5,280
edits
m (→NPCs: Fixed image link, reduced image size) |
m (→War: Changed from every hour to every two hours. Thank you TehAwesomestKitteh for reporting.) |
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War takes place in stages. The first stage is a 10 minute setup period where the defenders have little time to prepare. If this stage succeeds then a Siege begins that lasts for 72 hours in real time. During the Siege period both Attackers and Defenders can capture the flag that was planted to initiate the War and they can kill one another for points. After 72 hours are up the team with the most points wins. | War takes place in stages. The first stage is a 10 minute setup period where the defenders have little time to prepare. If this stage succeeds then a Siege begins that lasts for 72 hours in real time. During the Siege period both Attackers and Defenders can capture the flag that was planted to initiate the War and they can kill one another for points. After 72 hours are up the team with the most points wins. | ||
Wars are fought during Battle Sessions. These start every | Wars are fought during Battle Sessions. These start every two hours on the hour and last for 30 minutes. You're not obligated to battle all the time and everyone can join in even if they are casual players this way. If you're not in a war you can ignore the Battle Session and go about your business. Stay away from War Zones though unless you want to become a target yourself! | ||
When Attackers win a war they can choose to Occupy or Plunder the Defending town. If Attackers Plunder then the Defenders transfer an amount of Coin based on the total number of plots they have to the Attackers Nations wallet. If Attackers Occupy then the Defenders town loses its daily War Supplies generation until they can win a Freedom fight to regain independence. Occupations can also be transferred to other Nations so the dominance over the Defending town may be sold on the open market. | When Attackers win a war they can choose to Occupy or Plunder the Defending town. If Attackers Plunder then the Defenders transfer an amount of Coin based on the total number of plots they have to the Attackers Nations wallet. If Attackers Occupy then the Defenders town loses its daily War Supplies generation until they can win a Freedom fight to regain independence. Occupations can also be transferred to other Nations so the dominance over the Defending town may be sold on the open market. |