06-01-2009, 03:03 AM
Quote:3 turns used for the Income ability.
1g is generated per soldier when using this ability.
1 turn used to recruit troops.
5 are added to your troops when you use Recruit.
48 hours for "The hours for revenge no matter the size of the enemy village"
5% base attack error ratio. You can attack with 90%-110% of your actual O, before bonuses are accounted for.
2 turns consumed per attack.
2g carried back max per troop.
10% minimal troop casualties in a fight.
100% maximum troop casualties in a fight.
100%? difference in troop numbers required to cancel an attack. (aint none, make it happen)
100% chance of spy error (0% to 200%) before bonuses and spies are added in.
2 turn consumed to spy on someone.
20% added to your spying chance per spy involved in the attack.
0% minimal/maximum spy casulaties. <<< Spies are permanent, make it happen.
1000g base cost to recruit a spy
0g per turn upkeep on spies.
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5 starting turns when creating your village.
1000g starting when creating your village.
255 starting troops when creating your village.
0 starting spies.
Starting Defense level = Basic Training (0%)
Starting Offense level = Basic Training (0%)
5 minutes per cycle.
1 turns per cycle.
50 gold per turn.
1 troop gained per turn.
255 max troops.
100 max turns saved up.
75% resale value on gear.
170 gold = 90 power
320 gold = 180 power
600 gold = 380 power
300k gold = 240k power
That's my "proposal" for the round 4(?) stats. Basically a free-for-all, one nation where anyone can attack anyone. Troops will be more like health, but for the sake of sparing Admins the chore of changing that shit, it'll stay troops.
Investing income and turtling is gay and make the game not fun, so good luck doing that this time around!
Spies are for pansies. Learn2play, newbs. Take risks.
I'll come up with names and stuff later I guess. Take a look over and tell me if that's good, any problems you see, etc.
Quote: "for a quarter million a year growing weed, i'd fucking be gay. with dick on the side." - Laura, on mairjuana

