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Goals and Starting:

Players that are new select a nation to start off in. The goal of the game is to help your nation win the struggle for power among all the nations. The game is won when only one nation's capital exists.


Systems:

Alliegance Points: Every player gets 30/100 Alliegance points for all Nations except their own. They get 70/100 Alliegance points for their own Nation. Points may go up or down depending on events that occur.

Shop: Shop for purchasables. Every player may purchase any item if they meet the requirements like levels; certain items favor certain nations and may require a certain amount of alliegance towards that nation to purchase. Items can varie from consumables to permanant buffs. The shop is only accessible for players that are in a city or their capital.

Inventory: Stores what a player has in their inventory.

Experience / Levels / Currency: Experience, levels and money are achieved through quests.

Quests: Basic quests of different calibers that can be completed depending on map situations. Rewards experience and/or currency.


Map:

Spawn: Each nation has a capital and all players spawn at their nation's capital.

Movement: Each player may move 2 steps every turn on land. 1 step is taken when a character is moved from a square to any of the 8 squares around it. Players may only move 1 step in water. Players may use items inbetween movements. (You may move a square, use an item, then move another square)

Deployment: Specific items purchased in the shop may be used in-game to affect the map.

Example: "Capture Flag" is used to take control of a piece of land that has no enemies and no defending enemy structures in it.

Interaction / Attacking: If two players of different nations meet at the same square, they must fight. Losers of a fight are defeated and sent back to their spawn point. (capital) This does not apply if two players pass by each other. When a player walks into foreign territory, it is automatically considered an attack. If multiple players of the same nation attack the same square at once, attack order depends on the order of the player's actions. (The player that posts first acts first) If a square is attacked and that square has defensive structures and players in it, the attack interacts with the players before defensive structures.

Capturing Land: Capturing land is only possible through specific items. Attacking a piece of land only allows you to get rid of structures and players on that square. If a city is attacked and captured, the city belongs to the attacker.


Turn Transitions: Map movements, quest completions, item purchases and other interactions are all completed at the end of a turn and are not applied until then. (You may not purchase an item and use it instantly. You must wait for the next turn to do so) Turns last 6 days a week; the last day of the week (Sunday) is reserved for moderators and admins to update for the next turn. A moderator or admin will make a comment signaling when a turn ends. Submissions for actions after said comment will not be applied.


Weekly Action Thread: A thread for all players to submit their actions for the turn. A specific format is to be followed for organization. Moderators can make a checklist of all things they've updated in the main post for other moderators to continue working on if needed.


Basic Shop Item Concepts:

Capture Flag - When walking into foreign territory (attacking), a player may consume this item to take control of said piece of land if the player successfully attacks said territory. This item is consumed regardless of the attack's success.

Advanced Capture Flag - When walking into foreign territory (attacking), a player may consume this item to take control of said piece of land if the player successfully attacks said territory. This item is not consumed if the attack is not successful.

Basic Fortifications - When in familiar territory, a player may place this item down on a piece of land. When said piece of land is attacked, this item is consumed for a single attack and prevents the attack at a 30% chance. Defense priority still applies. (If there are players in the same square defending the land, this item is not used until all the players are defeated)

Intermediate Fortifications - When in familiar territory, a player may place this item down on a piece of land. When said piece of land is attacked, this item is consumed for a single attack and prevents the attack at a 60% chance. Defense priority still applies. (If there are players in the same square defending the land, this item is not used until all the players are defeated)

Advanced Fortifications - When in familiar territory, a player may place this item down on a piece of land. When said piece of land is attacked, this item is consumed for a single attack and prevents the attack at a 90% chance. Defense priority still applies. (If there are players in the same square defending the land, this item is not used until all the players are defeated)

City Constructor - When in familiar territory, a player may use this item to create a city. 

Advanced City Constructor - Promotes an existing city into a capital with all the existing properties of a capital.

Swimming Flippers - Players may move 2 steps in water. Requires 70/100 Alliegance with Magallanica.

Overlord's Flames - When attacking, players ignore and destroy Basic Fortifications. Requires 70/100 Alliegance with Dragon Empire. 

Holy Guardian - When defeated, players may respawn at any city instead of their capital. Requires 70/100 Alliegance with United Sanctuary.

Ancient Book of Knowledge - Increases your experience income by 20%. Requires 70/100 Alliegence with Zoo.

Mechanical Weaponry - When fight another player, the opponent starts off with 1 damage instead of 0. Requires 70/100 Alliegance with Star Gate.

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