Posts by -Blank-

    Agreed, the rewards and the rules could be tweaked a bit.


    For the workshop upgrades, maybe during the war season, upgrades won't have any effect on the battles happened on registered players' towns. Their towns would have an icon similar to the bird on players with God's protection.


    The event's concept can be like "people are displaying their strength to please the Gods, and Gods reward them with gold and glory".


    Then, the icon on the registered players is labelled as God's gladiator or God's warrior, or similar to that which nullifies all the workshop upgrades on the battles on that town to show the warrior's true strength.


    Since this is an event for the Gods, we can also have favour as part of the rewards to the 10 Gods' warriors of winner alliances and their God's Shrines wouldn't be limited to 1000 favours until the next season starts.

    Still, multis and gen banks would ruin this.

    Many battle-focused players just attacks random players regularly because of the lack of events where they can regularly use their troops. Ikariam needs to have regular battle events wherein everyone can showcase their fighting skills, not just focusing on stealing from other players.


    Ikariam can create seasonal server-wide alliance wars:

    1. All Alliances can register. Then, they'll pick their top 10 representatives.
    2. Everyone who joined can attack all other alliances' participants and during the time period, scores will be calculated. So, if there are 20 alliances who joined, 200 players will be battling for the whole war season - let's say 2 weeks.
    3. The winner alliance will have its members have 5% more resource production. The 10 registered members would have an additional 5% more gold production, 5% less troops upkeep, and 5% attack points boost on all their troops. On top of that, the alliance will be crowned the Champion Alliance (or something like that) for the season and it will be announced server wide. The flag and name of the Champion Alliance will be planted on all the islands in the server and will be at the top of the Alliance highscore lists regardless of the alliance points. It's like the Champion Alliance occupies all the islands in the server.
    4. All the rewards will last until the next war season starts (maybe this lasts for a month?) and Ikariam should have a dashboard to record the champions per season. This gives the winner the gold and glory as the reward.
    5. We can have the top 2-5 alliances have consolation prizes.


    However, gen banks and multis might ruin this, as how they are ruining all other mechanics in Ikariam.

    Ugh, its late. Someone said before, there are 3 types of people, builders, fighters and pirates. If you've even set up a building accounts - it's almost opposite to a fighting account. Almost nothing is similar, hense growth gets severely staggered while fighting. Don't say 'i pillage alot', You need to pillage miliions of miilions per day to even pay off these large army upkeeps. It's not profitable. I would give you an example. 2 people started on the same server, im about 5million score, the other person is about 60m. I have never been out of combat for over 2months say, whereas the other person has only built and not seen combat. Not atall. Good so far, this is my issue. This man who chose the building path would be able to out-fight me now. He's not good at combat, doesn't know the game but he will beat me by workshop upgrades. So now Builders (or farms, whatever you want to call them) are beating combat based people. Im at a loose, loose. GG gameforge. The last type of people are pirate people. They are bots and feeders, no one cares about them. They play a minigame for some reason, idk

    Why is it an issue that a builder can build faster than a fighter? If you want to be a fighter, then it's just right for you to build slower than a builder.


    The builder would soon be able to outfight you? Yes, because the builder invests their resources. You, on the other hand are gambling. You want to pay gold for the upkeep instead of mining. This is very similar to real life. Gamble and you'll enjoy the thrill. You could win quickly, but the builders/investors will win given time. Why are you blaming the person investing when it's your choice gambling your gold?


    "He's not good at combat... but will beat me by workshop upgrades" - if the builder can beat your fighting skills by workshop upgrades, then you have a huuuuugeee gap in resources that you're not even comparable to that player anymore. Even in real life, a rich person can beat a "strategic" but poor person in many aspects.


    Lastly, the builders wouldn't even want to pick a fight. The only way they'd fight a combat based people is if the combat based people trespassed. Can you imagine, you're stealing the builders' resources and you're still the one mad that they still build something? Imagine the thief mad at the victims because the victims still have resources left, and the thieves can't keep up with the builders because they're more focused on the builders' mines than their own mines. Your rants don't make sense.


    If there's an issue, it's about the gen banks and multis that have bottomless source of gold, not the builders.

    I experience the same. I prefer the building and resource management side as core gameplay rather than continuous battles (but the battle system is undeniably also good). But there's this person on my island that attacks everyone continuously and all of us near him are just taking turns going into vmode. He bullies everyone - pillages, occupation, port blocking. He's online most of the time and has multis so it's just sad for us that don't have multis and that amount of time.

    Now, I'm just upgrading warehouses and piling up gold. It's boring but that's how it is. +480 loot storage on warehouses is just too small. I'm thinking of some new mechanics for non-fighter players but I believe our ideas here won't do much as there's a long list of things needed to be fixed in-game and they're fixing them very slowly.

    Still, this is my idea:
    The concept is to have a building that uses Sulfur so builders would have a way of using Sulfur.
    New Building: Police Station
    • Adds loot storage and improves resource production in exchange of sulfur per hour.
    • Maybe around +1000 loot storage and 1% resource production per increase in the slider (like how the tavern slider works).
    • Every building upgrade gives small passive satisfied citizens. It costs wood, sulfur, and only a bit of marble to upgrade.
    • The concept is that in real life, police is supposed to help anyone in need. Accidents, theft prevention, traffic, anything that citizens need to have more order in the city. In Ikariam this improves loot storage, workers' productivity, and citizens' welfare.

    Maybe to balance the game for the fighters, the upkeep during battles would be reduced from x2 to x1.8 or something.

    %15 damage... Lol:D Why didn't they just remove the forge from game?

    Isn't Forge still one of the useful miracles even with the nerf? I believe this nerf is the good part of the update. This makes the other miracles a bit more useful compared to Forge. Still, the other miracles need some buff to be a match to Forge.

    The bad part is that they still haven't buffed the doctors, tenders, and the stats in the workshop.

    As it's still 15% damage (instead of 20%) at the max and there's no other way to augment damage, it's still the best miracle. If you get forged and don't have a forge, you will lose.

    our fighters dont agree, the forge means very little if you have the right stuff upgraded. You would know this if you were fighting. Perseus should be a test server with all the half million gen guys scrapping it out with dozens of guys in the top 50 o score for months. I have seen every combination of upgrades against each other and it's very complicated and I'm not giving out any secrets. People will eventually figure it out but these are the best fighters on the server duking it out and every round is like a test to see what works.

    Does the forge means very little compared to other miracles? Or does the other miracles means very little compared to forge? Ideally all the miracles should be as strong as each other. So, is the forge one of the weak or one of the strong compared to the other miracles?

    %15 damage... Lol:D Why didn't they just remove the forge from game?

    Isn't Forge still one of the useful miracles even with the nerf? I believe this nerf is the good part of the update. This makes the other miracles a bit more useful compared to Forge. Still, the other miracles need some buff to be a match to Forge.

    The bad part is that they still haven't buffed the doctors, tenders, and the stats in the workshop.

    It should have an overview. The problem would be if you intentionally bought units in many different upgrade levels, then, why? Just because you can?


    Someone can still spy Troop Levels. You'll still be rewarded and you'll see all the troop levels of your opponents. It would be messy if your opponent intentionally made it messy. For example, you can create islands on all corners of the world. But you won't do that because why would you when it will be messy and very hard to deal with. Spying is a crucial task but would you send your spies to all the corners of the world if your opponent intentionally ruined it like that?


    Then again, the disadvantage didn't come from the new mechanic but from the multis and general-banks mechanics. It's breaking every game mechanics in Ikariam.


    The original suggestion makes the game more interesting. The market would have more variations and players can choose the strength of the troops to buy depending on how much they could spend.


    Sadly, it's the multi-account rules that are broken and it blocks the game from having better mechanics. If the devs could focus their time and effort on preventing multis abuse the game, all aspects of the game would improve and this is a much better use of the dev team's resources compared to creating a new game mechanic.

    If they don't want to rollback, an alternative moving forward is to:

    1. Change the upgrade from 1 unit of armor/attack to 1%.
    2. Decrease the attack given by Forge. I believe the miracle is OP compared to other miracles. This just balances the Forge. Maybe could also throw a bit of nerf on Colossus to even out the playing field compared to other miracles.

    I believe these two changes only tweaks a bit from the code and doesn't really need a huge testing but would already improve the game by a huge margin. For the wine bug, it's indeed a huge problem that needs fixing.

    Hi! I'm wondering what will happen if the town that has ongoing battle activates vacation mode.


    1. Will the ongoing battle stop and the attacker's troops retreat? Will the attack still continue?

    2. Can the attacker still send troops while there's an ongoing battle even if the vacation mode has already been activated?

    3. What happens to the troops in transit going to the defender's town?


    Thanks!

    yoruk thanks! By the way, I'm not sure if this is related but do you know why the whole frontlines seem to be not filled up completely after some of them dies on the first round due to the wall?

    I uploaded 2 images. On the first round, 12 hoplites died. On the 2nd round, the reserved hoplites didn't fill up the slot taken by the 12 dead hoplites from the 1st round.


    This also happened on the past attacks that I did. The frontline slots are being reduced by the number of fallen frontlines due to the wall.

    Wow, that's just sad. Anyway, thanks for this! It really helped. I've been playing Ikariam for years but I didn't know that.

    Is there any guide that explains these edge cases on walls and other situational tactics?

    I've been searching for guides and even all the articles about town wall use cases but it seems that no guide is explaining these details fully.