Posts by IM_Mike
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I'm still not commenting to initial suggestion that IM_Mike made in his first post, since if I'm not mistaken, is about giving the ability for "alliance general" to move player's units on his own will.
I didn't say the general should be able to move other player's units. I was suggesting that the general would get an overview of all the upgrades within the alliance so they could optimize coordination with regards to upgrades.
I hear people claim that HP is the only determining factor that decides who gets the battling units on the battle fields (as per strong / weak units). That might be true if multiple placements are possible (say hoplites versus steams). But I recall that 100% of the time the balloons ("weakest go first") with no hephaistos would always be placed first, so there is more to it than just HP in my experience.
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I'm not commenting on your suggestion, however I would like to mention one thing, I think, in warfare mechanics of this game, the definition "WEAK" and "STRONG" units in your example is not relevant.
like if you have hoplites and steam giants, in ground battles, hoplites come before steam giants, no matter which upgrade has the hoplite, or fire ships before steam rams in sea battles no matter how high upgraded fire ships are.
Whatever combination of units/ships are engaged in a battle, there is predefined order that forces them to take turn in fighting, it is up to participant to decide what kind of units to send in or pull out of the battlefield.
I have no post-13.0.0-battle experience, but I recall that Hephaistos would determine who the strong/weak units had before this update. So I'm assuming this to be the same for unit upgrades.
Of course, upgrading your units might not fundamentally change the groups (fire ships go before steam rams for instance). That's not the argument here. I'm talking about the scenario where multiple players bring in the same army, and the upgrades would decide who will get placed first.
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In recent versions (13.0 and 14.0), Ikariam received some impactful updates regarding workshop military upgrades.
Whether you love or hate the upgrade (I think this is irrelevant, please refrain from "I love it" or "I hate it"!), I believe this has created some new unique challenges:
- Enforcement: It is hard for the alliance leadership team to know who has been working on their upgrades unless they ask (and trust, but they could be lying), spy all members OR force the members to fight with other people. This makes enforcing a minimum baseline across the alliance extremely difficult, especially should that alliance scale.
- Self-reporting: It is not easy to communicate how high the upgrades of your own units are. You would have to go to your own workshop, see what the next level is, write it all down for each and every unit and extract one level from the one displayed in-game. This is annoying if you have to ask everyone in the alliance to do the same, especially because they can and will change over time as people invest more in their units.
- Coordination: Prior to the upgrades-update, it was already tricky to coordinate which individual members should join what fight. But due to the unique battle system of Ikariam (where some unit slots prefer the WEAK units and some prefer the STRONG units as explained in the in-game help section) it is a dreaded nightmare for a general to coordinate who should join what fight. After all, the upgrades impacts who can fight (placement of units) and who will be less effective (less damage/more losses).
What is my suggestion? In an ideal world, I would LOVE to see the following two features:
- The general gets an full table of all the upgrades as part of their military overviews (improves enforcement and coordination)
- You can see a full overview of your own upgrades in the Ikariam Plus bonus overviews. (improves self-reporting)
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That's one way of doing it.
Other methods include:
- occupying another player and pillaging via that town (you will lose 10% of the loot)
- join an alliance and pillage via an allied town
- request garrison rights with another player (less common)
- move one of your cities via ambrosia (expensive, so not recommended)
- spreading your cities across the map so you will have more targets nearby
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There is currently no known limit for effect of the shrine (to my knowledge).
That could still change later, like the hideout in 14.0.1. But for now: go nuts.

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No.
Only buildings, military, researches and citizen are counted towards the global score.
The crystal you invest will be a part of your resources score (which is the sum of all the resources you've spent over the course of your total playtime), but that's about it.
There is a suggestion reported to the developers to create a separate top score for inventions, but there is no guarantee that will be implemented anytime soon.
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No, there was a 50% speed-up of building time:
QuoteDear players, from 20.05.2025 00:00 until 22.05. 23:59, the following bonuses will be activated on all live rounds:
- 50% faster building construction,
- 50% faster trade ships,
- 10% higher income on wood and wine,
Your Ikariam Team
Unfortunately, these updates are not always posted on the forum, but you can find them on the discord in the ikariam-news channel: https://discord.com/channels/6ā¦034378/669157080736989205
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- the taxes defined by the Black Market can't go below 1%
I believe there is a bug in the game when it comes down to showing next level effect:
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The way the scores are calculated (formula) has not changed (sum of original building cost without discounts / 100).
What did change, however, subtly so, is the way the building costs (on which the points are calculated) are calculated.
See Infinite Horizons, Milestone 2 for a comparison between the old building costs and the new ones. It differs a percentage left and right, but together they accumulate to higher numbers.
I believe the goal was to make it a bit more accessible to newer players.
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"There's no change. That's the punchline. They should've adjusted to 80% at least."
Are we talking about the same thing? Reduction on buildings are already at 86%, 50% from reduction buildings and 36% from research. What are you suggesting, 80% from buildings and 36% from research, 116% total reduction? That doesn't make sense. You would build and take res back haha.
Uhm, it's actually 50 (from building) + 14 (from research) = 64 percent.
Not sure where you get the 36% from.

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What's wrong with investing resources to produce more resources? It's called investing, and you should do it too.
The ROI (Return On Investment) is the number to watch for with these kind of investments. The lowest number is the upgrade to focus on first, and so forth.
I don't get the rationale for upgrading the palace to level 30 for corruption reduction though. 1 or 2 levels past the current maximum would have been enough. Same for expanding the black market or discount buildings if their effects are going to be capped at their current effects.
But perhaps the war servers have different future needs with their 3x speed.

Now that the upgrades will be expanded, I was curious whether we will get relative loading speed for pillaging soon (instead of fixed), otherwise we will be looking at pillage loading speeds over an hour fairly soon.
(see original message at Infinite Horizons 2) -
Is it possible that the alliance member briefly went inactive?
No. She was never inactive.
There was a bug before where your own alliance member ships we counted as enemy ships, causing you to scatter. Is it possible to ask your leader to remove all ships from his town and you try to pillage again and see what happens?
We tried that today. She moved her speed boat out of the way and now it doesn't scatter anymore.
Was this bug formerly fixed, or is it still an open issue (and did I miss it in my research before opening up this ticket)?
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Passing on some additional information: there is a theory within the alliance that there might (we're not sure) be a link with the fact that my alliance member is our beloved leader. I'm not sure if it is relevant information, but I'm passing it on just in case it might be helpful.
Seems like this ended up in the general discussion section instead of bugs somehow. Can a mod please move this? Thanks. š
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I stationed some troops in the town of an alliance member.
Then I pillaged an inactive player on the same island.
Attack was successful and everything was loaded and moved back to the town of origin.
Upon arrival of the goods in the intermediate town (the alliance member), the troops scattered and the pillaged goods were lost:
This happened to me and two of my fellow alliance members. The port was never occupied nor attacked by another player.
Only one speed boat was stationed in the port of this alliance member.
To my understanding of the mechanics, the scattering shouldn't have happened. So I'm suspecting this is a bug.
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Passing on a suggestion from within my alliance:
It would be nice to get a notification when an upgrade is finished. Especially if you are upgrading multiple things at the same time.
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I'm not sure if it has been posted in this discussion yet, but upgrading your trade ships now has the side-effect that it will take more time to pillage.
How so?
Each trade ship has a self loading capacity of 15 goods per minute during pillages. Which is why it takes you 33 minutes and 20 seconds maximum to load up the ships. When we got more ships in the past, this always scaled because there were more boats to increase the speed (hence keeping it in balance).
But right now, with my boats upgraded to 580 capacity (soft limit as of today), the loading speed is still at 15 per minute per boat. And that makes the loading process slower: down to 38 minutes and 40 seconds maximum.
I think this makes sense, but I wonder if this was intended during development, or whether it was a side-effect that got overlooked. Especially in a future where the boats might get even more capacity, slower loads might be a handicap if you want to fight and pillage during wars.
One way to solve it is to scale the speed to the capacity of the boats. Making the speed 3% instead of fixed 15 would keep the speed in line with the original design.
For example:
3% of 600 = 18
600 / 18 = 33 minutes 20 seconds
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Freighter ships may be 20x slower, but they can carry 100x more capacity.
That makes them 5x more efficient when speed is less important.
Poseidon and sea chart archive can help a lot.
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