gold and items reset -
troops now cost 2.5 gold per day (before: 1)
within fiefs, 1 per day
when you run out of gold, you lose (1-0.987) troops per hour(before: [1-0.8])
income from crpg is now multi-1 instead of gold/20
everyone pays wages, independent of troop size
i hope i can add some more features thursday
Now that I have a bit more time:
- why are you wiping gold and items?
first, it's not really a good solution, i think we can all agree. A full wipe would be fairer. However, a full wipe is currently not possible.
Also, the reason for the wipe is not (only) the current bug. I actually planned item&gold wipe before, and now that this happened it's a perfect situation to combine it.
- so why are you wiping it!!?!!
because of a new game mechanic. The new gold income is lowered drastically (before: crpggold/20, now: crpggold/50-1). the reason is that gold should be, for now, earned in strategus, not by grinding. People kicked everyone out of their fief because they gave a rats ass about the money, they wanted the troops. making it unplayable for people without fiefs.
- why should that change?
by lowering the grind income, people have to consider how to make money within strategus. Which means working, raiding, fief visitor fee, etc. Overall, gold will be lower, which also means lower tier equipment and less troops. Troop cost will be increased too - probably heavily, whatever that means, we'll see.
- why is a full wipe not possible?
because it would take too long to see any kind of results. right now is the perfect stage to test things for the gameplay. and i cant wipe strategus any time i'm testing new values. it usually goes like this: when possible, change on the fly. when that would substantially make it unfair for certain groups, do a semi wipe. when it's broken beyond fixability, do a full wipe.
doing no wipe now would mean that those who stashed cash up to now would be really unreachable by those who would have to start getting gold now. doing a full wipe would mean it would take months to see how the values turn out. and they will probably be adapted soon again, hopefully(and probably) without the need for a semi wipe or a full wipe.
-why aren't you giving people resources to test stuff?
it's not just about the battles, those are working very good, i think. what i'm trying to tinker with now is the amount of gold(=items) and troops people can and want to bring to skirmishes. i can only test that with a semi-real world, like we have in strategus. giving or taking resources would totally influence this balance.
-why aren't you testing stuff before releasing.
the entire QA department is on vacation. on a more serious note, you cannot test strategus with a small team, and I currently don't have the time to set up a proper test world. there is only the real strategus. I know many of you think this is the worst strategus EVER. Bug ridden, unplayable, you never know what bug or exploit will screw your entire plans over. From a dev point of view, I can say this is the best round ever. Every bug found is one less in the next strategus. And damn we've fixed a lot of bugs. Lots of code was rewritten in the backend, and if it goes on like this, strategus will be (breaking)bugfree soon. And then you will understand why the current round is so important.
Some of you get annoyed by bugs, you think "wtf? another bug? learn2code noob!". But the way I see it is actually: "yay, another bug found! means one less to worry about next round!". Try thinking of it this way: there's x number of bugs in strategus. Once all are found, the game is bugfree. So every reported bug brings the game forward, not backwards. also, please, report bugs in the strategus issue forum with a descriptive title. It often happens that the entire community knows a bug apart from me, because people talk about it on TS or skype or whatever, but no one tells me, or just drops a line in irc which will get overlooked 80% of the time. If it's not in the strategus issue forum, chances are I don't know about it. Many thanks to the guys who keep reporting bugs, it's really appreciated. Special thanks to kesh here who gave many detailed reports so far, and the more detailed the report is, the faster the bug is fixed.
Long story short: if you're just here to play and can't accept setbacks, better sit out and wait for some time. There will be a real strategus up, and it will be as polished as possible. I know it's sometimes frustrating, I thank you for dealing with this - and me. I'm trying to put as much work into this game as possible, and I am not really a person with a lot of free time. For all those who are willing to sit this through - I thank you very much for your participation, I really rely on it and your continuous bug reports. They not only help, they are the columns of my work. Without it, strat would never be in a playable state. I promise I will try to keep the current strat as playable as possible for you, and the next strat as awesome as possible.
and a few new gameplay elements
You will get enough gold to upkeep your troops for 2 days
You will get enough gold to upkeep your troops for 2 days
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
Feel free to offer a suitable alternative within 2 days :)Did you ever read what we write here ?
I can't see one, tbh
If you have the DateBase transactions logs (transaction sequence) - all those buggy equipment can be easy founded and deleted.
Manually, yes. But for last 1-2 weeks there were not more than 50-100 really big battles, which could really affect on equipment bug benefits.
Or even easier way (worser, but much easier) - just remove all equipment gained in last 2 weeks from the battles.
1 SQL query to find a transactions (buggy equipment transactions) that did after the battles (by attackers\defenders UID and a battle time).
1 more to find a list and quantity of equipment before battle and after battle(--\\--)
1 more to fix it (just update a "current" list and quantity of equipment to the "before battle" state minus "loosing tickets in the battle").
And all.
Or really - wipe all then (fiefs\armies too).
Feel free to offer a suitable alternative within 2 days :)
I can't see one, tbh
Feel free to offer a suitable alternative within 2 days :)
I can't see one, tbh
its a BETAIf we will not play - who will play?
dont play if you dont want stuff to go bad, be wiped, be fixed, be experimented etc.
Close strat for a week/month or another year.
Make your "beta testers" test it and report all bugs it has , solve all shits implement new buggy features test again and when it is READY host it to your community.We are here to play a game not to test . If we are all testers why do you have "beta testers" ? Everytime we work hard a bug fucks it all....
I got bored of dev's announcements such as "Yes , but its on beta stage either play it or gtfo."
Test it then release it .We spent lots of time on this game , that shouldn't be the outcome....
Btw i realized something all posters who want "Full wipe" are already lost or losing factions of current strat , really surprising eh ?
Close strat for a week/month or another year.
Make your "beta testers" test it and report all bugs it has
Make your "beta testers" test it and report all bugs it has , solve all shits implement new buggy features test again and when it is READY host it to your community.We are here to play a game not to test . If we are all testers why do you have "beta testers" ? Everytime we work hard a bug fucks it all....
Btw i realized something all posters who want "Full wipe" are already lost or losing factions of current strat , really surprising eh ?
Did you ever read what we write here ?Not possible
Feel free to offer a suitable alternative within 2 days :)+1 Total Wipe
I can't see one, tbh
+1 Total Wipe
or if you have some other major change soon to come(not more then 2 weeks), like separating NA/EU, or something else like that.
Then i would suggest, correct the bug and let it go as it is now(no wipe at all), till you have the next major change ready.
...definitly this + 10000000
Just give some amount troops to each, just random assign a fiefs and see other sides of game.
...
I didn't realize Union were among the losers. Live and learn.We are reading different topics i think.
YOU are my beta testers! If you want a semi finished project, wait till you see a strategus link in your crpg page. This round serves it purpose perfectly, lots of bugs got found that a closed beta could never have.The process doesn't feel like testing.
Sorry, but it's not my fault you found the link to strategus beta in some topic that stated that its a very early version and ignored that statement.
Why de hell do you tell me to take it down, when all you have to do is not fucking open the page if it bothers you. What a self entitled snob....
We are reading different topics i think.
Or really - wipe all then (fiefs\armies too).
Am i the only one who realizes that on x1 you do not get any strat gold from cRPG?lol there will be lots of cudgel vs pitchfork battles next weeks...
Am i the only one who realizes that on x1 you do not get any strat gold from cRPG?
we never did a rollback or a wipe
Yeah, but on x2, you will win the entire crpg gold, not only 1/5 or 1/10 (didn't remember exact number).
From the sounds of how it works it will be 1 gold at x2, 2 gold a ticka t x3, 3 gold at x4, adn 4 gold at x5. Probably changing gold production on strategus too, so essentially it gold will become very very scarce, but you may be able to actually manufacture equipment in fiefs now. Full wipe would make some sense, especially for the smaller landless clans.
Both is fine, full wipe or 'half' wipe, we all knew it was coming soon any way.
From the sounds of how it works it will be 1 gold at x2, 2 gold a ticka t x3, 3 gold at x4, adn 4 gold at x5. Probably changing gold production on strategus too, so essentially it gold will become very very scarce, but you may be able to actually manufacture equipment in fiefs now. Full wipe would make some sense, especially for the smaller landless clans.
Now that I have a bit more time:finally a logical reply from chadz now we can understand your point.We are not gonna play strategus serious.Only thing we gonna do is try to fight and have fun and report bugs.So multi account and bla bla is free cos i dont think people gonna spend their time to get troops from people ( like steam message skype ts > member no:1 send your troops to fief , member no:2 send your gold ) .
- why are you wiping gold and items?
first, it's not really a good solution, i think we can all agree. A full wipe would be fairer. However, a full wipe is currently not possible.
Also, the reason for the wipe is not (only) the current bug. I actually planned item&gold wipe before, and now that this happened it's a perfect situation to combine it.
- so why are you wiping it!!?!!
because of a new game mechanic. The new gold income is lowered drastically (before: crpggold/20, now: crpggold/50-1). the reason is that gold should be, for now, earned in strategus, not by grinding. People kicked everyone out of their fief because they gave a rats ass about the money, they wanted the troops. making it unplayable for people without fiefs.
- why should that change?
by lowering the grind income, people have to consider how to make money within strategus. Which means working, raiding, fief visitor fee, etc. Overall, gold will be lower, which also means lower tier equipment and less troops. Troop cost will be increased too - probably heavily, whatever that means, we'll see.
- why is a full wipe not possible?
because it would take too long to see any kind of results. right now is the perfect stage to test things for the gameplay. and i cant wipe strategus any time i'm testing new values. it usually goes like this: when possible, change on the fly. when that would substantially make it unfair for certain groups, do a semi wipe. when it's broken beyond fixability, do a full wipe.
doing no wipe now would mean that those who stashed cash up to now would be really unreachable by those who would have to start getting gold now. doing a full wipe would mean it would take months to see how the values turn out. and they will probably be adapted soon again, hopefully(and probably) without the need for a semi wipe or a full wipe.
-why aren't you giving people resources to test stuff?
it's not just about the battles, those are working very good, i think. what i'm trying to tinker with now is the amount of gold(=items) and troops people can and want to bring to skirmishes. i can only test that with a semi-real world, like we have in strategus. giving or taking resources would totally influence this balance.
-why aren't you testing stuff before releasing.
the entire QA department is on vacation. on a more serious note, you cannot test strategus with a small team, and I currently don't have the time to set up a proper test world. there is only the real strategus. I know many of you think this is the worst strategus EVER. Bug ridden, unplayable, you never know what bug or exploit will screw your entire plans over. From a dev point of view, I can say this is the best round ever. Every bug found is one less in the next strategus. And damn we've fixed a lot of bugs. Lots of code was rewritten in the backend, and if it goes on like this, strategus will be (breaking)bugfree soon. And then you will understand why the current round is so important.
Some of you get annoyed by bugs, you think "wtf? another bug? learn2code noob!". But the way I see it is actually: "yay, another bug found! means one less to worry about next round!". Try thinking of it this way: there's x number of bugs in strategus. Once all are found, the game is bugfree. So every reported bug brings the game forward, not backwards. also, please, report bugs in the strategus issue forum with a descriptive title. It often happens that the entire community knows a bug apart from me, because people talk about it on TS or skype or whatever, but no one tells me, or just drops a line in irc which will get overlooked 80% of the time. If it's not in the strategus issue forum, chances are I don't know about it. Many thanks to the guys who keep reporting bugs, it's really appreciated. Special thanks to kesh here who gave many detailed reports so far, and the more detailed the report is, the faster the bug is fixed.
Long story short: if you're just here to play and can't accept setbacks, better sit out and wait for some time. There will be a real strategus up, and it will be as polished as possible. I know it's sometimes frustrating, I thank you for dealing with this - and me. I'm trying to put as much work into this game as possible, and I am not really a person with a lot of free time. For all those who are willing to sit this through - I thank you very much for your participation, I really rely on it and your continuous bug reports. They not only help, they are the columns of my work. Without it, strat would never be in a playable state. I promise I will try to keep the current strat as playable as possible for you, and the next strat as awesome as possible.
Long story short: if you're just here to play and can't accept setbacks, better sit out and wait for some time. There will be a real strategus up, and it will be as polished as possible. I know it's sometimes frustrating, I thank you for dealing with this - and me. I'm trying to put as much work into this game as possible, and I am not really a person with a lot of free time. For all those who are willing to sit this through - I thank you very much for your participation, I really rely on it and your continuous bug reports. They not only help, they are the columns of my work. Without it, strat would never be in a playable state. I promise I will try to keep the current strat as playable as possible for you, and the next strat as awesome as possible.
because of a new game mechanic. The new gold income is lowered drastically (before: crpggold/20, now: crpggold/50-1). the reason is that gold should be, for now, earned in strategus, not by grinding. People kicked everyone out of their fief because they gave a rats ass about the money, they wanted the troops. making it unplayable for people without fiefs.Try to implement crafting caravans complex trading, in short an economic system similar (but hopefully better and more complex) of M&B Single Player, otherwise it will change little since alone or low rank guys will not have anything interesting to do anyway.
- why should that change?
by lowering the grind income, people have to consider how to make money within strategus. Which means working, raiding, fief visitor fee, etc. Overall, gold will be lower, which also means lower tier equipment and less troops. Troop cost will be increased too - probably heavily, whatever that means, we'll see.
This all looks good, the only problem I see with the new gold system is that you have clans with 100+ members who don't even have to play cRPG to gain gold or troops. Smaller, highly active clans simply can't compete with the resource production of large, less active clans. This was a problem before the upcoming wipe and I think it will only get worse with the new system.
I can't wait for the gold nerf. Now we won't even be able to afford the cheap ass armor we used to wear, making archers even better in strat. Getting shot to death in spawn for 90 minutes or however long a battle lasts is fun and satisfying.
CRPG PLAYERS AROUND THE WORLD - HEAR MY WORDS AND FALL IN LOVE WITH ME AGAIN !
Long story short: if you're just here to play and can't accept setbacks, better sit out and wait for some time. There will be a real strategus up, and it will be as polished as possible. I know it's sometimes frustrating, I thank you for dealing with this - and me. I'm trying to put as much work into this game as possible, and I am not really a person with a lot of free time. For all those who are willing to sit this through - I thank you very much for your participation, I really rely on it and your continuous bug reports. They not only help, they are the columns of my work. Without it, strat would never be in a playable state. I promise I will try to keep the current strat as playable as possible for you, and the next strat as awesome as possible.
I can't wait for the gold nerf. Now we won't even be able to afford the cheap ass armor we used to wear, making archers even better in strat. Getting shot to death in spawn for 90 minutes or however long a battle lasts is fun and satisfying.
That's true, and we're trying to find a solution to this.
The point this mod has been beta for 2 years.
...Thanks a lot for detailed explanation.
That's true, and we're trying to find a solution to this.Thanks for the reasoning, that's all we really like to see some times.
Um..chadz..I may be mistaken, but why did you abolish the previous strat system where larger clans had to pay "taxes" when transferring gold or troops?
I think any solution to this could be easily negated by having one faction (LLJK would at least) split its faction into however small of subfactions required to avoid being penalized for having a large memberbase.
I can't wait for the gold nerf. Now we won't even be able to afford the cheap ass armor we used to wear, making archers even better in strat. Getting shot to death in spawn for 90 minutes or however long a battle lasts is fun and satisfying.
I see. Though I believe there got to be a solution for that problem. Otherwise I am sure you understand that major clans with 100+ members will conquer the whole map.Isn't that only natural? Leonidas and his 300 Spartan warriors valiantly held back Xerxes's horde, but in the end they too bowed to the Persian throne.
That's true, and we're trying to find a solution to this.
As a possible solution think as base a diplomatic system,good point but crpg community is really good skilled to abuse this =)
implement relations as factions agree to see they have to each other and would confirm that within strategus.
Then you can work on that terms of balancing.
for example
Neutral Factions if in trade, need to pay more gold or loose a percentage of what they trade, say they loose 50% of what has been traded.
Those who have NAPs only 40%
Those who have Defensiv Alliance 30%
Full Alliance 20%
At the time clans would use that you will then know which clans intend to work closely together and can calculate their overall members.
In that way you can implement a second negativ multiplier which perhaps comes into effect when you reach a member count of f.e.
- Defence allaince of say 100 members over all in all clans included
- Full alliance with say f.e 70 Members over all
again
1. You make it profitable to establish confirmed relations(which most in the community know anyway)
2. You have the actual count of members in all factions included who intend to work together closely and
to what extend they intend to work closely together
3. you now can regulate on that base a curve to what maximum number of players working together should be most profitable and
when it becomes less and less profitable, therefor making huge amounts of players in one faction or in one kind of diplomatic relation
unprofitable.
...
solved
Actually, it's been in development for slightly less than a year and a half. Now let me ask you something: have you been here long enough to remember what the first alphas were like? Do you fully appreciate the fact that nobody ever seriously imagined making a project for Warband like cRPG before -- and that's without even getting into Strategus, DTV and now Stronghold. If you consider how much most other mod teams have achieved in that time, I'd say chadz has come pretty damn far. Let's not even get into all the extra shit he's had thrown at him, I mean what the fuck, how many modders have to deal with DDOS attacks and hackers?I have been playing this mod for more than 1,5 year.I know that chadz made this mod from wiping all characters each week to nearly 5000 accounts playing active also i checked 3 days ago how many players playing at servers and result was 484 or sth like that.We just want to play this game.People are just buying M&B to play crpg not native.
I guess what I'm trying to say is give the man a break, and respect the amount of work he's already put into this free project that doesn't earn him a penny. Also, understand that the mod still being beta means he still wants to make it better, rather than just sorting out the most critical issues and then stopping work on it.
Solution: 2$ monthly payment.So we can have devs team that earning money on it and also admins.In the other hand players can whine at them because they are paying this mod.We will have better servers , admins and chadz will loose some of his work rate.2$ each month is not gonna harm anyone that have internet and pc to play this game.
Yeah, I only read the first few posts, because fuck everybody except chadz.
Thanks for ur work chadz
All good bows cost a lot of money, the lowest 4 bows are absolute shit, and most arrows will miss or drop quickly. Don't worry, you melee maniacs can still reach the front lines.
YOU are my beta testers! If you want a semi finished project, wait till you see a strategus link in your crpg page. This round serves it purpose perfectly, lots of bugs got found that a closed beta could never have.I think the reasons people are angry is because they don't have that shiny "beta tester" forum thingie. *nudge nudge*
Sorry, but it's not my fault you found the link to strategus beta in some topic that stated that its a very early version and ignored that statement.
Why de hell do you tell me to take it down, when all you have to do is not fucking open the page if it bothers you. What a self entitled snob....
- so why are you wiping it!!?!!
because of a new game mechanic. The new gold income is lowered drastically (before: crpggold/20, now: crpggold/50-1). the reason is that gold should be, for now, earned in strategus, not by grinding. People kicked everyone out of their fief because they gave a rats ass about the money, they wanted the troops. making it unplayable for people without fiefs.
- why should that change?
by lowering the grind income, people have to consider how to make money within strategus. Which means working, raiding, fief visitor fee, etc. Overall, gold will be lower, which also means lower tier equipment and less troops. Troop cost will be increased too - probably heavily, whatever that means, we'll see.
Factions thad had a lot of battles since the bug was in effect and as a result got 3 million+ gold from a lot of those fights that they are spending now on buying huge quantities of troops.How are they spending money on buying troops? What kind of idiot would sell troops for a currency that will disappear in 40~ish hours?
This all looks good, the only problem I see with the new gold system is that you have clans with 100+ members who don't even have to play cRPG to gain gold or troops. Smaller, highly active clans simply can't compete with the resource production of large, less active clans. This was a problem before the upcoming wipe and I think it will only get worse with the new system.
That's true, and we're trying to find a solution to this.Just add a Slotsystem to fiefs citys and towns. (Upgrade System)
Still confused how this works. At what time on Tuesday GMT-2 time will all the stuff disappear?
Also, if you initiate an attack less than 24 hours before this time does that mean both sides will have no equipment when they fight?
Please clarify. Thank you.
does that mean both sides will have no equipment when they fight?
As a possible solution think as base a diplomatic system,
implement relations as factions agree to see they have to each other and would confirm that within strategus.
Then you can work on that terms of balancing.
for example
Neutral Factions if in trade, need to pay more gold or loose a percentage of what they trade, say they loose 50% of what has been traded.
Those who have NAPs only 40%
Those who have Defensiv Alliance 30%
Full Alliance 20%
At the time clans would use that you will then know which clans intend to work closely together and can calculate their overall members.
In that way you can implement a second negativ multiplier which perhaps comes into effect when you reach a member count of f.e.
- Defence allaince of say 100 members over all in all clans included
- Full alliance with say f.e 70 Members over all
again
1. You make it profitable to establish confirmed relations(which most in the community know anyway)
2. You have the actual count of members in all factions included who intend to work together closely and
to what extend they intend to work closely together
3. you now can regulate on that base a curve to what maximum number of players working together should be most profitable and
when it becomes less and less profitable, therefor making huge amounts of players in one faction or in one kind of diplomatic relation
unprofitable.
...
solved
I would add one more question - what's going to happen with the battles that actually start before the wipe deadline, but end after that deadline?
And what if one of the sides is AI location?
Thanks.
BTW here is a simple idea regarding strategus transaction taxes: Make all people that are in different factions (or factionless) pay tax for any transfer they make. Only members of the same faction should not pay that tax, if they have...say less than 30 players in the faction. This way it will render pointless splitting large factions into smaller subfactions cause they will still pay that tax. What do you think about that? I know it is not ideal solution, but at least it might work for now.
How will it render splitting large factions into smaller subfactions pointless?Because if they have less than 30 members they have to pay tax.
Because if they have less than 30 members they have to pay tax.
clans are never truly defeated, they wait around until you start another war and then try to attack you again like some kind of nationalist rebellion.
You don't realize you aren't trying to help tiny clans, you are just forcing big clans to become a bunch of tiny ones.
members of the same faction should not pay that tax, if they have less than 30 players in the faction.Sigh. I hate when people do that. You are raging on me for something I didn't do. I didn't make the post, nor the claim, that it should/would help big/small/ginger clans. I just answered your question.
Here comes a bunch of clans having only 30 players.
You don't realize you aren't trying to help tiny clans, you are just forcing big clans to become a bunch of tiny ones.
If you want to give small clans bigger roles in the game, you have to provide some incentive to have big factions work with them. There are already a few I can think of, but neutrals will pretty much always get the short end of the stick because there isn't much point except for them to farm troops and strategus gold to sell back into crpg gold.
Why shouldn't the clan with 10 villages be able to field a larger army than the clan with 2?
I don't think this version of strategus balances large and small clans very well, but I think we should focus and spend our time making sure the battles/retreating/spawning is good, and then worry about the balance when the other half of the game changes completely in Strategus 2.0. Diplomacy keeps large clans in check and clans are never truly defeated, they wait around until you start another war and then try to attack you again like some kind of nationalist rebellion.
You did not understand. Please read again my post carefully.
If we have taxes on ALL TRANSFERS FOR FACTIONS EXCEEDING 30 MEMBERS AND FACTIONLESS PLAYERS AS WELL, large clans can split into smaller clans in any way they want, but they will not be able to painlessly transfer troops and gold between those subfactions anymore, cause they will PAY THAT TAX IN ANY CASE. And if they break into smaller factions, they wont be so powerfull anymore cause they wont be able to gather all resources of all subfactions in one piece without paying the tax.
THUS IT WILL SOLVE THE PROBLEM of large clans getting too powerfull. At least for some time.
Why exactly would factions need to trade? People would just join a single clan, NORTHERN EMPIRE instead of a bunch of rinky dink clans in order to avoid having to trade at all.
60 hours pasted, WHY no Wipe ???
The Biggest chadz troll ever? xDomg, that would be epic :lol:
welcome to the dark ages, motherfuckers
gold and items reset -
within fiefs, 1 per day
do you mean people with troops on them inside a fief or just troops part of the fief's troop count??both
what next, plague and rebellion...
Quote from: Keshian on Today at 21:56:37
do you mean people with troops on them inside a fief or just troops part of the fief's troop count??
both
1600 troops a day costs 4000 gold a day... 1600x2.5. if you make 40 gold an hour thats 960 a day, so about 4 guys would cover that 1600 man army if its out in the open.
the key thing you messed up... is that its 2.5 gold per troop per day. not per hour.
With the current gold values, it costs 2.5 gold per troop per day. (2.5)
Assuming said person works in a moderate city: 40 Gold per hour
Plays CRPG with a 2X(the average) over 8 hours: 480 gold(approx) over the 8 hour play time.( 1g per tick, times 60, times 8)
That means you make per day: 1440 Gold per day.(40X24 +480)
Maximum army size attainable: 576(1440/2.5)
FIXED. That's an alright troop number
Assuming Clan has 100 memembers
Assume half play crpg per day: 480 x 50 =24,000
Assume 75 members of clan work: 40x24x75 = 72000
Total gold in one day: 96000
Maximum army size attainable: 38,400
That's actually pretty good.
With the current gold values, it costs 2.5 gold per troop per day. (2.5)
Assuming said person works in a moderate city: 40 Gold per hour
Plays CRPG with a 2X(the average) over 8 hours: 480 gold(approx) over the 8 hour play time.( 1g per tick, times 60, times 8)
That means you make per day: 1440 Gold per day.(40X24 +480)
Maximum army size attainable: 576(1440/2.5)
FIXED. That's an alright troop number
Assuming Clan has 100 memembers
Assume half play crpg per day: 480 x 50 =24,000
Assume 75 members of clan work: 40x24x75 = 72000
Total gold in one day: 96000
Maximum army size attainable: 38,400
That's actually pretty good.
There is one flaw in this calculation. Upkeep is only 1 per troop if you are in a fief, and if you aren't in a fief, you cant make the 40g per hour. Needs to be adjusted and given a when traveling as well as a when stationary. Your numbers are too big for travelling, and not quite big enough if just sitting around.
do you mean people with troops on them inside a fief or just troops part of the fief's troop count??
both
Do you know this for sure?it was intended as such, but has never been tested.
gold and items reset -
troops now cost 2.5 gold per day (before: 1)
within fiefs, 1 per day
when you run out of gold, you lose (1-0.987) troops per hour(before: [1-0.8])
income from crpg is now multi-1 instead of gold/20
everyone pays wages, independent of troop size
i hope i can add some more features thursday
I don't know what weapons will be used in world war three, but in world war four people will use sticks and stones.Now is the time for World War 4 thanks to chadz.
Stuff
It's only been a couple of days though. Considering by the time many clans were running around in some better equipment was a good few weeks, if not a month, down the line, I think it's a bit early to tell. Yes every ones grinding gold slowly now, but after 2 days you can hardly expect to equip a decent army with even basic swords/bows ect. It's going to take time for the gold to get enough to buy equip for an entire army. You must remember that when this started the first battles were with 500 troops or so. By the end an average decent sized battle took place with 6k or so per side, often a lot more. Not to mention those cities being taken. You can't expect to equip your full troops at the moment.
Although I will say, the fact cities are jam packed at the moment is making an average of 40 gold per hour for most. When strat started many cities still had 200g per hour even after 3-4 weeks. I think until a larger map is released to compensate for the huge numbers of players in strat atm, it's hard to judge exactly what effect changing economic values will really have because gold is such a rarity as a result.
That isn't why cities are at 40 gold per hour, people are at 40 gold per hour because the city populations were cut in half.
1. higher gold income.
2. lower upkeep.
3. troop into pop conversion.
4. being inside a fief upkeep discount.
5. higher max limit for troops before upkeep kicks in.
6. set capital increases pop/gold growth in chosen fief.
Add:To be hones, I would rather have a 0.2 upkeep for troops in castles. Increase gold in town though (MOAR goldz!)
7. Better gold income from castles
And we have a winner.
Add:8. manufacturing gear
7. Better gold income from castles