example, to attack.) The same goes for defense, covert, anti-covert, and UP. Income planets are not affected.
* Merlins Planetary Dimensional Shifting Device (MPDSD) from market turn now gives 5, up from 3, days protection.
* Planet Defence Costs: Decreased so planets are more defendable. The multiplier for increasing the cost of each planet defence upgrade, as you get more and more, is: 1.5 * (existingDefenses / 200000 ) whereas it WAS: multiplier = 2.0 * (existingDefenses / 100000 ). In short, the over 700k defenses got less incrementally expensive, with jumps in cost less, and the frequency of jumps halved.
* A minimum time between losing planets has been setup. It is a 24hour delay in getting a new planet (not new) and now an 24 hour delay between losing 5 planets. So you can lose a max of 5 planets in the previous 24hour period.
* Requirements now listed on the personelle summary grid. The entry is 15% of 'max units' (max units is 1/2 of plague threshold, and is listed as well...it grows with time), and you are booted at 20% of the same value. Only the entry maximum is listed. The time between attacking/protection and moving back to pergatory, is now 48hours (from 24). It is meant to be a place to be, not a place to go to and from...
* Needs 48 hours of no attacking, ppt or vacation, to LEAVE (used to be just to get there...now it is also to leave). The curtain between realms of existence requires a clean soul!
* We are looking to see if some type of further power or rank limitation needs to be incorporated, but it will not be released at this time.
WEEKLY MARKET AND TURNS
* Turns from Market increased (well, turns stayed same, but now takes 1 market turn, not 3, to get them.)
* Market Merlins (MPDSD) gives 5 days, up from 3
* The value of turns has been brought in line with other resources - in effect making market turns less expensive.
* The base values of trade goods are increased, allowing for more of a specific good to be exchanged with each transaction.
* Non Ascended, Non-Pergatory accounts NOT over the turn generation max (currently 5000) in normal and non-tradable turns combined, will receive a 50% turn bonus in non-transferable turns.
WAR EXPERIENCE VALUES
The tide has turned - of value now, is holding a decent defense (value for killing attackers increased). The value of destroying defensive units decreased.
The new values are as follows:
* Naq Gained= .000001 NOTE: jul1 update to 0.00001 (x10) :: update jul 5/10 - to 0.0001
* UU Gained = 100 NOTE: jul1 update to 10 (/10) :: update jul 5/10 - to 50. reason for both is it should reflect current 'takes' and also allow farm style accounts to compete on ME in somme way...
* DefMerc Killed= 10
* DefSold Killed= 20
* DefSuper Killed=100
* AttMerc Killed= 30
* AttSold Killed= 60
* AttSuper Killed=300
* Spy Killed= 50
* SpyKiller Killed= 50
* PlanetDef Killed=300
* MS Fleet Killed=200
* MS Weap Killed=300
* MS Shield Killed=300
* Planets Taken=5000
* Turn Used =1
* Weap Point Killed=0.0001
* Def weapons can resell for 60% of their initial value
* Attack weapons sell for just 10% of their initial value. The logic here is that massing is costly if you want to 'hit then hide' while a good defense is always in demand.
* Fleets resell at 90% of initial value.
* Defense weapons are damaged at about 1/2 of their previous values.
* Defense weapon damage is adjusted by defcon rate - ranging from a 10 to 50% further reduction in weapon damage rates.
NOX AND REALM ALERT AND WAR DECLARATION
* Adding / Removing / Changing either costs 10 turns (up from 3).
* The min/max of realm alert changed from 10-70 to 10-50.
* UPDATE JUL 2,2010- THIS UPDATE IS CANCELED. NOX DOES NOT AUTO-CANCEL. [[[Nox is removed if more than 300 (240) attack turns are used in 24 hours. (no warning given..they just get flustered at your warlike actions and revoke policy).]]]
Sabotage is not noticed by the Nox so does not affect the policy.
* The max hits on you before phasing out (while on nox) is raised from base of 140 to base of 200 (x15 turns). (since weapons are harder to damage...) -reminder that realm alert decreases the base by a % from 10 to 50 (used to be 70).
* The max insurance delay between attacks went from 7 to 5 seconds.
* If you attack the same person with 300 (240) attack turns in 24hours, you are automatically considered to have declared war on them. Remember you can only change relations after 24 hours.
* Double Count Military Experience fixed.
* Alliance Wars fixed.
* There were spurratic reports of PPT ending 'early'. We have thus added a double check mechanism, and a log, to all ending PPT. If there continues to be a problem, it will be relatively easy now to find (opposed to before where we had no log of PPT removal by the system...)
* Planets now max at 50% natural value for the type, like it says they do.
* maybe bug, maybe not, but: Mothership not damaged on attack with less than required percent (attack versus defense) -- as now the attack mothership will not engage if attack is so small compared to defense...
COMPLAINTS AND COMPLIMENTS
While this has been flushed out in beta, chats, forums and such for a number of months, I fully expect a wider feedback now that we have the official 'go live' list.
Please use the following forum topic to discuss: HERE (a mod can split off any 'hot subtopic' if necessary)
I also understand that this is a lot of changes ... with the game as 'integrated' as it is now, with thing A affecting thing B and C, which in turn affect A and D and E, etc etc -- changing the game code/design at this point is a lot like working with marmelade figurenes on your mothers wedding cake, and we all know what thats like!!! Nuff said.
Accounts Removed from Ranks if Inactive
The limits on inactive accounts have been decreased. This will remove a number of accounts from the ranks/total players. It should also speed up the rank pages, and make each target more likley to be worth hitting :)
The maximum number of ascensions has been increased to 22 (from 20).
The bonus structure remains the same...
Dual Planets on Black Market
The Black Market (linked off the 'market' tab) now has dual planets available. There is a maximum of 2 such planets that any one realm can acquire in a calander month - from any source. Ie - if you purchase one, and conquer one ... you are at your maximum for the month. The only exception is that if you LOSE a dual planet, your maximum for that month increases by one.
All counts reset to 2 at the beginning of the month, regardless of how many/when you may have lost previous dual planets.
The thought behind this update is that planets are taking a larger role in the game, duals are exceedingly rare, so over time this should infuse the game with more duals for the planet hunters out there...
(note - since this update comes mid month, jan/09 month has a limit of 1 dual)
Find Your Taken Planet
If you lose a planet, which is then abandoned...and send your MotherShip out exploring, chances are you will find your 'old' planet...for about 5 days, at least...
It is not guaranteed, but chances are with you...
Mothership Damage Update
The damage to a mothership is based on a minimum of either damage taken by enemy weapons, or a fixed percent. It is 'modified' by the attack power compared to the defence power. ie - a small attack on a large defence, does less damage than equal attack on defence. This modifier has been increased, such that a greatly imbalanced attack(small) versus defence(large) will do even less damage than previously. Additionally, a large attack, powering through the enemy shields, will damage more enemy mothership weapons than previously.
This update was put in place, since smaller ships could successfully take less damage than larger ones, because of the fixed percent aspect of the battle. This will move the damage closer, when a small ship attacks a large...
Pergatory entry requirements have been updated -ontop of all previous restrictions, one can now only enter pergatory after 24 hours of no attacking, no ppt, and no vacation.
Maximum glory gained per turn while in pergatory, regardless of rank, is limited to one.
Maximum attack turns used on one player in 24 hours is limited to 60.
These updates are intended to slow the pace of pergatory down, at least with repect to activity against any one account. Pergatory was always intended as a valid, albeit slower, gameplay style. These changes will help to bring it back closer to this original goal.
To clarify, the ascended race bonus is 5% per stat you are bonused on, up to ascension level 6. After that, it is 1% per level thereafter.
The chance of successfully using your Ascended Blessing is 2% per level after 6, with no unique techs. Each unique tech gives the amount stated (either ontop of zero chance, if ascended under 6 times, or ontop of 2%*(times ascended-6), if ascended over 6 times.
MS (mothership) capacity tech (and MS bug fix)
Mothership tech (available on the technology page) increases the number of units that can be in each weapon/shield/hanger bay.
Each increase in tech level increases unit holding capacity by 3% up to 10 levels.
Ascending will remove the tech levels, as it does all other tech levels. (although if you have more units than capacity allows after ascending, the units are not destroyed).
BUG FIX It used to be that a 1turn attack, was equal to a 15turn attack, in MS damage. This was fixed so that 1 turn did 1/15th the damage, but has since been revised so that a 5 turn attack, can do as much damage as a 15 turn attack. It is now valid strategy (not a bug) to attack with 5 turns to do maximum MS damage, while reducing your other damages with only 5 turn attacks, versus the full 15.
Keep in mind that the most any attack can do, is about 3% of shields, or 5% of weapons, regardless of strenght, or turns used.
Fleet power x 2, cost x 2.
Since the most expensive part of having fleets, is the hangers, this allows more fleet power in your existing hangers. (at a cost, of course).
To counter the 'but my planets can now be taken' issues, and to add some further excitement to planetary battles, 3 mobile defence platforms are added.
These are assigned to ONE planet (although more than one can be assigned to one planet). The cost to build defences is less than an average size planet, although it does go up the more defences are added to the platform.
The concept is that while overall planets may be easier to battle than before, with these, one to three of them will not be, and additionally will hold a 'hidden suprise' for attackers.
These platforms are not spyable - where they are only you know. So when an enemy spies, and sends in fleets, if that is where your mobile platform(s) are, there is a good chance the fleet will be totally wiped out....
Likewise if your planets are getting massed, a quick change of where your mobile platform is, can bring down the fleet....
This is an update partially to secure some key planets, partially to increase the thrill, strategy and devestation of planet battles :)
Wars to this point were fairly standard. fight. try to get enemy goods while not losing yours. winner was hard to determine as the 'winning formula' was a bit loose....
Now - each of the 5 war types have a clear goal, and way to determine winner. This is reflected in the points you get, as seen in the war detailed summary.
Also, it is not a war unless it is accepted. A 'one way war' is simply an assault and will not be visible to the masses. Just your (and their) alliance.
The style of war is multifold. And the ultimate - war of attrition - is a true test of alliance versus alliance as both are wisked away to their own plane in the realm of blood, to interact with just each other....no outside influence, no PPT, no moving goods to and fro.
Just your alliance, and their alliance...
Here, all soldiers fight (attack or defence) in every battle.....do it if you dare.
Just a way to keep tabs on who your friends and enemies are, since an alliance leader can set an entire other alliance to 'friendly' or 'hostile'. It will not stop attacks, but now nobody can say they did not know.
Likewise, and individual can set relations with all alliance members at once. This is to help the individual in the same way as the alliances, above.
Selling Planet Defences
While facilities on planets remain unsellable, you CAN now sell the defences built on planets. They sell for a fixed rate, regardless of the rate you purchased them at.
These used to avoid the defcon, nox, and officer contribution, aspects of your income. This is a fixed bug. Income planets will now provide reduced income inline with your nox,defcon and contribution to officers.
Turns to 4/tick and Max Turns held (through turn generation) to 5000 (from 4000).
This is aimed to keep the game speedy when needed, to increase overall turns available in the game (and markets), and provide more for those who choose not to use markets to get turns....
Military records enhancements
Military experience now keeps track of a few new items like planets, mothership, and weapon value destroyed while attacking...not just sabbing.
Also added the values of each specific item, so you know how points are determined. (and can help in balancing now that you know the formulas...)
Public display of alliance wars
The universe is not a vacuum. When there is a huge war, you will know...True - by the time you do know, it is likely already over, but you can see the details as recorded by spies and braggers :)
Anticovert (AC) being tied to attack army vs. defence army
It was always intended to have a prerequisite on anticovert destroying covert. It needed an army to hide behind while it hunted. The weakest account ingame, with a large AC, should not be able to invade successfully the top realms
Instead of adding a minimum 'can or can not' AC-- a multiplier of (attack strength / defence strength) was added to the effects of the AC. Without a full army to hide behind, they cannot be as effective as they possibly can.
This way, even the weak army can send in AC and hunt covert, but the weak army does not do so as successfully. But they do do it....
maximum defences per planet size
These have been lowered a bit - the mind blowering (largest size) is required for 1mil + defences...
Max naq gain on attacks
IF a target has over 500billion naq out (the old max), the new limit is now 500bil x target army size/ 100million units ... Thus, the new limit only applies to hits on enemies with over 500bil naq.
Max UU (untrained units) gain on raids
There was previously a bug that allowed 'over raiding' which has been fixed. The rate went to 80 to 100% of 1.5% of their UU, after the initial update. This has (as of Sept 3/08) been increased to 80 to 100% of 2.25% of their units (numbers based on 15 turn attack) War will increase this amount.
Naq gain on any attack
A successful attack of 15 turns, receives 80 to 100% of the enemy naq.
Being at war will take it to 100% with even less than 15 turns used, but then of course you risk a 2 way war if they war you and hit back.
Delay/lag on turn change is reduced
This is still under active investigation/enhancement...
All pages now use compression to load faster on your computer.
It is YOUR browser that uncompresses the pages, and all major browsers support this. If your browser does not, the game is smart enough not to compress the page for you.
On the off chance you have a wonky device that causes issues with compression, the 'plain login form' available off the homepage, has a 'do not use compression' option.
A 1% charge is levied against income, when you belong to an alliance. It is banked in the alliance bank.
The alliance bank has no current withdrawl system - but - eventually it will be used for wars and alliance features/abilities.
It will NEVER be able to be used to give any single or group of players currency. It will always remain for the use of alliance functions only.
Alliance minimum requirments
Alliance - those over 60 days old - MUST maintain 5 active members. Under this is not considered an alliance, and the union of true alliances (the UTA) will disband your alliance, and confiscate your alliance bank, if your alliance is under 5 active memebers, and over 60 days old.
Your alliance management page will show you the member count, and age of alliance.
Anti-Covert or Spy Killers
The amount of damage that can be done, is now modified by an attack/defence value when the attack is lower than the defence. In short, the effectiveness of the anti-covert is limited when the attack force is lower than the defence force. They simply do not have the same relative army to hide behind, in order to do their job...
New Main Page
OK - its been a while, and the main page was getting quite busy :)
So - a new home page for stargatewars was made (thanks again darkdayz for the images) - a bit more 'clean' looking.
The gate navigates between major jump points/links. The gate of course is an image, and the links use image maps so you need to allow images to be seen to make it work :) (for all those 'show no images' folks out there....)
You will also note some 'friends of StarGateWars' pages - they are people/sites/etc that we have dealt with that we believe have something to offer... in some cases we helped them, in others, we did not. It does not matter - at this point, they stand on their own, and are 100% responsible for their own fates :)
Also - for the cell phones, etc - a simple login page has been added. You can point right to that on your phone/whatnot and we will work to ensure that it continues to work well - if not better - for mobile browsing. Ultimately a new game interface with a toned down set of functions should be accessible from there too...
Are there bugs? well... never! ok..sometimes... ok - a lot of the time, but we fix them :)
Report them on the forum - 'new features, already released' section - 'new bugs' topic :)
For those looking to see what happened with the officer/UP update -and how it changed - read on....
thank you - the administration...
Officer, Commander and Alliances
From this point on, due to popular request, officer relations, and alliance relations, are 100% distinct, separate and unrelated.
Making an alliance will not automatically bring in your officers, quitting an alliance not dispel your officers from the alliance, a leader of an alliance may be an officer or a commander without restriction.
The new limit of officers per commander, is now 10. This may change in future, to allow additional officers based on other factors.
Officer Contribution to Commander Unit Production - UPDATED
UPDATED: The below update is reversed. Instead, a limit is placed on the commander, in that they can only receive 50% of their own natural UP as an officer UP bonus, per officer. Additionally, the part of the officer total unit production that comes from THEIR officers, is not included. Just their own total unit production, including bonuses and planets, but not officer contribution.
Considering the previous contribution was a max of 1/2 of 30% (15%) of their UP, getting to where your current natural Unit Production is twice their 15% (so that half your natural UP is above their 15% of total) should not be out of range.
What this update does, of course, is refocuses on natural UP, and not just planets. It also forces an account to build up on their own, in order to fully benefit from strong officers. The help goes to those who first help themselves...Lastly, by removing the officer contribution, is stops 'circles' and 'bonuses on bonuses' for commanders with officers who are also commanders.
[[[REVERSED UPDATE]]]The officer contribution to commander unit production is now based solely on natural, prebonus, unit production. This is the number reflected in their daily unit production stat (not the turn unit production) - on the main base page, it is the 'Unit Production: xxx/day' stat, not the '(yyy total)' in brakets.[[[END REVERSED UPDATE]]]
Lifer Suicide Attacks
On a lifer suicide attack, it now requires 3 lifers, to destroy one anti-covert unit. It used to be 5.
Although not out yet, consider this a preannouncement of various types of (new) alliance wars - that will come with a cost, and a reward - and in which both alliances must accepted before being able to engage. Each type will have differing specifics, rules and costs/rewards.
The navigation frame, and top banner, have been updated to their final versions (for now). If you experience oddities, try to clear your image cache (usually control-f5 does it). As always, you can revert to the 'old' graphics via player preference screen.
Special thanks to DarkDayz.
Military experience is now ranked. It has no effect on overall rankings, but will let you know how you stack up against others...
Auto-banning scripts to stop cheaters
Are much more aggressive. We periodically go over the accounts banned, but -in short - do NOT use any tampering on the forms, do NOT try to bypass html restrictions, and you will be fine. Else you will likely get banned. If you have no idea what we are talking about, you are fine :)
A few other things
Yes. A few other things :)
The navigation frame, and top banner, have been updated.
You automatically use the new graphics, but if you want to revert to what it used to look like, you can do so via the 'player preferences' page accessible on the bottom right of your main base or command center page...
Special thanks to DarkDayz.
View Target Realm's Relationship with you via Stats Page
Stats page when viewing another realm now shows your relation with them (yours) and their relation with you (theirs).
Some select accounts, and all accounts older than 3 years, get custom titles. This is simply the ability to change your title, replacing some of the race specific 'rank' titles. This is done in the preferences area, with change email.
A minimum fleet strength of 15% of the planet defences is now needed to engage. Below that it is pure suicide, with no chance to succeed, and you cannot convince your pilots otherwise...
On a technical level, this also brings the cost of attacking closer to the cost of defences lost (although still favoring the attacker)
Sabotage Limits raised
You can now hold 100 covert action turns (vs. 50 previously) and accounts can take twice the covert beatings that they could previously. As accounts grow, the value of sabotage has decreased. This change is to ensure sabotage remains a viable tactic.
Battle Random Factor Decrease
It used to be that - along with some other factors - an army could do 75 to 100% of its potential damage on attack or defence. This is now changed to 90 to 102% - so less random variability in battles. I blame this on more accurate weaponry :)
More Digits Many Fields
The amount of 'stuff' you can transact in one go has increased on most pages - ie you can bank more at once, buy more weaponry at once, etc.
Used Weapon Market Declines
The price offered for selling back used weapons has decreased. I suspect everybody wants new weapons so the value of old ones dropped...
This will also make the 'mass/sell weapons to avoid retaliation/rebuy weapons/repeat' tactic a bit more expensive...
Pergatory Limits Decreased
The maximum size realm that can enter pergatory is 20% of the 'unit maximum' before the plague strikes (you can see this value on your personelle summary&training page - it increases with time..).
If you are above 30% of this value, and in pergatory, you will be automatically removed.
This change is to ensure pergatory is not used and abused by very powerful accounts, but is there to safeguard the smaller accounts in time of need...
Additional Market Options
You can now trade:
All market turns for extra attack turns (trade the turns themselves -not any existing goods with a market turn.) You will get the equivalent of 2 quantity 5 trades worth of turns - although these turns are for personal attacking use only - you cannot give or trade them. They also do not count towards any existing maximum holdings.
One market turn for an additional 10 percent of your NATURAL bank size increase in bank storage capacity. Thus - you can get an additional 30% of your natural bank capacity increase per week, if you use all your market turns thusly.
2007 and Earlier
Oct 25, 2007
Plague and Upper Population Limits changed (Effects ONLY accounts with over 100million units)
The 'maximum units' before plague and disease hit your realm has been increased and made dynamic. It is set at about 200million units currently, before the plague sets in. This amount grows daily, and can be seen in the 'training' area of your account.
If/when the plague hits you, it is more severe, and increases both with time, and the further from above the maximum sustainable population you grow - it would be wise to establish your death rates (visible in your population summaries when over the limit) and ensure your growth is greater than you death rate, if you wish to continue to grow your population....
Oct 2, 2007
New Attack Type - Lifer Suicide Attack (goes live 8pm gametime, Oct 4)
Your own lifers can now attack enemy anti-covert agents.
The attack is a suicide attack - every single lifer you send dies.
They will destroy, though, 1 enemy anti-covert agents, for each 5 lifers you send.
Be warned - if you send 100 lifers to kill even 1 anti-covert agent, all 100 will die (although so will the 1 anti-covert).
To succeed, you simply need to get your lifers close enough to the battlefield to be effective - to do this you require 20% of the defenders defence strength, in attack strength. If you meet this goal, your lifers will engage first, on the enemy anti-covert, and your army escapes in the chaos - it will not try to fight (this is not the goal of this attack.)
So - in summary - 5 lifers can destroy 1 enemy anti-covert, unblockable if you are at 20% of the enemy strength, but all lifers sent destroy themselves as well.
LARGE changes to ascension server (affects main) - 'a new start'...
The goal of this update was to make the Ascension server more playable, more fun, and ensure that if you are new to the server, have not played much yet, or got utterly destroyed previously, you get a fresh chance to compete.
To do this, every account was given almost a million ascension points (convertable into local ascension currency),the levels/techs were reduced in price, gaining units was made easier, and your income earning planets are safe from enemy hands, ensuring that even if you are attacked (hard)you still can recover...
Additionally, ascensions will give MUCH more ascension points than previously. And the maximum ascension level is now 20, not 10 like before...
Also, if you have an ascension account, and really do not want it, you can 'descend yourself' into a new race in main - Daimon. Your main account will keep the ascension bonuses you have now, minus the ascended blessing, although suffer 2x the casualities in battle and earn no glory. There may be a 'bonus and penelty' added to this race in near future, that both hurts you and your enemy to a more or less equal degree. What this is is not yet determined. If you do not want to risk not liking a future update on this race, do not take it yet..(The ascended account is of course gone...)
If you ever wanted to take a stab at ascension, or were a bit disappointed with your performance - NOW IS THE TIME TO GIVE IT ANOTHER GO!!!!
All accounts were given 10 days protection while this change was introduced. There are 5 days left as of right now!
The finer details are below (taken from the Ascension Game Updates):
HOW IT WILL LAUNCH
1) ascension server will get 10days PPT for everyone.
2) closing server now to do migration...
3) life force above max life force will get converted to cache.
4) everyone will get the AP of their last ascension, minimum of 900,000 and max of 5,000,000 -- the upper/lower limits are in place since ascensions could have taken place anytime over 2 years, and what it took to get 100,000 APP 2 years ago was far far greater relative to what 100k or even 500k would be a month ago...so the range of 900k to 5000k will be the min/max ... i believe this is fair.
WHAT WILL LAUNCH
1) the APP <> LF rate of aprox 1200 to 1 (growing daily) will go live. The 'growth per day' may change over time, but this is the initial and 'base' rate now.
2) Life Force will max at life force max. Above this, it goes into LF reserves. When reserves and life force are full, it goes into LF cache. This is true of DMU<>LF, life force gained per turn, LF from APP, etc...
3) Cache can be moved into reserves, or LF.
4) upgrades can be bought with cache & life force (not reserves) - with cache used first. LF only used if you are 'short' in your cache.
5) Rework of the cost of levels. (cheaper at lower levels, gets more expensive, exponentially, above 500.) No caps on most stats, no realistic caps on the rest...
6) Rework of the benefits of levels. They are not as 'powerful' as before, with a couple exceptions like charisma, production ...
7) Rework of the cost of fleets. Slightly reduced, and a new 'soft cap' causing fleets to get more expensive past 100k production.
8) When planet count gets to 2billion, the growth rate/discovered planet rate, drops...There is no ' big drop' at this level, but the further you get from the 2bil planet count, the more the 'dead planet finds' increase as a percent of the total finds...again this is just production/finds per turn and not existing planets.
9) Raid is gone.
10) SuperWeapon is gone.
11) Every active account generates APP each turn...
12) Turns can be traded for DMU (not the other way around).
CHANGES AFFECTING MAIN
1) No limit on number of ascensions/limit of 20 ascensions (not decided, but wont need to be for a while). They get much more expensive in UP minimum required at 10+.
2) The bonus of +1% per level above 5 remains....
3) Ascended accounts in vacation mode: the main account does not receive the bonus on income or attack (this is new). The bonus on def/covert and the ascended blessing remain at 1/2 strength. Weapons remain.
4) If you wish to DESCEND YOURSELF - ie 'quit ascension' .. you can. You will become a 'Daimon' - basicly a fallen divinity...This is the only race open to fallen ascendeds who chose their own demise...The bonuses are: whatever your ascended account was giving to your main account at the time of banishing yourself, MINUS the ascended blessing (so no unique tech to this race.) (for example if you were prior, you got 5% bonus on att/def/cov/income, and the ascended blessing, and new weapon valus. You keep all but the ascended blessing.) A Daimon DOES NOT GAIN GLORY and, in battle and covert, TAKES DOUBLE CASULAITIES -- basicly, they are living fast and dying fast :). From this race, you can choose a fully mortal race, or keep this race. No other options.
5) Lifer suicide missions to kill enemy anti-covert in main. 5 lifers die to get 1 enemy AC. You must have 20% of their defence in attack to get your lifers close enough, but there is no 'fight' of armies... and your lifers will always succeed at the above rate...
6) ascension does not take your mothership, you do not gain APP for your mothership.
July 18, 2007 to Sept 7th, 2007
Many Smaller, unnanouced, changes
We apologize for sneaking in enhancements and not posting here about them...Most were just to display, navigation, and captured information and not to the core workings of the game, so were not announced as they were released. But here we have a summary of the larger ones...
1) A planet taken from Main realm, with the attacker fleeing to Pergatory, can now be taken back within 12 hours. You will find the attack option ONLY on your attack logs.It wills how up as a single button to reclaim the planet.
2) War experience. This is a measure of your destructive power as a realm. You can access it by clicking the number next to 'war experience' label just below your ranks summary. It is not ranked.
3) Resettable War Experience. This was an enhancement to number 2 above, whereby at any time you can 'reset' your experience counters to zero. This does not affect the primary stats, but is simply so you can track the effects of your actions over specific time periods.
4) Alliance War Winners. Using the military experience as a comparator, an alliance war winner is determined by which of the 2 sides gains more military experience (aka does more damage on the other). ONLY the battles between the 2 alliances are counted, of course. You can see your history by clicking the 'alliance attack logs' link off the main page, then clicking the 'alliance wars' button.
5) Alliance attack logs. Curious what your alliance has been doing? Curious who has been attacking your alliance? Well -here it is. Alliance attack Logs link off main page,shows all attacks on and by your alliance over 24hours. You can use the filter to choose specific types of attacks only.
6) Pergatory expulsion: If you go above 60% of the maximum army size before the plauge hits (20% above the maximum army size allowed to enter), you will be automatically booted out of Pergatory.
7) Planet IDs being given on planet, and beacon, so you can match your (forgottenly named) beacon to the planet
8) Broker sends an ingame message when you get one...
9) Attack/Spy logs to 10 days.
10) 14 day period (minimum) between ascensions
73)more to come as i remember them :)
July 18, 2007
Death Rates during battle
These have increased slightly, to 3.5% on attack, 2.5% on defence.
Being at war does increase this.
The difference between your strength, and your enemies strength, also affects this - as it did before, although the effect of this difference has also increased. ie - attacking a much more powerful foe will result in more losses...a weaker foe in less losses...
(but keep in mind, as before, it is still a percent of YOUR forces that die, regardless of the enemy strength. So if you have a lot of forces, many will die...this is just the nature of huge amounts of beings with weapons all at the same place at the same time... this has not changed.)
The minimum of 20% of their defence power, in attack power, to damage them at all, still remains, as does the supers taking only 50% of normal losses.
Sometime in June 2007
Instead of xx attacks to get NOX - it is now xx attacks of 15 turns equivalent. IE - if it was 40 attacks previously to get onto NOX, it is now 40 attacks of 15, or 600 attacks of 1 attack turn (ie 600 attack turns, no matter how they are used). It was always intended to be 'full attacks' and that has now been addressed.
June 13, 2007
Mercs are now paired witha super soldier of the same type (att/def). This means you can only buy as many mercs, as you have supers of that type.
The 1 to 1 ratio DOES increase with your merc tech (so for example a 10% merc tech would allow you to have 11 merc for 10 supers or 1:1.1 ratio)
Pergatory Realm (opposed to Normal Reality)
Jan 08 update (and Nov 08 update): The maximum size realm that can enter pergatory is 20% of the 'unit maximum' before the plague strikes (you can see this value on your personelle summary&training page - it increases with time..). If you are above 30% of this value, and in pergatory, you will be automatically removed.
Nov 08 Update: You cannot enter pergatory if you have attacked, been in ppt, been on vacation, for the last 24 hours. It is like entering vacation. Also, in pergatory, you can only earn a maximum of one glory point per turn.
Additionally, you can only attack (or be attacked by) any other single player to a maximum of 60 attacks turns in a 24 hour period.
In response to player demand, this feature has been added. You can always get up to date details on the realm by clicking 'plane:' on your base page, which will return you here...
Players will have the option of remaining in 'normal reality' plane of existence (ie main server, just like always), or shifting their entire realm to the 'Pergatory Realm' plane of existence.
(The science behind realm shifting was actually provided by a rogue Nox/Re'tu scientific experiment team, made available to all beings in the universe except only the most powerful (Nox demand), and involves occupying 2 planes of existence simutaneously, although only one of those planes follows normal laws of physics -the other remains as a shadow realm or placeholder to that reality only.)
Pergatory and main are a part of the same 'game server', and mostly everything in Pergatory remains just like normal reality, except a few key differences.
1) Only those in Pergatory can attack those in Pergatory. Pergatory cannot attack normal reality. (in fact, the 2 planes cannot even interact.)
You can tell who is in your realm from the rankings - those not in your realm are not 'clickable' and if you use the graphic quick attack icons, they will only display for those in your realm.
2)You cannot enter Pergatory with any turns. If you choose to realm shift into Pergatory, any turns you have will be automatically sold at market rates.
3)Supporter Give functions (and the trade broker) do not work in Pergatory.
4)The market does not carry or accept raw resourcesin the Pergatory realm - no units, no naq, no turns.
5)The black market & supporter packages do not provide turns - they instead provide the equivalent in extra currency&units.
6)Players with greater than 25million army size cannot enter pergatory. If you reach 25million while in Pergatory, you can remain, but if you leave, cannot enter again with such numbers of units.
7)While it is immediate to get into the Pergatory Realm, it will take 5 days of turns to return to normal reality.
In short, this is a realm in which the rate of play is dictated by normal turn generation - for each player independently, since one player cannot 'give' resources to another. This should also eliminate the 'blackmail' or 'extortion' since the threat of continual massing is limited to enemy turns available/generated. Plus without the ability to actually give the extortionist resources while in Pergatory, the demands they can make are severely limited.
The above are the only differences at time of release, although the effect on gameplay will be monitored and changes made if required.
Other Minor Updates
The Control of Universe (aka top 1000) in Ranking Now includes advanced Races
Mercenaries - If you have over your mercenary limit, the amount per turn that goes AWOL (ie leaves) is now 10%.
Mothership Shield&Weapon&Hanger Capacity now keeps 60% of its capacity when ascending. The ascension process itself destroys the remaining 40% (you should not have ascended while on your mothership! :) )
UP & Income Planets
1) Income (naq) planets are 5x as productive as previously.
2) UP planets - like attack,covert and defense planets - are now limited to 50% of your natural UP EACH, or the UP addition of the planet, whichever is higher.
May 8, 2007
The site had a graphics/image contest (see: HERE ). Instead of simply replacing images, an enhancement was made allowing one to choose between themes - right now between 'classic simple' theme, and 'more graphic' theme.
You can change your theme preferences in the 'preferences' area, along with changing password or vacation mode.
While the differences now are minor, this enhancement will allow us to further cater the images available to you, to your preferences. In short - ultimately, you should be able to pick a 'sg theme' you play with.
As of right now, though, there are 2 themes, as follows:
Classic simple: has same graphics as site did previously - a single top banner; a single top logo. This theme also does NOT provide the 'quick attack buttons' on the rankings. It is the classic view.
Enhanced Graphics: Right now, this provides a new main banner (player created) that rotates based on the number of banners submitted/accepted to be shown. The 'better' banners show up more often. The logo is replaced with a race specific logo (also player created). The shortcut buttons on the rankings are available on this theme.
As more graphics are submitted - more will be rotated through. We can provide multiple race, main banner, and even race specific main banner, images based on what is submitted. (please refer back to the forum link for submitting.)
Future Enhancement notice
We will be going ahead with the 'pergatory' concept AS EXPLAINED HERE. Please add your comments if you have suggestion, problems, complaints, etc with the concept as coding is already started. Thank you.
Forum Admin Role - Welcome the new Forum Admin 'Agapooka'
It has been decided that the forum will be run by a non-player. Many have expressed concern over the forums being biased, etc -- and while I personally believe every forum Admin has and was acting in the best interest of the community (sacrificing their own time and effort for the communities benefit - !!admin applauds them!!) -- I have decided that, to eliminate even the temptation or ability to mix ingame and inforum roles and responsibilities and loyalties, the head forum Admin must be a non-player.
The primary objective of the Forum Admin is to maintain order, descency and freedom of expression for all community members. Please respect the role, and remember the forum is a place for the community - age 6 and up - to meet.
Your new Forum Admin is one previously known as 'Agapooka' - an exPlayer - with no alliance ties.
'Pookie' - a previous mod - has always shown great diplomancy, respect for others, an unbiased and calm demeanour - and - as importantly - an incredible sense of humour. I trust you will find him fair, and funny :). He will also have an '@herebegames.com' email that will be available in the 'announcements' section of the Forum (there have been cases of impersonation in the community, so unless an email is @gatewars.com or @herebegames.com, or @kingdomgames.com, do not trust it.)
Feb 20-Mar10, 2007
Itemized List of minor changes:
Icons or 'shortcuts' to attack/raid/recon
Some graphic icons have been added to: ranks; relation ranks; alliance member lists. They are an 'eye' for recon -a treasure chest for attack, and little people for raid. Each uses FULL resources (ie full turns, or agents). There is NO CONFIRM, no entering numbers, etc - they are SHORTCUTS. You do NOT have to use them - clicking the name, as always, brings you to the detailed screen. Also - if you mouse-over the icon, it will give you a description of the action the button does. This is an addition 100% for convienience, use at your own peril.
The Nox insurance had a couple minor bugs which are fixed.
1) You cannot change your realm alert/defCon level while on Nox. This changeed the 'limit' on your attacks against, allowing you to go above/under the limit at will. The NOX got upset at the abuse, and insisted no change to realm alert during a single policy.
2) Nox was never meant to protect you during war. If you are at war with someone, or your alliance is in total war, the NOX will not protect you.
Buying Fleets Now returns you to the mothership management page.
The amount of mercs you can buy, give to officers, or sell, has been increased. The amount available per turn increased. And -- the merc limit -- enforced. You will lose a % of those mercs above your limit each turn (starting Friday). You can visit the merc market to see your hard limits.
Rank Searching / Alliance Searching
Searching by ID is now on ranks, and alliance ranks. It will take you directly to the stat page of the ID in question, if it exists. You can also search by alliance name in the alliance ranks, and jump to any page in any ranks (normal, alliance, relations). In short - a few more options to navigate the ranks were added.
The planets management has a LOT there. It got messy with so much action availabe. While it still is a bit messy, you now have a 'tab' for each planet. If you choose to manage just one planet, it will be the only thing displayed.Any actions on the planet will return you to that planet specificly. It is not perfect, but it is better.
Quantum Motherships can now be upgraded in multiplies.
Input Box Max Sizes have been increased, throughout the game(s).
Market SS/PPT Bonus now includes a 10% increase in 'original' bank size. It also tells you (at your current level of income) what that increase will be.
SS / USS bonuses Have increased bank size bonuses (based on 'original' bank size). Also listed is the (at your current income level) raw effect of said increase.
Planet names cannot be blank. Any blank names were altered by us. Also - obscene planets names are not allowed (never were) but now the penalty is obvious for such a judgement mistake.
Attack Logs & Intel Logs now have a search by user ID, page, and user name. Should help find enemies, or previous recons...
I am tired of the emails asking for name changes. Solution - you can now use 3 market turns to get a name change. No more name changes will be given outside of the market/supporter functions.
-yes more. There were a number of small changes, some mentioned here, some too minor to mention. Overall, all these changes were all minor. Many fixed navigation or 'grey area' rules. None were monumental, thus the late notice.
It should be noted that all these changes are a result of direct player feedback during the last 3 admin chat sessions (see the general forum section for schedule of these chats). Not all suggestions are accepted, of course, but 'easy' changes proposed and agreed upon by those in the chats, are top of mind for the administration. They are done 100% to make things easier for everyone. I thank everyone who contributed, and look forward to more in the weekly chats.
The amount of insured attacks on you, while on NOX, decreases at a faster rate than before.
The amount of covert operations you have, increases at a faster rate than before. You regain 3 operations per turn now.
Feb 11, 2007
Planets; Markets/BlackMarket/SS Bonuses; Market Broker; Bank; Security; Ascended Account Vacation/Descension; Turns;
*Planet values (ie how much xx a xx planet gives, def value, etc) are not adjusted. More thought will go into this before changing these values. Same with fleet cost. But expect some 'fine tuning' in the near future.
*Ability to take back more than 1 planet per day was going to be implemented, but now on hold.
*12Hours minimum time holding a planet before abandoning it is also on hold.
*3 market turns can be used to make a planet - it might be a 0 stat (rare), 1 stat (common) or 2 stat planet (rare), and each stat is random. It will be a tiny planet.
*1 market turn can be used to generate 3 days of power to a MPDSD.
Planets can use MPDSDs (Merlins Planerary Dimensional Shifting Device) to put them out of this dimensional phase, thereby protecting them from attack. Benefits are still obtained (since you are in control of the device, you can momentarily unphase when required).
*Planets can have beacons installed on them. A beacon -when used-will tell you where the planet is, and if it is in/out of phase. Beacons never die, until used.
*A note on the above updates, taken in conjunction: the reason abandoning and only 1 planet per day stayed, despite plans otherwise, is that the beacons can be used to track a planet, and with enough beacons, and time, it is entirely possible to retrieve all planets taken at any time. Besides, everyone needs enemies :)
*Planet naming must be unique per realm.
Markets & Bonuses UPdate
*There is a new 'official black market'. This is a straight $ for goods market, with limits on how much can be purchased. Naq/miners/turns are what is offered.
*The 'trade market' does not deal in $$ anymore.
*The prices for both markets change over time, but are not necessarily related to each other.
*Market Turns - are applicable only to the trade market. With more possible using market turns now, it should be a compromise choice on how to use them. You might not be able to do everything you want, with your 3 turns/week.
*There is still a 2 PPT limit per week -whether you gain a PPT via market for goods, or via supporter upgrades.
*The 'market SS' bonus, obtained from the market for goods, is now full market TRADE ability (if you did not already have that) plus PPT. It does not include the other supporter bonuses such as bank size, player to player transfers, and UP bonuses.
*Supporter Upgrades are adjusted to follow the official black market values, adjusted down since other benefits are gained as well
*Supporter Upgrades include MPDSD power, ontop of the existing bonuses.
*With this addition, we are taking a 'there is nothing that can be done by us' stance on 'unofficial black market' trades gone bad. We always had this stance, but it is now re-enforced.
Market Broker Change
*Due to 'overbanking' activity, in effect making the bank size irrelevent if you used the broker for that purpose, if you do not have room in your bank for received Naq, it will go in the open. If your trade expires, or you are recieving Naq for your goods for a trade you instigated, AND you do have bank space, it will go into your bank.
*The above change makes it make sense for the one trading to GET Naq not be the one instigating the trade. It makes more sense for them to receive the trade, thereby being online for sure when the trade completes, in order to spend the naq.
*The bank size is 3/4 of 2 days of income, excluding planets. It includes bonuses from race/ascended bonuses/ad display/bank capacity increases from market/SS upgrades. It is now calculated each turn. (in short, is exactly like now, but calculated only on turn, and excludes planets)
*What if I train a lot of miners, bank, then untrain them to give them away or train into other units? Wont I get around this? Yes&No. If you have more in your bank than capacity allows, (starting this Tuesday AM when I wake up), 1% per turn is 'leaked' into the open. You will see turn leakage on your left panel display, in red, if you are over.
*A lot of change went into this. It is not (security never is) 'done forever', but there is now a lot of additional security.
*The only effect you will likely see, is that the game needs to see a 'referrer' to function. If you are not sending a referrer, a quite detailed page will appear describing how you can fix this. It is worth noting that ALL browsers come with referring enabled, so it is likely that you will only run into problems if you adjusted your browser or are using some 3rd party 'hiding' program.
*The only page that allows you to login is the 'main' page (at www.gatewars.com or www.gatewars.com/index.php). If you bookmarked other pages, they used to redirect, but now will display the referrer details. Please change the bookmark to the main page. Very soon a small addition to let you stay logged in while on the main page will be added.
Ascended Account Effects on Main
*In preparation of changes to the ascended server coming early this week, the following changes will affect the main server:
*If you are on vacation in ascension, you ascended bonuses on main are halved. You still get ALL your bonuses, but at 50% strength.
*If you are descended in ascension, you do not get ANY bonuses in main.
*The above 2 statements only apply if you are playing an ascended race in main. And of course if you have an ascended account :)
Turns are done much more quickly now (ie the time it takes the server to do all the turn logic - turns are still given out at the same rate...). Any 'lag' you noticed on turn change will hopefully be gone.
These changes affected every single game file. It was all tested, in development, but some bugs can slip by the testing we are able to do.
If you find bugs, specificly for these new updates, please report them on the forum, on this post in the admin/bugs section
Dec 10, 2006
Ingame mail & Misc
Ingame mail system has had a bit of an update, to make it easier to manage your communications. Notably, there is now an outbox, and saved box. You can also sort your mail by clicking the headings 'from', 'to', 'subject', and 'date'. Clicking them again changes the order between increasing & decreasing.
Donating for another account - this is still possible, but now requires the other user to have 'allow donations from others' allowed. This allow/disallow is set in the preferences screen - the same one as vacation and email changes.
Quantum Reset - Era 8 - Bizarro Worlds - has just started.
Nov 20, 2006
Planet Conquer Update
The final (for now) adjustment to planet conquering has been added.
In addition to the changes below, a planet now takes 12 hours to travel far enough to benefit from the 'attackers' (one who conquered the planet) realm PPT.
This means that after your planet has been conquered, you have 24 hours EXCLUSIVELY to attack to get it back, the first 12 of those hours where the planet cannot be protected by PPT.
Nov 12, 2006
New Server / Server Fix
We had some issues with a corrupt kernel on the main server. This is now fixed.
A new server has been added to the SGW setup - this will speed things up compared to before the above issue :)
A lot of work went into this, and I trust the results will be positive.
Due to massive player feedback, a planet - after conquering it - now takes 24 hours to 'travel' from the enemy realm, to your own. During this time, only the defender/attacker can interact with the planet. The attacker (new owner) can benefit from it, build on it,etc. The defender (one who lost the planet) can attack it. Nobody else can attack it until the 24 hours is up, and the planet is stable in the new orbit.
Rejected trade broker deals
You now have 12 hours to 'reclaim' rejected trade broker deal goods. After 12 hours, the goods are automatically returned. This, too, was due to feedback.
Banner ads introduced (a while back) with an 'off' option on base page for everyone. I will not force banner ads on anyone :)
With this update post, the variety of ads increased, since some complained of the 'same old ads' over and over again.
I will continue to try and find different, interesting and hopefully relevent ads for those that choose to keep them on (and help the site, and your income, in doing so...)
Oct 5, 2006
Minor Change - mothership conquer planet/exploration. Translator. Entry Code
After successfully conquering a planet, a mothership needs 2 full hours to refuel and repair before it can be sent out on an exploration mission.
In the read message and write message, ingame message system, a translator has been added (it is made by babblefish, and all translations open in a new , non-SGW, window.) This is purely for convienience and help in crossing language barriers.
Now graphic representation of numbers, to counter image to text readers.
Sept 20, 2006
'Plague' details changed; Turns Generate Faster; Market Adjusted; Scripts
Plague still happens above 2x the natural limit of 50,000,000 units per below. It now, though, kills a set number of units per turn (currently just over 2000) so effectively reduces your net UP while above 100Mil units...You CAN still grow over this limit, it is just a bit harder ....
Turns have been in much demand on market, even after they were increased in value. The game, with a market, is also much faster paced than without..so - turn generation has increased to 3 attack turns per cycle turn. (ie 3 per 30mins). Income and such remains the same. This should both speed the game up even outside the market, and devalue the turns on the market as many more people have them to trade, a lot more often...
With the turn change as above, the market has effectively been significantly altered. In trying to keep balance, and fairness, across all goods, the $10 market option has been changed to a $5 market option, and the SS and USS bonuses increased slightly. In short, if turns are worth less, you will get less naq and units as a result, and therefore the currency is also being adjusted accordingly. This is a go forward change only.
Just a reminder, as per previous warnings, that automated scripts of any sort are illegal, and those caught using them will have their accounts deleted - not punished, not adjusted, etc....simply deleted/banned permanently.
Aug 29, 2006
Minor Change - 'plague' and clearer vacation timing
2 small changes.
1) There is currently a 50,000,000 unit 'cap' whereby above this you cannot receive transfers, or use the market, to increase troop counts. The limit includes everything except untrained mercs.
There is now a plague that will hit a realm with double that limit. It will kill random units in the realm, until it is sanitary agian in the realm (ie there are less than double the cap). It takes between 20 and 30 days to kill enough population to return to the cap.
Additionally, when you are at 1.5x the cap, your armies begin to fear the plauge, and refuse to raid for more population.
2) When you try to vacation, but have been on protection or attacked in the last 24hours, it will tell you which, and when, so you know for sure what the issue is.
Aug 14, 2006
Fleets engaged during Mothership Battles
OK - After a majority of players (75%) chose fleets (opposed to hangers) damaged during mothership battles, the proposed enhancement was rewritten. Now - when motherships battle (currently only on attack & raid), fleets can be damaged.
The fleets are able to hide behind the mothership shields, IF the shields hold up. Enough firepower against the shields, though, damages a % of the shields (always has) and allows the weapons to hit the fleets and enemy mothership weapons. Enough firepower left after that, and the mothership assists the ground troops.
The damage to the fleets is calculated by the firepower hitting them (after being depleted by shields) and the power of the fleet. Fleet damage is the minimum of firepower vs. fleet power, and about 2% of the total fleet (yes, they are GREAT at avoiding large mothership blasts, but they all cannot evade). Note that fleets are DESTROYED or not - they are not damaged (if they take a hit from a MS, they die...)
Motherships that are exploring will not engage in battle, nor will their fleets.
Additionally, the ability of MS shields to absorb smaller attacks has been increased so a much bigger MS defense than offense will now take less damage than before.
Aug 08, 2006
Attack Limit 'Nox Insurance' Update
OK - In the ongoing saga of attack limits, the limit is now base of 140 attacks against. Sabotage does not count towards this limit, but it will stop incoming sabotage if you are at the max. Each turn, 3 attacks are removed. The delay based on defCon is still there - to a max of 7 seconds at critical.
Now -here is the real update:
You only get protection if you subscribe to "Nox Insurance". Everyone knows the Nox do not like war - so they are willing to protect you by phasing out your realm after so many attacks on you. They ONLY count attacks that are successful, and only while you are 'insured'. They will also not get in the way if you are at war with the attacker.
Insurance is 10% of your income, and -if you help defend with defCon rate - they will help you more by lowering the attacks against ceiling before phasing your realm. You DO earn naq/UU while phased, but cannot attack. Also - no glory is earned while being protected by the Nox - in fact it costs you 1 glory per turn to remain on Nox insurance. If you have no glory, it stays that way (does not go negative, and still allows the protection).
If you are not insured, there is no attack limit, and no time delay.
Alliance 2nd In Command
Alliance leaders can elect '2nds' that can do everything except change/disband alliance details.
Alliance leaders (and 2nds) can now officially declare war on up to 2 other alliances at one time. Wars last 5 days, are not stoppable, and will be called an "alliance assult" if the challenged alliance does not declare war back.
Like individual war, the alliance war has effects on battles, sabotage, and voids the Nox insurance if the person attacking you is a declared war of yours -individual or alliance.
Alliance leaders and 2nds can see the wars on the alliance management page - and clicking 'war declarations' or 'current wars' will take you to the current and past war stats, recorded for all your alliance wars.
Normal alliance members can simply click on their alliance name, in the alliance management section of the main page, to get to the same summary.
July 20, 2006
Attack Limit Clarification/Update
The attack limit (initially 100, now 200 - and then adjusted based on your def con rate) stopped attacks on your realm if you were over the limit EXCEPT if you were at war with the other realm. This last item has caused some very high 'attacks against' counts.
An update has been made to a)inform you of an attack on you that would have been prevented had you not been at war with the other realm and b)limit the count to 20 above the official max. The attacks can still happen (but not sabotage - it stops at max count regardless of war status), but the count stops at this number (just like you can drive a car faster than the spedometer shows :) )
Additionally, while each turn used to remove 2 attacks, it now removes 4.
I hope this clarifies, and also adds a bit more thought/weight to what being at war means.
July 13, 2006
Planet Balance "final" update (for the near term)
Hello again :)
OK - after more feedback, and more thought, planets for now will add a max of 50% of your total 'natural' strength (last update was 100%..so it is half of the recent update). This will still allow a 5x or 500% increase with 10 of the same planets, which is very significant, but it means quite an investment to get it, and defence to keep it....if you can. This applies only to covert/attack and defence planets.
Planets can still be taken a lot easier than natural att/def/cov, so the balance has to be carefully thought out, else you lose everything. Remember, planets are not meant to be kept forever.
As a side note, planets also have a lot of future potential. Getting this first step right is a challange, since they are quite different than the 'traditional' weapons/units, but will be a great long term addition to the game. Expect to see some enhancements on planets (after fine tuning is 100% done) in the months to come.
Def Con and Damage Meter
Per player requests, the limit is increased to 200 attacks (successful) without any defcon. It was pointed out that the only way the large accounts could get attacked successfully, required more than 100 attacks, so in fairness to the smaller players, the limit is increased. The % (10/20/40/70) decrease of this limit, and the time between attacks based on defcon, remains.
You now need to refrain from attacking others for 2 days, and not having used vacation/PPT for 2 days, before you can use the vacation option. This will prevent 'attack and hide' tactics, which many have complained about as it eliminates the ability to strike back.
Also by player suggestion, and some real game use of some 'new tactics' that were not quite what was intended as far as gameplay went (but not illegial or bugged, I will add - just not quite what was envisioned as far as how planets were used), the following update is now in place:
Planets can only increase your attack,defence or covert/anit-covert, to a maximum of "natural" action (ie before planets are added) times the number of relevent planets you hold. So if you had a strike of 1,000,000 and 3 attack planets, the most you could add (without increasing your own natural attack) is 3 Million for a total of 4 Million strike action.
July 1, 2006
With some playing time put into planets and fleets, the following changes are now implemeneted:
1) can only take one planet per day.
2) planet defences now damage the incoming fleet by 10% of their total defence power. (so if you had planet defence power of 1000, and incoming fleet total power was 800, you would do 100 damage making the fleet strength 100 less or 700).
3) planet defences are destroyed at 10% of fleet power. In the example above, assuming you had 100 defences at power 10 each (to make the def power of 1000), the attacking fleet would do 80 damage directly on your defences, destroying 8 of them. These numbers are obviously not the real powers of fleets or defences. Taking a planet eliminates all defences, regardless of fleet strength (as long as fleet strength is greater than defences, in order to take the planet!). And attacking a planet that has greater than 10 times your fleet strength in defence will lose your entire fleet!
4) the 'base value' of all planet bonuses, except UP, has been increased.
5) the size of the planet is also now a multiplier of the base value, as well as allowing for more defences to be built on the planet. The smallest (tiny) is x1 while the top size so far is x9. This applies to everything except UP where the increase is time 1. (ie 1.1, 1.2, 1.3....1.9)
This may not yet be perfect, but should move closer to that state :)
The concept is that planets are powerful, but are also hard and expensive to keep. The more time that goes on, the better the planets able to be taken will get. But the better they are, the more people will want to take them from you so do not expect to hold onto planets forever!
May 2, 2006
With the quantity and availability of goods being higher with time, and the market limit of 3 trades per week staying, and fractions of packages able to be traded, the value of the 'packages' has increased so that you get more (and trade more) per market trade.
May 1, 2005
Updates cleared, after game guide released. (oh -yes - new game guide released :) )
The old update log can be found here: Archived Updates.
StarGateWars is now running on its very own server (a big one).
It is also running on a new domain, you may notice (www.stargatewar.com -no 's') and will stay this way until I move gatewars.com over but in doing so some may lose it for 24hours....but stargatewar.com will still work perfectly fine.
The new server is not tied to a hosting package, other games, the forums, irc, or anything. Just us. The only 'points of failure' aside from my code and the server itself are the actual colocation that houses the server, and the firewall that protects it from everything bad on the net (although firewall is brand new after that sad incident a few months back). These 2 items are the only 'dependencies' we now have. This is very good, and I am very pleased with our host we have had from day one for making this happen.
Mothership Hangers, 'Fleets' for the Hangers, Planets, Exploring for planets with Motherships, and Fleets able to attack other solar systems planets.
Yup - quite a mouthful. The above basicly outlines how everything is related,but here is each item in a bit of detail, until it all gets put into the game guide.
Planets can be found by exploring with your mothership, or battled for. Exploring takes 24 hours, in which time your mothership will not fight with you. They may or may not find a suitable planet...it takes about 40 or more sightings to get one planet at this point in time (read your mail when the ship returns). Fighting for one is instant, but relies solely on your 'fleets' to defeat the planets defences. As you can see, you cannot get a planet without a mothership.
What does a planet do?
Planets have defences that can be built upon them to protect them (and destroy enemy fleets), as well as at least one (and at most one right now) productivity gain. It might be attack, defence, UP, income or covert. This is 'tacked on' to your appropriate scores, does not get bonuses based on race or such, and 'what you see is what you get'. The addition is a raw number, not a percent of anything else. Some items are limited based on planet size, which is also upgradable at an increasing cost. You can have 10 planets.
Fleets and Hangers
A fleet travels in your mothership. Each fleet needs a hanger. Hangers cost increasingly more to build, while fleet costs are static. When the fleet is not in use, it is kept and repaired in your armory with other weapons but does not need a unit to be used,etc as they are remotely controlled from the mothership. A fleet is the ONLY thing that can attack a planet. A fleet also adds to your mothership ATTACK only, but unlike traditional mothership weapons and shields, is damaged like unit weapons are.
Def Con and Damage Meter
Def Con now costs 3 turns to change, but now additionally decreases the maximum amount of damage you can take before you hide away cowardly while repairing damage to your realm. You do not gain income or UP while in this state though, since all efforts are focused on repair...but ... you cannot get attacked either. The current count of attacks before this happens is 100 - and this decreases by the Def Con percent outlined in the game guide.
I know there are other things that I forget while writing this, which will be added here later, or directly to the game guide. Where possible, I always try to make the effects of changes obvious in gameplay or the text on the page...Also, I am sure anything new will be brought up in the forums if you are immediately concerned with what I forgot to mention :)
Me and EMail
Despite my efforts I am still falling behind. I will again answer all email so please do not panic. The 'support@' staff are getting better by the day, too, at what they can do and know, so please please please use that as your first line of email questioning.
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