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Belligerantium Natura Empty Belligerantium Natura

Ven Dic 22, 2023 3:23 pm
GENERAL
You must place the soldiers in your defense area and choose one to control when they attack you. As soon as they attack you the soldiers shoot automatically and by clicking a button you enter the chosen character and control him from inside by seeing what he sees; having the attack button ;being able to jump;moving the rifle and being able to use bombs or other consumable objects if you have them.When you place the characters within your territory you see from the view of Mario and Rabbit.When you are inside the character the view is like Rayman 3 In your territory you can build various things including some for resources, trenches, bunkers and more. When you position a sniper even if you are not inside him you can move the rifle to aim him. If an enemy is hit in the head by any character receives more damage. The difference between the defending soldiers and the real player is that the defending soldiers always stand still and shoot at the same point unless they throw something at them that makes them run away. The attack, however, can be done in various ways .Before attacking you can create trenches at the borders of your enemy and if there are no buildings you can create them a little further inside the enemy territory because if there are 4 squares away from all the buildings the territory becomes usable territory enemy. The trenches at level 1 are bags and sand. They are made in a second and if you make them in enemy territory while the enemy is offline he will not know who made them. Each initial territory is as large as a clash of clans village By invading it enlarges. The maximum size that can be reached is the size of 1500% of a clash of clans territory (is this feasible?). When you attack you have to pay attention to enemy buildings. You will first have to position your troops and then transform yourself. Among the consumable items there are also flares to attack the same structure. If the character you are in dies you will go to another one and you can change it at any time with a button. Each game will last 5-10 days maximum depending on the tactic used and it is advisable to make a trench whenever soldiers are in the area of ​​enemy buildings. Each player can start a maximum of 5 invasions per day. When you are at war you can make a trench anywhere in enemy territory but to be built a soldier will have to walk over them and if you throw them randomly you will give away unused resources to the enemy. To build trenches or go into those already created you can click the "trench" button. A soldier behind a trench does not suffer damage from towers and can evade many shots from enemy soldiers. He also suffers less damage from mortars and full damage from snipers. But in turn the units do little damage to buildings in fact it will take 10 days to destroy a village of any size. To keep the days unchanged by moving forward with the levels of the military base there will be bombings, planes, atomic bombs etc...
All troops have unspoken statistics like reference units except where there are 2 reference units. When there is also a reference building only the reference unit will be considered for unspoken statistics. In unit statistics the first statistics shown are those of the raid. For every 1% of a clash of clans village you can have 10 of your own and 12 allied troops defending. By reaching % of territory size compared to a clash of clans village above 1000% the structures defenses increase life and damage by 29% for every 100% size of a clash of clans village above 1000%. When you have a territory of 1500% and you besiege a territory you can place soldiers on it and it becomes your colony which gives you 20% of its production and that every time you start a war against someone they are forced to have at least one battle a day with a full camp against the enemy or after 24 hours without a battle being completed you can destroy one or more of their buildings. Each building destroyed it can be repaired and will remain at the same level.
In every conquered territory the structures remain but they have to be rebuilt and are 4 levels lower than before the territory became part of yours or colony of yours. Only what is destroyed with the atomic bomb cannot be rebuilt. What does not suffer for 48 hours it can be repaired by spending resources even if you are still at war.
In invasions the resources taken will be all those contained in the deposits as opposed to raids which only gives a certain percentage equal to that of clash of clans.
Every time you are raided, you get a raid shield. Raids are done to random server members of the same rank even if they are not neighbors and you can change opponents using gold.
After you have suffered one invasion attempt or more and it ends in success or failure you get a 3g shield valid for both raids and invasions which allows you to still raid.
Players can trade resources or give resources to anyone with 1 second arrival speed.
Alliance warfare is simply invading each other.
Racial warfare is a war where territories are raided without losing resources but whoever wins gets the resources that the game gives as a reward which will be fewer in the event of defeat.
Aircraft factory planes unlock with 800% clash of clans territory. They always go in groups and attack the target until they have destroyed everything. Coming back every shot. The anti-aircraft on them do 100% of damage.During a war the attacked can still make upgrades.
The military base at maximum level, if there are troops within its radius of action equal to 200% of a clash of clans village, creates a soldier for defense every 10 seconds. Furthermore, the military base at maximum defends by attacking with arrows.

RANKS
Ranks that increase with trophies give extra resources with each raid victory with at least one star and more advantageous chests.
There are 20 ranks and not everyone has siege skills.
The ranks and skills during sieges are:
1:no skills
2:no skills
3:no skills
4:There is severe heat and units without vehicles have reduced speed and attack speed. The heat lasts 30 seconds.
5: There is an earthquake and the structures of the attacked and the attacking troops suffer a small damage every second. Furthermore, the attacking troops freeze and do not attack until the end of the earthquake while the defensive buildings do not stop. The earthquake lasts 30 seconds .
6: It starts to rain and enemy defensive structures have a 30% chance of missing attacks while units will have their attack speed reduced. Lasts 30 seconds.
7:A tornado arrives that causes damage to buildings and troops as it moves and moves troops randomly giving both 80% chance of missing the attack on those within its area.
8: It rains acid rain which gradually damages the defensive structures and all military vehicles causing a constant loss of life points. This can increase the pressure on the attacked.
9:No skill
10:No skill
11:No skill
12:A magnetic sandstorm arrives, affecting mechanical troops and defensive buildings, slowing them down and giving them a 35% chance not to attack for 5s.
13:Lightning falls from the sky, dealing damage and stunning what it hits for ×5 seconds.
14:Heals fall from the sky in random parts of 50% of the territory clash of clans part of the attacked territory healing troops and buildings in the area hit by each of them 500 hp. The rain of heals lasts 30 seconds.
15:It is snowing and the attacking troops have reduced speed and attack speed and after 15 seconds both they and the buildings freeze, taking no damage thanks to the block of ice and remaining frozen until the snow stops.
16:There is a bombing every hour on the first day of the war on random parts of 50% of a clash of clans village part of the attacked territory. The soldiers in the trenches have reduced damage from the bombings. The bombings normally came after 5h on the first day , once an hour on the second day and once every 5 hours on the following days. But if the attacker uses less than 2000 units from the beginning until he uses 5000, the bombings will arrive on the second day 1 time every hour hitting only the attacker's units and destroying the trenches with one shot which in turn will not defend the units in them. The bombings last 30s. The bombings do more damage to the planes of the aircraft factory.
17:No Skill
18:No Skill
19:No Skill
20:The sun has a bright light that causes defensive buildings and attacking troops to have a 50% miss chance every attack and once every hour the sun explodes by throwing pieces of itself onto random parts of 50% of the village clash of clans part of the attacked territory in which there are attacking units.The pieces of the sun do 100% damage to all trenches with a level less than the maximum.I pieces of sun normally arrived after 5 hours on the first day, once an hour on the second day and once every 5 hours on the following days. But if the attacker uses less than 2000 units from the beginning until he reaches 5000 the pieces will arrive on the second day 1 time every hour hitting a random part with one piece and only the attacker's units with the others. The fall of pieces lasts 30s.

After the ranks there are leagues that start with a league without skills and continue repeating the skills already seen until ending with other leagues without skills.

ALLIANCE AND ALLIANCE TROOPS
The alliance has alliance levels where you unlock alliance troops, resource upgrades, military upgrades, defense upgrades, a one-hour daily shield and the alliance general.
Alliance troops do not stay in trenches and do not build them.
An alliance troop is the laserian which strikes from the same distance as the soldier but its laser pierces the structures and reaches 200% the size of a clash of clans village in terms of distance. The laser therefore reaches 88 squares vertically.
Resource Bombers: Hits resource buildings first with AoE damage bombers.
Special wizard: launches a beam that passes through a structure and as soon as it hits the next one explodes, causing explosions that cause area damage.
Truck with machine gun and rockets: In this truck there is a soldier who shoots. This truck has the life of the soldier from boom beach +30%×360 which in raids will be: 360 and the damage of the soldier from boom beach -10%. When you position it and it launches 3 rockets also launched from the plane carrying troops and then it becomes a normal truck with a soldier who shoots from the window with an attack radius equal to the heavy soldier from boom beach. Every 35 seconds it stops and launches rockets. The range of the rockets it launches is like that of the sniper in Boom Beach Frontlines but in a circle and before it it has a circle equal to 1/4 of the radius of its range where it cannot hit. The damage and range of the rockets is that of the rockets. If as soon as it has to transform into a rocket launcher it is hitting a structure it will transform after destroying the structure. When it launches the rockets it always launches 3 of them and against the same target. The target of the rockets will be a random building within its radius attack. As soon as it is trooped it will take 3 rockets from the aircraft factory. If there are none it will never transform into a rocket launcher. The rockets when inside it do double damage to anything that is not a structure.

PLANES AND BOMBS FACTORY
The planes and bombs factory has 5 planes and 5 bombs. First there are the planes and then the bombs.
The fourth plane requires the first bomb to be used as an attack plane. The bombs are all dropped alone except the first which can only be used with the fourth plane and can only be produced if there is an empty fourth plane available.
As long as there is no bomb, the fourth plane can be used as a troop transport plane which will parachute them into the indicated target. But remember that anti-aircraft guns take 100% of the life out of planes and factory bombs and parachute troops. Like any plane, the fourth plane can only be used in groups. The fourth plane is the only plane that does not have to be above the target but which drops the bomb from a small distance from the target. Furthermore, each level increases the number of units it can carry and every 4 you also level the number of bombs it can carry.
The factory has an aircraft depot where it can contain 20 unorganized planes and 35 planes organized in groups of 7. In the aircraft depot you can decide how to arrange the planes in groups and which ones to store as well as being able to change them with the 20 unorganized planes. aircraft organized in groups do not necessarily have to be of the same type.
The fifth plane is a plane that launches a bomb that freezes for 30 seconds. All the planes return every shot and recharge at the factory for 10 minutes and then return to strike, always recharging each shot until the total destruction of the target.

CHANGES
There will be no more migrants and population homes. After the attack, the planes of the aircraft factory will return back for 30 minutes before hanging up and in the meantime in the event of losses they will reload with the planes stored in the factory not united in patrols and in the case of the plane carrying bombs from the factory bombs and if there are no bombs from the soldiers in the camps.
The sniper on the defense object will no longer be able to have the pointer moved by the user.
The empty tower where the sniper could climb will become a simple tower in which you place troops to attack in defense. His life will be based on the level and the damage will be that of the troop above. As soon as the tower is destroyed, the troop with full life. If the sniper climbs into the tower from afar he gets a damage increase bonus.
If a player invades a player of a different rank in battle there will be the effects of both ranks at different times, sometimes at the same time.
However, once the bombs explode they will not come back.
The atomic bomb will have a radius of action of approximately 20 squares (5 per side).
With €20 you can buy a potion that cuts off an opponent's light for 1 day, preventing his defensive structures from functioning.
Now there is the assault of fighter bombers who by paying 20,000 gems will attack 100% of a coc territory within a territory of the game for 12h. If you put 2 of them for every 100% and this 100% is attacked by another player the territory will suffer serious damage while some defense remains.
Bombers drop 20 bombs every 5 seconds which do area damage. If the territory is attacked by another player he will drop 10 bombs at the player's troops and 10 on structures.
Every 100% of a coc territory will have gray border lines created and will receive a name as a region.
Within these regions you can place a maximum of 10 flags which will allow you to draw a closed figure that will take the parts of your territory inside it and allow you to give it a name. The parts of territory can be sold to the game or to a player for gems, exchanged with other pieces of territory or sold for resources to another player.
Each new troop that comes out will initially be found in chests by paying with real money for a month, then it will be findable by everyone.
To be unlockable, the troops and each unit and general must be found in the chests but to be trooped they must have the necessary building. By finding a certain number of cards of a unit or general it will be possible to upgrade the troops by having to spend the gold to perform the upgrade with the necessary number of cards.
After reaching the final level with the cards, the other levels will be done with the laboratory using only crystals or blue crystals (depending on the troops) without cards.
After their defeat, the generals will have to wait a little time to be used but only by spending blue crystals will they recharge by proceeding with the recharge time. There are about twenty of them at the start and the general tiles will be 6 at 1000% of coc territory allowing you to have 6 generals in defense.
The assault fighter bombers cannot be hit by anything and will attack relentlessly until the end of the duration time. While they are active you will see the sky of the attacked territory full of fighters.
With 2 bomber assaults at the maximum level (3) you will cause serious damage to a territory with all the buildings at the lower level than the maximum while still having some defense if it is attacked by another player.
It is true that each structure and troop has a different life, in fact it depends on a series of factors what will remain but taking a territory as an example and ensuring that every single part of the territory hit by the fighters suffers a certain amount of damage by being hit by a certain number of times which varies from affected area to affected area which will take into consideration the life of a given structure the objectives can be achieved.
For a territory with a maximum level of 2, fighter-bomber assaults may not be enough.
The fighter-bomber assault can be considered as a coc potion and as the boom beach artillery. It will be of mythical rarity.
Mythic rarities have 3 levels. For level 2 you need 2 cards + gold and for level 3 you need 4 cards plus gold.
Even the special troops that can be purchased with gems and that when you lose the territory the game will give you gems to buy some are of mythical rarity.
Then there is a general who is of general-mythic rarity and his drop rate in chests is half the sum of a general's drop rate and that of a mythic card.
The chests give gold, gems and cards as rewards.
Among the chest cards, in addition to those for unlocking and upgrading units and generals, there are those that give a certain number of units. Within these there is a certain percentage of finding a certain troop and there are others for the others. Furthermore, after that there is a certain percentage of finding 1,3,10,20,40 troops based on the rarity of the released unit card. Common=1 unit; rare=3 units; epic=10 units; legendary=20 units and mythical =40 units.
Rarer than generals and legendary cards are the instant general recharge stones which, depending on their rarity, can produce 1,2,3,4 or 5.
There are also professional troops who have a certain percentage of doing their damage increased by a certain percentage each hit which will cost blue crystals.
In the future, troops will be added that do percentage damage and that start from 0, something and end not exceeding 2% (the troop with the most damage reaches 3% and the military vehicle with the most area damage reaches 0.30% ).Each troop will do different damage based on the type of troop. All these will be troops that can be unlocked with gold and then upgraded with cards from the chests and can be purchased by spending both normal crystals and blue crystals.
With them the barrier creator that surrounds the buildings in its barrier radius will be added with a barrier that suffers damage from troops at % -2.99%. Its barrier has the life of the boom beach shield generator barrier +50% × 360(:360 in raid) and the barrier creator will have the life of the boom beach shield generator+50% ×360. The barrier radius increases with increasing barrier levels.
After the destruction of the barrier as long as the barrier generator is alive the buildings that were in the barrier will take 0.29% less damage from troops that damage percentage for 1 hour and then only 0.18% less damage until the generator is alive.
Another building added with the barrier creator is the snow catapult that launches snowballs that slow the attack speed of enemy units.
There will be a building called "troop convoy which allows you to receive troops from the alliance and use them in battle or in defense if it is destroyed during a battle.
Generals require cards to be unlocked and to move from one level to another. But each level has 9 microlevels that add the comma to the level.These microlevels are upgraded with blue crystals and if you don't have level 9 before you can't use the cards and gold to take the general to the next level.Update

: Strengtheners & Mercenaries
Strengtheners
In this update, the strengtheners found in a new mode will be added, the mercenary hut and the possibility of using not only a general but also a mercenary in battle in the sense of heroes.
The new mode is a card-based mode with troops, heroes and the "spells" of the game which will have life, damage and resistance. The cards will have levels and by opening packages they can be strengthened. To unlock the strengtheners you must complete the objectives to earn points which will allow you to buy the unlocking each enhancer.
Enhancers are of mythic rarity and therefore have 3 levels.
Strengthener cards can only be purchased in the new mode's shop.
Strengtheners at level 1 all have 0.03% to implement the strengthening, at 2 0.06 and at 3 0.1%. Each strengthener lasts 2 weeks and can be used either on your army or on your kingdom.
A strengthener gives units the possibility, deriving from its level, to implement a critical hit that occurs with every hit performed.
The others, each hit that the enchanted unit gives increases one of the following statistics based on the type: damage, speed, attack speed and one of them each hit has the possibility of restoring life. These other strengtheners increase the statistic designated to them in percentages +3% at level 1, +6% at level 2 and +10% at level 3.
Another strengthener is like the last ones listed but stands out in that its strengthening has the possibility of occurring every time a building is destroyed.
Strengtheners can only be purchased once they have been unlocked. Depending on their type, they cost from 5000 to 15,000 gems.
With the strengtheners a weekly ranking is added which gives 200,000 gems to the first, 200,000 gems from the second to the ninth and 1000 gems to the others which is based on who had a defense or a troop with a bonus increase greater than one of the statistics.
Every destroyed defense, even if rebuilt, and every dead troop loses the enchantment of the strengtheners.

Mercenaries

With this update, the Mercenary Shack is added which allows you to use a mercenary hero in every battle.
Mercenaries based on their type can have a certain percentage of performing their ability or each certain damage inflicted value reached; or based on the number of buildings destroyed; or based on the number of life lost; or after reaching their own life a certain value after losing life; or after reaching after losing life a certain value less than a required value; or after reaching or while having the fullness of the maximum possible life; or after taking a certain number of hits independently by damage; or each hit inflicted.
The skills are based on the type of mercenary and in total they are: making a blow that takes away 100% of the life of the enemy hit; making a blow that has a greater range of effect (the mercenary with it is the one that has the percentage of strengthening for each of the hits inflicted); create a shield for nearby allied units; create the resistance statistic for each of the nearby allied units with a percentage of resistance that varies based on level; heal himself or cast a potion that poisons an enemy unit or defense causing it to suffer a certain amount of extra damage for each hit it takes.
The only 2 different mercenaries are: the mercenary who instead of damaging allies and the mercenary who has the ability aimed at himself which has a certain percentage of increasing his maximum life with each hit dealt and if he reaches the maximum value of his life maximum has a percentage chance to increase its own attack and that of nearby units.
The mercenaries are of various rarities and the one with 2 skills is of mythical rarity. All of them are unlocked with gems, upgraded with cards and blue crystals and after each battle they are put to rest with blue crystals.

DEFENSE AND UNIT STATISTICS LV1:
Soldier damage:30÷21.6=1.38888888889+0.13888888888=1.52777777777
Soldier life:140÷21.6=6.48148148148+0.64814814814=7.12962962962

Heavy soldier damage:
26÷ 21.6=1.2037037037+2.52777777777=3.73148148147
Heavy Soldier life:
1000÷21.6=46.2962962963×360=16666.6666667

Bazooka damage=100÷21.6=4.62962962963+9 ,72222222222=14.3518518519
Bazooka life=450÷21.6=20.8333333333

Tank damage:350÷21.6=16.2037037037+34.0277777778=50.2314814815
Tank life:
25.000÷21.6=1157.40740741×360=416 666.666668

Aircraft damage:
350 ÷21.5=16.2790697674+34.1860465115=50.4651162789
Air life:
25,000÷21.6=1157.40740741×360=416666.666668

Jeep damage:
1.52777777777+0.76388 888888=2.29166666665
Jeep life:
1000 ÷21.6=46.2962962963×360=16666.6666667

Tank damage:
350÷21.6=16.2037037037+34.837962963=51.0416666667
Tank life:
25,000:21.6×360=41666 6.666667

Sniper damage:
140+112=252 :21,6=11,6666666667
Sniper life

Light shooting tank damage:
350÷21.6=16,2037037037+34,837962963=51,0416666667
Light shooting tank life:
25,000:21.6×360=416666,666667+41 666,6666667=458333,333334
Glare: each new target Glare
duration: 10 seconds

Fireworks truck life:
450:21.6×360=7500
Fireworks:×6
Fireworks truck damage:
100:21.6=4.62962962963+16= 20.6296296296

Flamethrower tank damage:
350+980=1330
Flamethrower tank life:
25.000:21.6×360=416666,666667

Laser helicopter damage:
239.423076923-576,388888889
75×2.3=172.5÷ 21.6=7.98611111111
1500:75 =20×33,1730769231=663,461538462÷21,6=30,7158119658
Helicopter laser life:
1900×2,3=4370÷21,6×360=72833.3333333

Helicopter damage:
408÷1,5÷2,6= 104.615384615
Helicopter life:
4100÷1.5÷2.6×360=378461.538462

Thief damage:
11:21.5=0.51162790697+1.07441860464=1.58604651161
Thief life:
25×360=9000

Turret health:
1700-170=1530×360=550800
Turret damage:
40-10=30


Missile turret life(speed attack and range like the air defense of clash of clans):
800×360=288000
Torrerta missile launcher damage:
Damage=80

Mortar life:
2000×360=72000
Mortar damage:
65+6.5=71.5

Machine gun damage:
7.78 ×5=38.9
Machine gun life:
1500×360=540,000

Boom beach and COC values:
The boom beach mortar at lv1 has 2000 life and 65 damage;
Boom Beach Sniper Tower has 40 damage and 1700 life.
Clash of Clans Tower lv1=5.5 damage and 380 life;
Bow x lv1 = 7.78 damage and 1500 life
Soldier = 140 life, 30 damage
Heavy soldier = 1000 life, 26 damage Grenadier = 450 life, 100 damage
Flamer = 25,000 life, 350 damage
Infernal Dragon damage =75-1500 damage and 1900 life
Dragon Riders=408 damage and 4100 life
Goblins=11 damage and 25 life
-Info-
The distance between coc troops and boom beach can be overcome with ×2.3 but not to be done with troops that attack example flying troops. I removed the ÷2 from the laser helicopter. It seemed a bit obsolete and too exaggerated.
For the thief I changed the ×2.5 to ÷2.5 because I had written ×2.5 wrong.
For the turret I ultimately chose to take the statistics from boom beach and not from clash of clans.
I think the ÷21.6 for lives was nonsense. It should have only been there for damage to balance the difference in maximum units in battle. But it is the distance between 5000 and 232 and therefore it makes sense. But I think it would be better only for lower the lives to ÷17/÷20 but I don't change because it has a logic... also that the mortar has become OP...

UPDATE: GEMS FOR EVERYONE
In this update there is now a one-month event that starts again as soon as it ends .
Here you can spend a sum of gems which at the end of the event you have 50% to double and 50% to recover. As soon as you participate you get a daily mission that can be easily carried out quickly (such as win a raid, make two raids, besiege 10% of a territory, increase a troop by one level, win a battle using [name and number of troops/general name], start a group siege, capture at least 25% in a group siege, use [resource number and name], start a siege, defeat [general name] in raid or siege, defeat 3 turrets in a match, open a chest, destroy 30 structures in one attack, find anything of rare or epic rarity in a chest) and every week a weekly mission that can be easily accomplished in a week. All this ensures that everyone gets through the event and then you have a 50% chance of doubling what you spent or simply earning it back. If you don't do a mission or complete it, you fail the event even if you complete the subsequent ones. In the event you can spend up to a certain number of gems based on your rank. In rank 20 you can spend up to 40,000 gems.
Additionally, a new single-damage troop that only hits ground troops will be added; with damage every 5s; with a shot that when it hits a building slows it down for 4s and is divided into 5 shots hitting 5 structures behind and which if they hit the defenses slows them down for 3s. In addition to this new troop there will also be a new clan troop that every time it destroys a building leaves an orb that increases the maximum life and life of the troops inside by 5%. The life of such troops will decrease by the same increase amount as soon as they leave the sphere.
With this update there will be a 5% increase in the life of all defenses in the game and a 3% decrease in the life of the military base.

EASTER UPDATE
In this update there are Christmas troops, Christmas bombs for the plane that can be loaded with bombs, Christmas defenses and an almost year-long event with mega rewards, invasions and recoveries.
During this event every day at 12:00 players will lose 10% of their total territory which will remain their own territory but under occupation of the computer (whoever attacks it will attack you too) and at 00:00 each player will suffer an attack from the computer which changes to base per day.Midnight strike starts with max military base troops at level 1 and league 1 environment and after doing all environments of all leagues it will move to military base army size at level 2 continuing all the leagues again until the next military base level and continuing with this trend up to the maximum level. This will only happen for territories with 500% coc territory while from 0 to 300 you will reach military base level 5 and then you will start again until the end of the event; from 301 to 499 you will reach military base level 9 and for those from 501 at 1000 the leagues will go 2 to 2 while from 1001 to 1500 in addition to having the leagues going 2 to 2 after the maximum level military base you will have the capacity of the army of a person who paid to have it at the maximum.
The event points will be obtained based on the territory lost (the one lost at 12 is not considered); based on the territory recovered; based on enemy troops killed during the event (not just by computer attacks); based on troops left alive after each completed attack; based on territory and buildings left standing after each computer attack and based on recaptured buildings in your territory.
Obviously the territory and buildings left standing after each computer attack will give more points than those lost.
Players from 0 to 300 maximum can have a reward of 10,000 gems by resisting at least every day without losing more than 40% of the maximum territory from the midnight attack; losing not an exaggerated number of troops to recover the lost territories and recovering everything daily the territory lost from both daily sieges but being able to forget a few days. The minimum is 50% of the maximum reward and is obtained with serious losses of troops during attacks and territory (along with internal defenses obviously) and by making more attacks than necessary to recover the territories lost by the computer.
Those from 301 to 499 have a maximum reward of 20,000 gems by resisting at least every day without losing more than 40% of the maximum territory from the midnight attack; losing not an exaggerated number of troops to recover the lost territories and recovering on a daily basis all the territory lost by both daily sieges but being able to forget some days.
Those of 500 have a maximum reward of 50,000 gems by resisting at least every day without losing more than 50% of the maximum territory from the midnight attack; losing not an exaggerated number of troops to recover the lost territories and recovering all the territory lost by both sides on a daily basis. daily sieges. The minimum is 50% of the maximum reward and is obtained with serious losses of troops during attacks and territory (along with internal defenses obviously) and by making more attacks than necessary to recover the territories lost by the computer.
Those of 1000 have a maximum reward of 100,000 gems by resisting at least every day without losing more than 20% of the maximum territory from the midnight attack; losing not many troops to recover the lost territories and recovering on a daily basis all the territory lost from both daily sieges. The minimum is 50% of the maximum reward and is obtained with serious losses of troops during attacks and territory (along with internal defenses obviously) and by making more attacks than necessary to recover the territories lost by the computer.
And those from 1001 to 1500 have a maximum reward of 150,000 gems by resisting at least every day without losing more than 10% of the maximum territory from the midnight attack; losing not too many troops to recover the lost territories and recovering all the territory lost by both sides daily. daily sieges. The minimum is 50% of the maximum reward and is obtained with serious losses of troops during attacks and territory (along with internal defenses obviously) and by making more attacks than necessary to recover the territories lost by the computer.
During this event when you click in the camps there will be a button that allows you to look at all the troops in the camps and use the Christmas upgrades on them (they cost gems). Furthermore, buildings can also have this upgrade at the cost of gems. The boost disappears if the troop dies and if the building is destroyed. For normal buildings it increases life a little and for defenses also the attack. The troops, on the other hand, have greater life and attack and some also have special abilities.
This Easter boost is also available for the aircraft factory and its planes.

Some of the Troops Pasquali
Warrior: The soldier has abandoned the rifle for the sword, has 150% more life and damage but attacks from melee, doing a circle of damage with each attack made around the building or troop hit. This circle damages enemies and enemy structures within it.
Jeep Surprise: +10% damage and life. Each destroyed building leaves behind a soldier but his attack speed is decreased.
Aircraft: 10% increase in damage and life and increase attack damage range.
Bazooka: +10% damage and life. Does not come back every hit and increased attack speed.
Heavy Soldier: +10% damage and life. He takes 10% less damage with each hit he takes.
Tank: +10% damage and life. Each defense destroyed recovers 30% life.
Sniper: +10% damage and life. Each hit taken by defenses far from him deals 10% less damage.
Light Shooting Tank: +10% damage and life. Enchanted defenses will lose life every second for 5 seconds.
Fireworks truck: +10% damage and life. If he is hit, the explosion of his 6 grenades will not hurt his allies and will do 30% less damage to him.
Flamethrower Tank: +10% damage and life. Single damage defenses do 10% less damage to him.
Laser Helicopter: +10% damage and life. Takes 70% less damage from air defenses.
Helicopter: +10% damage and life. Takes 65% less damage.
Thief: +10% damage and life. Each cache destroyed increases the loot accumulated from that cache by 10%.
Bomb Carrier Aircraft: +10% damage and life and -20% damage taken from anti-aircraft. His carried bombs do area damage.
Atomic Bomb: You can rebuild buildings hit with it.
Freezing Plane: Affected buildings freeze for 20 seconds longer.
Machine Gun Truck And Rockets: +10% damage and life. From 12 rockets it will now be able to contain 18 rockets and as soon as it runs out it will take those from the aircraft factory but those from the latter will do 10% less damage. If there are no rockets in the latter, it won't have any.
Special Mage: +10% damage and life. The area damage of its beam hitting a second structure is increased.
Resource Bomber: +10% damage and life. Each cache destroyed increases the loot accumulated from that cache by 20%.
Laseriana: +10% damage and life. The second building hit by his laser is frozen for a set number of seconds.
Slow Rendering Machine: +10% damage and life. The 5 shots into which his shot is divided become 6.
Sphere-Leaving Machine: +10% damage and life. Its splash damage has increased area.
The gem cost for the Easter troop upgrade depends on the troop.
After the event ends, another 2-month event will automatically begin which will have a registration fee of 1000 gems and an expense of 10,000 gems to have the possibility to upgrade 10% of your total troops in the camps. The price will double until 100% is available. Troops can be upgraded for free only if you do not have the same percentage of upgraded troops as the one offered for free.
During this event there is the possibility of doing colonial sieges. These sieges do not integrate the besieged territory into yours but they make it part of the computer and on a daily basis it will give you a percentage of the resources produced and you can take troops from its camps to put them in yours for free. No one will know that you colonized the territory and if it is besieged you will lose it. The colonized territory will attack the territory it was part of 3 times per day. The colonization search will take place via a battle button and will take place in random points even not bordering your territory like for raids. Here the life and damage of troops and buildings is that of sieges but as in raids trenches cannot be used.
During the months of the first event, Easter upgrades for generals and mercenaries will be added in subsequent updates. The first event as already mentioned will give rewards in gems. While the second will give the chance to win Easter skins with Easter upgrades for the skin troops. The unlocking of the skins of the second event will depend on the percentage compared to a territory coc of colonized territory. By reaching 20,000% of a territory you unlock all the thresholds by obtaining all the Easter skins of troops and alliance troops given by the rewards. To unlock all the thresholds of the Easter skins of the aircraft from the aircraft factory you will need to have at the end of the event the total colonized territories equal to 1500% of a coc territory and 1000% is enough to have one.

INFO
The missile turret does 100% damage but is much slower than the air defense of 700% (in raids only 70%). It also does 100% damage only at level 13. At level 1 it does 71% damage. When we talk about air defenses for the Easter troops we mean these.
Other Defenses:
Tactical Hell Tower: It has a metallic design, with a reddish aura emanating from its electronic circuitry.
Damage
88(80+8 )-110(100+10)
Life
3000×360=1080000
Digital Cannon (ground troops only)
Damage
462(420+42)
Life
2000×360=720000
Electromagnetic Barrier (an electromagnetic barrier that spawns as soon as aircraft of the aircraft factory enter the radius)

• Damage to ground troops: 44(40+4) damage per second

• Electromagnetic Ray: 10 squares

• Duration of the electromagnetic effect: 8 seconds

• Cooldown between attacks: 12 seconds

• Damage continue only to ground troops: 44 damage per second

• Structure life: 5,000×360=1800000

Heal turret (attacks enemy troops and heals allied structures):
• Damage: 55

• Attack speed: 2 seconds

• Healing Effect: Each hit creates a healing radius around the affected enemy troop, healing allied structures for 150 life points.

• Turret life: 3000×360=1080000

• Attack radius: 7 squares

Easter Defenses:
Turret: +10% damage and life; reduces damage taken by enemy troops by 20%.

Mortar: +10% damage and life; every 4 shots launches a shot with a wider range of damage and which deals 20% more damage.

Missile Turret: +10% damage and life; each damage taken increases your damage by 5%.

Machine gun: +10% damage and life; After hitting the same target 10 times, the damage of subsequent hits increases by 15%.

Tactical Hell Tower: +10% damage and life; After taking a certain amount of damage, your damage increases by 30% for 5 seconds.

Digital Cannon: +10% damage and life; Every 6 hits adds an additional quick strike that does 50% of its normal damage.

Electromagnetic Barrier: +10% damage and life; Each time the barrier is activated, its duration increases by 10% and damage to ground troops by 15% for the next 5 attacks.

Turret Heal: +10% damage and life; Every third heal, the turret heals an extra one-third of its heal to allied structures.

In these Easter updates, defense skins can be found in chests. Skin cards have a level and are not upgradeable. Once unlocked, skins can be activated where you upgrade troops with gems to get the skin (either in camps or in the aircraft factory). Here is another tab that says skin. In this tab there are owned skins and you can activate or deactivate them. Activating them automatically equips your troops. Skins take the troop level. By renewing your monthly subscription you get a different thing every month. The first month there will be a skin of a plane from the aircraft factory. At the beginning you will get the skin of a plane from the aircraft factory. General and mercenary skins when added will be found in chests and some in the last 2 months event. Aircraft factory plane skins are obtained in the golden tile stages. The atomic bomb skin will be the only one not present on the golden tile but can be found in the chests. It will also be possible to win it as a reward for the last two months' event. With the skin the atomic bomb allows you to rebuild the rubble of the destroyed defenses with an extra level (since rebuilding the rubble costs very little it is a profit, especially given that before it destroyed everything). Alliance troop and troop skins will only be found in the last two months' event. Professional troop skins will be found in chests. Skins for buildings that are not defensive will be purchased in the shop. Skins in chests have skin rarities with only one level.

Some things for the holiday updates
Easter Bazooka Skin
: +20% damage and life; each destroyed structure becomes another troop. His life will become that of the transformation of the second destroyed structure and the damage will change based on the transformations. The transformations will last 5 destroyed structures and then he will return to being what he is with his remaining life which will be in percentage the same remaining life compared to the total of what he had before returning to normal. After 15 destroyed structures the cycle will start again.
Soldier: +20% damage and life; comes back to life once after death.
Aircraft carrying troops: +20% damage and life; each hit with an aircraft factory bomb decreases the damage of the affected structures by 1%.
Atomic Bomb: +20% damage and life; it allows you to rebuild destroyed structures but by rebuilding them they will be different structures from those destroyed.

Atomic New Year's Skin
: +30% damage and life; allows you to rebuild destroyed structures.
Transporter plane: +30% damage and life; the plane has a shield of 1 life

Chinese New Year Soldier Skin
: +40% damage and life; each hit causes a dragon to emerge from the hit structure and extend from behind the four-square structure.
Transporter plane: +40% damage and life; when the plane drops troops, it leaves a trail of fire around the troops that does damage and burns enemy buildings.
Heavy soldier: When he dies, he becomes an immortal corpse for 20 seconds that continues to take hits from the defensive structures that have him killed
Atomic: in addition to damage it has an extra area that simply leaves burn.

The extra percentages that skins give are all wrong since they depend on when the holiday updates start. The first party will be +10% and the following ones will always have 10% more than the previous one. Obviously from the Christmas dkin we can see that these extra percentages are on average and that for some troops they can change due to certain conditions.

FIRST MEGA UPDATE (definitely after 5-6)
High percentage troops
These troops are all melee and have damage that takes away from 11 to 50% of life. Their production cost is in blue crystals.
The first troop is the camel warrior can be unlocked with alliance level 10 and is unlocked with many blue crystals and 150 gems. At level 1 Deals 15% damage.
The second troop is the Grinder who at level 1 does 11% damage per second. It can be unlocked at alliance level 11 and is unlocked with lots of blue crystals and 275 gems.
The third troop is the Hammerer with 22% AoE damage at level 1. It can be unlocked at alliance level 13 and is unlocked with lots of blue crystals and 440 gems.
More later.
Melee Hero
The rip-throat pirate will be a new melee hero who takes away 33% of life per hit and whose ability by activating it enrages the troops around him for 15 seconds, increasing the damage by 25% except for percentage damage troops which it increases only the speed.
New Defenses
Everything that is part of this update is unlocked with blue crystals, gems, having the town hall at the maximum, being part of a clan at maximum level and being the leader of a clan created at least 2 months ago with at least 40 members.
Super Electric Bow: At level 1 it deals 480 damage in an area and has an area equal to that of a terrestrial x-bow. Fires a non-stun electrical beam that deals damage. His attack runs every 20 seconds. It can also be unlocked through an offer in the shop.
Electrifying: At level 1 it does 830 damage in an area equal to that of a tesla by launching an electric wave that travels across the entire area. This wave stuns allied defenses in the area and damages enemies. When this defense is destroyed, enemies in its attack area suffer the explosion and are stunned for 10 seconds. He performs his attack every 1.6 seconds. It can also be unlocked through an offer in the shop.
Mythical Trophies and Super Rank
With an offer at the shop you can buy the first two levels of the super rank.
The super rank are thresholds to be reached to obtain an animated thing next to the name which varies based on the level.
Trophies that exceed the minimum threshold to reach the final arena each season are converted into mythical trophies that will be used to advance in the super ranks. In the shop there will also be a paid boost that causes the doubling of the trophies won and the reduction to a third of the trophies lost for 2 weeks.
Superbase
Now at the cost of hundreds of thousands of blue crystals you can fuse the military base with any defense. The merged base will have roof defense, will do equal damage to both air and ground defense, and will have double the range of the defense.
Once the base has been fused you will not be able to change the fusion but by spending 10,000 gems you will be able to cancel the fusion to make another one.
To fuse it with the machine gun you need 50,000 blue crystals and 125 gems; with the turret 100,000 blue crystals and 250 gems; with the mortar 230,000 blue crystals and 550 gems etc...
Specificity
Each update after this, those who have less than 10,000 gems will be able to cancel the fusion of the base for free; Each update for 1 week for those who are a certain rank or league will have a one-week boost which increases the trophies won by ×2 and reduces the trophies lost by a third (this will not happen for those who are in the last rank nor for those who are in the last league); there will be two boosts that can be purchased in the shop, one of which doubles the trophies won and reduces the lost ones to a third and another which triples the trophies won and reduces the trophies lost to a third (both last 2 weeks and have a different cost ).
In video games to make money you cannot use the Finnish ideology (Boom boom [few will understand]) completely but by using it in the majority trying to please everyone (adding your wallet to these everyone) you can try to have a continuous and constant profit. So it must be recognized that the rich are the cash either to show their wealth or for competition and the majority those who will spend little or not at all but which are used to make the rich feel stronger and to speed up the multiplayer services to be given to the rich. So we need to give the rich competitiveness and narcissistic feeling and the normal ones a sop in the sense of gems and skins (with the events they will have gems and they will be able to get a little bit of skins) and an advancement in the arenas every update (hope). The rich will have to spend the gems again to get them to points that the normals will never be able to reach to get more skins and the normals will be able to decide whether to use them to have a small part of the advantage that the rich have (the post-Easter event at example makes rich people spend gems giving them advantages but someone who won the previous event could do the first spending phase if they wanted but it is preferable to use gems to improve upgrades)
The damage of percentage troops up to now concerns a percentage of the maximum life but among the high percentage troops in the future a percentage damage related to the life of the moment of the objective could be added.
If the game existed and one day there would be a need for money, boost scales could be created and the resources converted into gems. The scales could increase life and damage by 15% and the effect ends in the death of the troop or destruction of the building. The cost per troop could be 50 and per building 10. Each boosted troop could have a fluid of one or more colors in its parts colored as animations. The conversion of resources into gems could be 10% of the deposit equal to one gem and the boost scales, in addition to being able to be bought in the shop, could be purchased 1 for every 1000 gems.
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Domenico idea
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Data di iscrizione : 29.09.21
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Belligerantium Natura Empty Re: Belligerantium Natura

Mer Feb 07, 2024 8:17 pm
Update
Info on previous things
When someone is besieging someone else's territory the other cannot make an attack against enemy troops but can launch a siege on enemy territory. Furthermore he can place defensive troops on the still free territory, improve the defenses of the free territory and change the layout of the buildings in the territory 40 squares away from the enemy troops.
A player can siege a maximum of 5 players at the same time but cannot add reinforcements to started sieges except with a new siege after the current one ends.
When you siege structures that exceed the limit of those you can possess, you will still be able to rebuild them and the atomic bomb with the skin that transforms destroyed ones into random defenses does not take into account whether or not you have exceeded the limit of certain structures.
However, anyone who exceeds the limit of one or more structures at each new military base level will not be able to add anything and "You have extra defenses" will appear on everything in the shop. Someone will think "Well, from the sieges I will take the defenses I need" but it is not certain that you will find the new ones and it could be difficult to defeat the strongest defenses and stronger players.
Obviously maxed levels don't have this problem.
However, if someone were to ask how you could maintain the defenses you want to keep if the others besiege you, there is an answer: either you manually move each new defense of the ones you want to predominate or you use the restructure button, remove the defense, remove a defense or a structure in the innermost part of the territory and you replace it with the collection defense and then end up placing the structure where the collection defense was before and saving the configuration.
The town hall fused with anavitant could be great since it gives 190 walls but it will only give 160 if the town hall is destroyed, which means you would have to sacrifice the town hall to activate them and therefore it could be convenient depending on what. In raids, sacrificing a town hall is not that serious, you give 1 star but if the rest is well defended you don't lose resources but in a siege you no longer have a town hall and without it you will have to rebuild it and bring it back to the previous level so as not to have "excess defenses" .
Info
In this update there will be two new military base levels which include 2 new barracks levels and two new defenses.
The new defenses like every defense have ÷360 in raid life but the anavitante also ÷10 in attack speed. Raided walls also have life ÷360.
If you fuse the military base with the anavitante, in addition to having the increased range of action, you will also have doubled the number of invisible and dead walls that can be placed. If you fuse the military base with the bluish cannon, in addition to increasing the range, the number of shock cannons that can be placed also increases.
Anliver
Anliver allows you to place invisible walls (transparent white) in defense even above other buildings. If they are on top of other buildings these are only created after the buildings are destroyed. Those where there are no buildings will be created first. The anavitant only fires walls after enemies are in its range and will only fire the 16 walls needed to create the invisible walls you placed. The walls have half the life of the boom beach barrier when raided and the wall-shooting turret creates up to 15. The turret when it dies creates 80 walls where the player placed the yellow invisible walls (dead invisible walls) that could not be placed on top of buildings as opposed to normal invisible walls. These 80 dead walls can be used to prevent passage into certain areas or to defend a certain structure without letting the enemy know but just create an opening and at a certain necessary distance (the same as in clash of clans) everyone can enter.
Bluish Cannon
The bluish cannon has the same range as the giant cannon of the second clash of clans village (9.5) and its attack reaches a range of 20 squares. It allows you to place 16 invisible shock cannons that will activate after its destruction. Shock Cannons can only attack if they have invisible walls activated in front of them.
These two defenses are unlocked in two new levels of the military base. The first unlocks the anaviant and the second the bluish cannon. These two levels also add a new barracks level. The first unlocks the wall-piercer which is a soldier who mainly attacks the defenses and to do so he is also ready to cross the buildings that block his passage but without becoming uninhabitable and still being hit by the defenses. He has 10% less attack and life than the heavy soldier and a slightly shorter range but the same attack speed. The second new level of the barracks unlocks the reindeer sorcerer who occupies like a boar tamer in the camp and has the same life and damage as the tamer but ×3×2.3 and with the life which in addition to this is also multiplied by 360 and with the damage it has in addition:21.6. The Sorcerer deals melee damage, is as fast as the Coc Ram Tamer, and slows the attack speed of buildings hit for a set number of seconds. Also when he dies he freezes the buildings around.

Anliver Stats:

- **Anliver Life:** 1,500.000
- **Wall Creation Speed:** 1 wall every 4 seconds
- **Maximum amount of Walls Created:** 15
- **Wall Life:** 360,000
-**Color of Invisible Walls:**
- * *Effect of Deadly Walls (dead invisible walls):** 80 walls created upon turret death
- **Color of Deadly Invisible Walls:** Yellow

These statistics offer a balance between the strength of the turret, the frequency of creation of the walls and the resistance of the walls themselves, contributing to strategic gameplay. As always, it is advisable to test these statistics in real game situations to ensure appropriate balance.

Here are the statistics for the "Bluish Cannon" turret:

- **Bluish Cannon Turret Life:** 1,200,000
- **Cannonade Damage:** 21,828
-**Attack Range:** 9.5
- **Radius of the Cannonade:** 20 squares
Attack Speed ​​5 seconds
- **Invisible Defenses Activated on Destruction:** 16
- **Damage of Invisible Defenses:** 39
- **Life of Invisible Defenses:** 542,000
- ** Effect of Invisible Defenses:** Stun Stun
Duration 1.2s

These statistics try to balance the power of the main cannon fire, the quantity and strength of the invisible defenses activated after the destruction of the turret. As always, balance may require further testing in real-world gaming situations.

Opinions
After 3-4 years in my opinion the town hall levels should be canceled for the troops which could be unlocked at any barracks level by finding them in the chests and each new barracks level should give a chest. Because after 3-4 years there would be too many things that undermine hope and therefore it is better to use the castle clash style in which you can find every new thing added at any time but randomly. For defenses it is not necessary since they are not touched directly.

Added to previous update
The Super electric bow will be unlocked in the town hall level prior to that of the anavitante and its fusion with the military base in order to be purchased first must be unlocked with 100,000 damage done by a town hall fused with a defense; 10,000 buildings created by the merged town hall (such as walls or shocking cannons); 10,000 HP healed by the fused town hall and survival of the fused town hall in 100 sieges/raids. Or it can be unlocked with an unlock card that can be purchased in certain special offers at certain random times at a certain price. If the anavitant dies, it will unlock all the dead invisible walls (even of other structures) and the bluish cannon only unlocks its shocking cannons but the town hall fused with the bluish cannon activates its shocking cannons either if it is destroyed or if a any bluish cannon. This ensures that in future town hall levels you can put at least one more bluish cannon or aviator even if in different levels and that the town hall fused with these defenses has a real strategic role. Furthermore, the evolution of the super electric arc to be unlocked allows users to use other fusions first, avoiding only seeing the super electric arc.

Previous things to fix
Racial war is a specific war that can be triggered by clicking on a button in another alliance you want to fight willingly where "leave alliance" is usually present
The siege war can be triggered either by changing the status with another alliance from peace to war (which will also change for the other alliance towards your alliance automatically) or by attacking a member of another alliance in which the siege is automatically triggered war for both.
To make peace you can convince the other to change the state from peace to war via private message. In this way all ongoing sieges of the alliance that changed the war to peace towards one alliance end and if the other does his sieges also end automatically.
Another method is the peace proposal, in it there is a list with all the members of the enemy alliance and by clicking on a member you can mark a part of its territory with a red line. The marked portion cannot be greater than 51% of the total and you can do this for each member of the enemy alliance and then you will have to send it. If the enemy accepts there will be peace for both and for 30 days there will be no attacks between the members of the respective alliances since the game will prevent it. Finally, the ceded territory must be distributed by the alliance leader to all members.
The peace request will have a box above the list of members with the percentage of territory coc (40 squares) requested in total by that alliance. The alliance that receives the request will also see this box and by clicking on the various members can see the parts requested from each member.
To be decided
In the future, however, the colonialist proposal could be added to the peace proposal in which you propose peace in exchange for the colonization of the leader of the alliance. In the proposal you propose a number of colonial troops (they will be normal converted defensive troops) that he will have to accept on his territory from you and a number of defensive troops that he will not have to exceed. Obviously he will be able to exceed this number but you will be able to see his defensive troops and you can decide whether to click the siege button now which will cause a clash between your defensive troops and the defenses you control and his defensive troops and the defenses he controls. If you are colonized all defensive troops other than yours and those of the colonizer will return to whoever sent them and if they are sent they will return.
During colonization the defensive structures will be controlled based on the percentage of foreign or local presence. If there are 60% foreign colonial troops and 40% your own troops on the territory, 40% of your defenses, randomly chosen, will have a blue flag and 60% a red one. The town hall will be both red and blue and will not attack anyone. As long as the attackers are external to you, nothing changes but if the colonizer clicks he will now besiege the defenses and his troops will clash with yours and the territory conquered by the colonizer will belong to him.
In practice, in this way the colonizer will be able to force you to do everything he wants and if you rebel you will lose everything. But if you manage to overcome him in the defenses at a time when you don't have time to control your defensive troops you can click a button to declare liberation and the same local battle as "siege now" will take place. To conquer the territory not only must the other's troops die but the buildings must also be destroyed either by the defenses or by the troops. For this reason, a siege and a liberation are not guaranteed to be total, furthermore it is the "owner" of the territory who decides the layout of the structures and not the colonizer. However, in times when the colonizer and his alliance are engaged in a war, even if they force you to help them, you can increase your defenses while participating with them in order to then make the liberation in a subsequent war or during the course of this one. Both the siege and the liberation will restore the state of war between the alliances.
The members of the colonizing alliance will not be able to attack the colonized's territory except the colonizing leader with the "siege now" button.

Raids war
Raiding warfare lasts 7 days and comes with a chest with 1/4 of the things in the siege warfare chest. Every day anyone who war raids will encounter a member of the enemy alliance. Each day you can only make one attack and you will always encounter different enemies (except if the enemies are fewer in number than you). At the beginning the game will search for opponents with the same military base level and will increase by 1 level when the search does not find them increasing until the opponent is found. Every percentage made in raiding will be the score. Whoever has the highest percentage of raids at the end of 7 days wins.

Siege warfare
Siege warfare to end in victory either requires a peace treaty that requires the territory necessary for victory (the percentage of territory lost by your members + 1/3 of the sum of the enemy alliance's territories) or to besiege the percentage of territory that enemies have besieged by your members +1/3 of the sum of the enemies' territories. For example, an alliance with all members with 500% territory if it clashes with one with 200% members if the enemies have besieged 0% will have to make 0+3333.3% of the territory of the enemy alliance. This does not mean it must have 1/3 of each enemy but that the total percentage conquered is equal to the percentage of territory lost + 1/3 of the total territory of the enemy alliance. Another way to end the war by winning is for the enemy alliance to be completely conquered (therefore without territory). After obtaining the necessary territory you will have to make peace without territorial demands and if it is accepted you will get the rewards. If peace is not accepted to obtain the rewards your alliance will have to conquer all the territory of the enemy alliance. If you get less than the necessary territory you will not have lost but you will not have won either as it means that both alliances have abandoned the war as it was exhausting and difficult and you were tired of fighting each other with no or minimal results.

Additional info
The territory that a player in the middle of a siege cannot modify is all that territory that is within a 40 square radius of the attacking troops. The structures in it cannot be moved and if you make changes this part of the territory will be red together with the structures inside it and you will not be able to remove and reposition the structures. Furthermore, in it you cannot take resources from the buildings that produce them if you have them inside but you can only make troops inside the barracks.
If you are in the middle of a siege, the lost territory will go to the enemy only at the end of the siege but you will not be able to use it or even rebuild the rubble since it is no longer yours even though it will still appear as yours on the map.
When you stage a siege all troops from the camps and planes from the aircraft factory become participants but you decide when to place them and whether to place them. Furthermore, every 40 besieged squares you can use new planes. Of planes you can use the organized ones but even those not united in patrols will be part of the siege since the ones you use will recharge with them every loss until either they are all destroyed or they destroy the target. Only the bombs don't reload.
The military base as for clash of clans unlocks structures, levels of structures, generals and everything else but in order to upgrade the military base you must have a certain percentage of clash of clans territory (40 squares) which cannot exceed 1500%[this clarifies information previously expressed {even if it was already clear but oh well}].
Crystal makers produce as much as coc elixir makers; those of blue crystals as those of coc black elixir and the producers of gold as those of coc gold. Furthermore, they are also of the same number as the fees just like the deposits of such resources which are of the same number as the fees and also have the same storage capacity. In fact, the buildings in general will follow the costs of the coc upgrades but the number of levels will be those of boom beach. The troops will also have the number of levels of the counterparts in boom beach and for those who do not have counterparts in boom beach of similar troops on boom beach. The costs of upgrading troop levels will follow. The troops for preparation in the barracks will follow coc but with time: 10-40% of the result but since some troops have 1s it will be necessary to ensure that if the time drops below one second if there are more units of that troop in the same preparation they they will prepare multiple troops at the same time in one second based on the result time. Let's imagine 1s. 1÷10=0.1-0.01 seems like a stupid calculation to me, so to get the result it is better to put 10 troops at 1 second +4 and we get 14 troops per second (but only if they are consecutive). Furthermore, due to the total vastness of troops at maximum levels in the barracks, already from level 1 you will be able to click and write the number of troops to be produced of that category and add them to production in this way. Which troops are from the barracks and which are from the blue barracks? Surely the soldier is from the barracks and surely all those who have statistics from black barracks troops will be in the blue barracks being bought in blue crystals just as the troops who take inspiration from normal barracks troops will be in the normal barracks costing in crystals, the problem it is for troops that take inspiration from boom beach troops where first you have to look for an equivalent in terms of some characteristic similar to a clash of clans troop. The defensive troops are in the normal barracks and blue barracks, they do not have a specific barracks (although once they are troops they do not go to the camps but inside your territory and if you send them to other territories to defend you can free up the internal space to place others, but if you do this if you recalled them you would have extra defensive troops and the defensive troops in the barracks in preparation would have to be removed).
The planes of the aircraft factory must have as a basis the life of the lava hound × 2.3 + 50% of the result due to the fact that they can be considered as the clash of clans spells but they are also troops. They also have fixed effects and variable effects. The first attack of the planes organized in plane patrols is fixed, the rest is variable. If all the planes die they will not recharge with the unorganized planes and therefore those planes will not do the damage they would have done.
The bazooka has range 7.
For defensive troops, every 1% of territory with which you have 10 space for your own and 12 for allied defensive troops. At 1000% therefore it will be 10,000 for yours and 12,000 for your allies.
The 3g shield every failed or successful invasion attempt or invasion is wrong. Better not to give it for sieges but only for raids suffered.
The 22.000 space defense troops will have to count as 22.500 attack troop space to compensate for the 27.000 attack troop space. But this is mostly for big buyers since non-rich players I don't think will have more than 5.000 attacking troop spaces and a few thousand occupied for defensive troops. The first because increasing the space requires the subscription and the golden card and the second because the defensive troops will have troop costs and more or less marginal utility and therefore may not see it as convenient. At most someone could buy the golden card by reaching 15,000 space in attack but I don't think they'll go further.
The speed of the troops and the attack speed of the defenses must have references from clash of clans and not from boom beach since boom beach due to the unsolvable difference in this area of the two games. For defenses the attack speed will have to be of similar defenses and for troops of troops with similar characteristics. In some troops and defenses this is already the case but for others it is not and it is important to underline that the canon must be clash of clans in this area. Instead the range of the defenses must follow boom beach because bb is the one who is used to having the majority of troops at a distance (like the troops in this game) instead for the troops they must follow the reference troop because otherwise everything would break.
×1.02272727273

Strategies
The military base must always be placed in the center of a territory and if you are in the middle of a siege always in the middle of the controlled territory and must be moved before the enemy troops are within 40 squares of radius from it because otherwise it will not be possible to move it. Without the military base you cannot improve anything and you will not be able to improve it to unlock new levels for the structures and you will have to rebuild it to level 1 so it is important to be careful so as not to be severely weakened. In practice, without it you can consider yourself more or less defeated.
A recommended siege strategy would be the slow attack with soldiers and trenches but in a certain sense the "fast" attack with other troops could be advantageous since by developing faster you are stronger despite in the first case you waste fewer resources in sieges.

The 5 initial defensive troops
Defensive troops are troops to be used in defense, like camp troops they have a weight that gives them a value in terms of occupied defensive troop space which prevents a given number of equal troops for each type of troop being put on defense. All this despite the fact that the defensive troops all occupy 1 square and are also superimposable. Defending troops move towards enemy troops if they are within 40 radius of them.
Defensive soldier: Has the same statistics as the soldier (even the weight of 1) except damage and life which are: Damage 1.5625 and life 7.29166666668
Wheeled Cannon: This cannon moves slowly on wheels but if it moves for 3 seconds without having a target it will become faster and while it is fast as soon as it encounters a target the first shot will do double damage. It occupies 6 (the weight of the units like on boom beach and clash of clans) and its speed is 16 (like the pekka). Its main stats are:Damage 5.49242424244 and life 7670,45454548
Shaman: has the speed of a mage, range of an archer, damage 11.0085227273, each troop hit heals one defense within its range of 3.66950757577 and has 2875 life
Electricizer: has range 5,875, speed of a soldier in this game and attack speed 1.5s. He attacks with a bullet which after hitting the enemy hits up to two other nearby enemies (similar to Jessy from Brawl Stars) stunning them for 0.6s and occupies 3. His main statistics are: Damage 1.328125 and life 6.19791666668.
Robotic: He shoots from the eyes, has range 2.9, speed 16 and attack speed 1.25. He occupies 7 and as soon as he dies he worms himself and becomes an immobile defense that does not with attack speed 1 and range 7.7. His troop stats are: Damage 5.85937499999 and Life 16.4062500001. From defense he has damage 13.2102272728 and life 19.1761363637

Coc troops and belnat troop cost Dragon Rider:35000 Dragon:10000 Dragon el:28,000 Pekka:14,000 Healer and baby dragon: 5000 Miner:4200 Hot air balloon: 2000 Archer:50 Magician:1000 Wall Breaker:600 Giant:250 Barbarian and Goblin:25 Yeti:19000 Sgerro:4(1 space=6.5el black) Tamer:30 Mastiff:390 Golem:200(1300 in elixir) Witch:125(813) Valkyrie:50 Bowler:70 Ice Golem:220 Bounty Hunter:360 Life and damage troops reference Golem: 30 space, 84 damage+350 death damage(÷30=11,6666666667) and 5100 life+2 Golemite(21 damage and 70 death damage[2,3] and 1020 life) Witch: 12 space, 300 life, 70 damage and 4 skeletons (7s per skeleton) + maximum skeletons on the field 6 Wall Breaker: 2 space, 20 life, 6 damage and 240 walls Sgerro: 58 life and 38 damage Cost in crystals of the belnat troops (with numbers those in crystals and with number + b those in blue crystals + the defensive soldier): 1Soldier: 1 space, 25 crystals 2Heavy Soldier: 5 space, 250 crystals 4Bazooka:4 space, 600 crystals crystals 6Tank:25 space, 14000 crystals 1bJeep:75 crystals/12 blue crystals 7Light Shooting Tank: 28 space, 14650 crystals 5Firework Truck:5 space, 1025 crystals 2bFlamethrower tank:30 space, 15000 crystals/2308 blue crystals+ damage ÷21.6=61.5740740741 3bLaser Helicopter:36, 6500 crystals/1000 blue crystals 8Helicopter: 14 space, 35000 crystals 3Thief: 25 crystals 9 Slow-returning machine: occupies 40,49,9131944444 (×6 spheres) damage to area only land and 598,958333333 life (215625 under siege), cost 45000 crystals 4bWall Entrance:5 space, 3.35833333333 damage and 15000 life, Special Mage: takes 6, 31.0925925926 damage and 23.4259259259 life and costs 1100 crystals 5bTerminator: Costs 2083 blue crystals, occupies 32, damage 46.8518518519 with an infinite chain and life 47.9166666667. His attack occurs every 3 seconds and does an infinite chain of damage that can only be terminated by structures equipped with the shield of the new military base level. It does ×360 damage to walls in siege(16866.6666667) and in raids ×36(1686.66666667). 10Robassault: 42 space, 10.1902777778 damage and 543.055555556 life (195500 in siege). Every 7 seconds he releases 4 robuccelli of life 6.17592592593 and 4.0462962963 damage with no limit of robuccelli that you can have on the field. When he dies, 1 mini-roboassault remains for 3.35416666667 damage and 11.1805555556 damage upon death and 162.916666667 which summons 3 robocelli every 7 seconds with no limit of robocelli that you can have on the field. It costs 20,000 crystals. Defensive Soldier: space 1 and costs 25 crystals NEW UPDATE Added Robo Attack and Terminator. With a new military base level that adds 100 badges to be awarded to 100 buildings. The 100 shields block the terminator beam passing by them, preventing it from passing elsewhere.

Info The camps will be 4 every 40 squares up to 1000% of territory and therefore 40. If during an alliance war someone leaves the alliance their territory will not be considered in the total alliance territory. If an alliance ceases to exist during an alliance war the enemy automatically wins. Anyone who is not in an alliance if they attack or someone who has an alliance will not start an alliance war. Future In the future it could be added, in addition to the mercenary troops which are stronger than the average troops but not excessively and which cost hundreds of gems allowing with the 10,000 as a gift for the loss of territory to be able to take at least a little territory from some user or a small territory, a market where people can sell their troops for a price from 1 to 100 gems. But of course the market will take 10% of the earnings and increase the price of each troop by 2 gems as an additional tax for giving the opportunity to put the offer in it. However, the market can only be used if you are not part of a warring alliance. In the future, if colonization were added, it could be ensured that rather than positioning troops, we could create our own military bases with a capacity of 500 and place attack troops inside them that will defend the territory. Always having the "siege now" button but not having control of any defense but only military bases from which troops will come out to besiege the territory if the button is clicked. Furthermore, with this we could add the pressures that reach 5 phases of which the first kills a defensive troop of the owner of the territory or of one of his allies; the second kills 10; the third kills the strongest troop; the fifth destroys all resource producers and takes their resources and the 5th destroys all troops in the player's camps. Each phase can be used 24 hours after the previous one and every time you reach at least the fifth phase, or the third if you do not use the subsequent ones within 24 hours, you will have to wait a month to use the pressures again. They serve to give warnings about not doing what the colonizer wants and in fact in the messages every time pressure is applied the owner of the territory will know it.

With each update, those who have buildings that exceed the limit as we have said can upgrade the buildings but since they cannot buy structures in the shop they can buy new structures with real money in the offers.
I think the wheeled cannon has 816.761363639 life and the shaman 306.134259259 life because maybe I forgot some calculations and they seem exaggerated.
Both could also be added. On the one hand the positioning of colonial defensive troops thanks to the support of controlled defenses in the event of an invasion even if a minority always has a chance of taking something. On the other hand, military bases will have other advantages.
Military bases occupy 2 squares and can be placed at a maximum of 40. They have the life of a raided castle (×360 in case of siege or liberation) and cost coins and crystals (50,000 for each) having 500 of space in which you can create a row by placing various troops which can also be repeated after other groups of other troops. While colonization with colonial troops requires a peace contract, military bases can also be created with an agreement between two territories in which by making a request to a player he can accept their creation and perhaps with an agreement by messaging they can both place them. If a player has military bases he can be pressured, unless he also has military bases in the territory of the owner of the military bases. In the latter case he must have at least 30 military bases to be able to apply pressure.
Troops from military bases leave in accordance with the established order. They will not be defensive troops but troops from your camps and you can send them to the military bases at any time by repositioning them within them according to the desired exit order. To place them you need to click a button where you see the players in which you have at least one military base, the number of your military bases and the number of your men. Furthermore you can send troops to military bases or create new military bases (maximum 10 at the same time take 10 hours to build). The player can place foreign military bases wherever he prefers in his territory and can control the troops inside by clicking info. Military bases throw out troops during colony defenses or sieges at bow speed x. If the one who has the military bases has an alliance and someone with an alliance attacks the colony territory also hitting its troops or bases there will be an automatic war between alliances. If the player who attacks the colony has no alliance there will be no alliance war and therefore you can only attack him if you border us but if you have military bases in a neighboring territory you can attack military bases in which you attack with the troops of the military bases of a territory bordering on him of your choice and also choosing how many troops to use from those available. Military bases with a peace treaty can be proposed from 10 to 40 and the first 10 will be created automatically after approval, taking the necessary resources from the colonizer even at the cost of creating negative values. A peace treaty with military bases is made with the leader who must choose for each leader from 1 to 2 enemy players who will have their military bases and for himself from 1 to 4 players who will have his. The leader will choose the maximum number of military bases that will be created in each one and if the enemy leader accepts, he will have 10 bases for each colony territory of his alliance that will begin to build themselves independently, automatically taking resources from the colonizers even sending the value negative. The subsequent military bases will have to be built by the colonizer who will be able to build a maximum of 10 at the same time and which, like the initial ones, will have one hour of construction time. Then if he deems it necessary the colonizer will have to send attack troops from the camps to the military bases. To be able to create military bases you need to have 1000% territory and camps which in total have at least 5000 capacity. After the signing of a peace treaty the colonized will not be able to use the liberation button for 24 hours. The defenses will not be colonized but in the event of a siege the troops of the military bases will be attacking and not defensive troops and if organized well they could conquer the entire colony but beyond this the player in charge of the colony can place the bases where he deems appropriate . If there is no space for the 10 initial military bases, they will be built where there are buildings in excess of the limit and if there are none and there are not even empty spaces, the peace treaty will not be accepted.
If someone attacks the colonizer, the colonies will automatically be at war with the attacker and can attack each other even without bordering.
With the peace treaty it can also be decided that each military base will have 0.25% of the resources produced which will be given to the colonizer.
A colony can be liberated from the military bases even if she can't free herself?
Through sponsorship you can create discontent. If you use the sponsorship on an area that has never received pressure there will be no revolt and immediately after the sponsorship will be reset.
However, if you sponsor in a territory that has been subjected to pressure or which, due to a war against someone who is also at war with the colonizer, has lost at least 30% of the territory, the revolt will perpetuate.
The uprising begins with one attack per day on a foreign military base in which no rebels die but one of the bases is destroyed.
It will continue like this until there are 0 foreign military bases. To prevent the troops in the bases from dying needlessly, the colonizer who knows in the messages will either have to force the colonized to carry out repressions or will have to carry them out himself or both. The repressions are like the attacks in the Sparta War of the Empire, you can't see anything but you get the result of the troops that clashed, the dead and the survivors. The rebels are divided into 10 groups and every day the soldiers who want to repress find a group. In the event of foreign repression, the rebels will steal the percentage of production intended for the colonizer. If the repressions are carried out by the colonized player or even by this player, then every day the rebels, in addition to destroying a usual base, will also destroy: first a producer of crystals, then one of black crystals, then they will move on to destroy a camp and then the 2 producers together to end up with all 3 buildings. To reduce the rebels, propaganda must be carried out in the same place where the enemy sponsored the crimes. Sponsorship and propaganda are percentage-based. 100% are 10800 rebels and 51% is enough to trigger the rebellion but in case of repression there is an external percentage which increases with the increase in victims in favor of the rebellion and which together with the percentage of rebels and that of the territory lost in more than 30% compared to that earned which increases by exceeding 30% the percentage of the revolution. If you sponsor but you are at war with the territory and you do not send the rebels a guarantee within 24 hours that the current territory will remain firm, the sponsorship does not work. And if before this war within two months of distance you have waged wars against the territory your sponsorship will not work. The guarantee at the end of colonization must be accepted or rejected by the signatory who if he automatically accepts the territories of that territory at the time of the rebellion will return to the territory. If he refuses, the remaining rebels will attack to try to retake the territories and after the all-encompassing attack there will be no attacks. Furthermore, since it is an attack by the rebels, in the event of peace the player will not go back to war. If the contract is violated in the future, the sponsorship from that cheating territory will increase to 100 gems every 1% from 10 gems. Propaganda after the first day of repression will cost 100 gems and will increase ×10 with each new day of repression. If you have 51% and 5508 rebels there will be 10 groups of 550 of which 8 of 551 and any addition will be divided between them. So by repressing a group in days they will face 551 rebels on average. The rebels are made up of simple soldiers with less life and damage than the soldiers and peasants with more damage and life than the soldiers but only slightly and who fight in melee. Each crackdown causes rebels to increase every day by 10 extra rebels × number of crackdowns that will be divided into the remaining rebel groups. When the rebels die, the sponsorship percentage that is that of the rebels decreases and will need to be restored with other gems. If the territory it sponsors is at war with the territory it can sponsor annexing rebels. But if there have been wars between 2 months and now the rebels will be divided into 20 groups and they will be half libertarian rebels and half annexers despite all of them having been financed by the same but the future new rebels of the repressions will join the libertarians. Furthermore, once updated, one of the groups of each faction will clash and 10 annexing rebels per day will be killed by the troops of the territory as they have been reported by anonymous people. More than one nation can sponsor rebellions or annexation rebellions. If the territory that sponsored annexation rebels had no problems before the current war it will have all the repression rebels and its own on its side. Annexation rebellions are different. As soon as 5 rebel groups remain, they will start to go out and attack the territory from 5 random points to annex it to the sponsor. But if the rebels were not able to annex the whole territory, 5,000 nationalist rebels would be created who, if not repressed within 10 days, would become 50,000 despite the inactivity, but only  if the conquering territory is a territory with many victories in terms of sieges and defeats less than 10% of the victories otherwise 10,000 will remain. These rebels are not a real danger, they will try to annex what has not been annexed or what has been annexed by others in their territory according to the borders at the beginning of the rebellion. Rebel wars will not cause war with attacked territory. The rebels attack every day in 5000 and if they manage to take at least 1% of the desired territory there will be an emphasis that will increase the rebels every day first by 10, then with a second consecutive victory of 100 and then by 1000 and then not being able to increase. But as soon as they start taking less than 1% at the beginning the new rebels halve then go to 0 after a second time and as soon as the last remaining group of rebels made up of a number of rebels certainly less than 5000 dies there will be no more rebels .
When a player sponsors the crimes of a territory a message will be sent to all players no more than 10,000 km away saying "[user] has discovered the crimes of [colonial player] against [colony player]".
To avoid it being known that you are supporting the rebellions by paying 10 times more you can do a secret sponsorship.
What are the advantages of military bases?
They contain attack troops organized to exit in a strategic order; they allow you to defend your soldiers in the colonies even if someone without an alliance attacks through military bases in neighboring territories or those in the same territory attacked; they have defenders (tanks) that defensive troops don't have and they cost little.
Disadvantages defensive troops
They cost the same as they would if they were ×100:5 attack. Like the soldier seems to cost 25. The defensive soldier will cost 2500÷5=500. The shaman occupies 9 if the healer occupied 1 would cost 5000:12=417. So 417×9=3753 and ×100÷5=75060. You will say that these are extreme costs but considering that the maximum production is ×10 since there are 10 times as many producers as the territory, the difference is more or less than 10 times more. Therefore they have a high cost and to keep a colony under control you must have more defenses than the colonized person having to spend many crystals; They don't have defenders with much life since they don't serve as defenses; They are moved by the colonized and are initially placed by the computer; They are fewer than the attacking troops.
Disadvantages military bases
Losing a military base causes all the troops inside to die; it is visible that a territory is a colony; to control an alliance you need to have military bases throughout it.
Benefits colonial troops
Even with an attack lost thanks to controlled defenses, something is still gained; the troops are not in one place; they have more life and damage than attack troops; they specialize in defending; they may appear to be support troops and therefore it is not easy to understand whether the territory is free or a colony; thanks to the little intuition on whether it is a colony or not and by mainly owning the alliance leader, it is possible to have an entire alliance under control by having troops in only one member.

Previous info
Building military bases costs 1000 gold and 1000 crystals

Update:The Grand Alliance
Elimination of enhancers and their modality.
Life Walls×360 in siege and new unlockable wall levels. Wall levels require dead invisible walls to upgrade. The first level will need 1000 dead invisible walls and will increase hp by 10,000(×360 in siege) and the last will cost 2000 and will prevent air troops from striking beyond them without destroying them first. The walls can be strengthened either with the walls of the anavitants (for those who exceed the limit) or with wall cards bought in the shop, each of which is worth 1000 dead invisible walls. Wall cards can also be found in chests.
Boost alliance and mystical rings
Each alliance will have a section in the alliance tab with one, two or 3 producers. 50% will produce rings and the other 50 alliance boosts. The same goes for created alliances.
Alliance boosts are vials containing a different colored liquid, they are unlocked at each alliance level and are activated with alliance rings. Each alliance produces 10,000 manufacturer boosts for each member. Alliances with rings each level increase production and at maximum level produce 10,000 rings per producer for each member. The majority of alliances regardless of whether they produce rings or boosts will have one producer, a small part will have 2 producers and some rarities will have 3 producers. Alliance level 1 boosts increase speed; that of level 3 the speed for those around you but not for yourself; at 5 the radius; at 7 the radius for those around; at 9 the hp; at 11 the hp for those around; at 13 the attack speed; at 15 the attack speed for those around; at 17 create a shield with 1% of life of the troop; on the 20th he creates the shield for those around him. All boosts increase by 1% and boosted troops cannot exceed 100% of a certain stat and can only be affected by the same boost. Boosted troops remain boosted until they die.
Inactive boosts of level 5 and below can be exchanged for gems (up to 10 per boost). Boosts can only be activated if combined with the rings.
Rings and boosts cannot be traded but can be sold to other players at the cost of stones with a price no greater than 500.

Magic stones
Each territory will have a production of magic stones for every 1% of coc territory. Most likely the 1% will produce 20 magic stones; a small percentage of producing 40 magic stones and a rarity of producing 80.
In alliances there will be a room of upgrades that can be unlocked and improved with magic stones. One of these unlockable at maximum alliance level permanently doubles the production of magic stones for members. Other upgrades increase the percentage of resource production, the speed of the resources produced, the production speed of attack troops, the speed of production of defense troops, the containment of various depots and the percentage of reinforcement that the various boosts go.
In the market the troops can no longer be sold in gems but in magic stones with a desired price ranging from 1 to 7800 magic stones. So that the price can be chosen based on the unit levels and unit type.
Magic stones can enchant troops, defenses and heroes for 2 days. Troop costs range from 1 to 1000 based on the troop; for defenses from 1000 to 15000 based on the defenses and the heroes all cost 10000. The enchantment does not apply to a single troop but to the entire category and for 2 days you will be able to produce enchanted troops at the same cost.
Once dead, enchanted troops and defenses resolve only once and as soon as they die again they will die permanently.

Pantheon and deities
At the maximum level of the alliance the leader can pay 50 million magic stones; 100 million crystals and gold and 20 million blue crystals to build an alliance Pantheon in a territory that has given availability. A member with 1500% territory can give availability to give 100% of their territory as Pantheon territory. If the boss builds a Pantheon in it, the player will no longer be able to have his own territory greater than 1400% of territory and the 100% given up will have a large Pantheon.
In the Pantheon, deities that have an effect only in the Pantheon and which give benefits to certain types of troops or to troops in the Pantheon can be unlocked and upgraded with magic stones.
The Pantheon has 2 million troop space. But each troop category if it reaches 50 in the Pantheon is seen as a single troop with life and damage of the troops that form it and if it reaches 200 as well. So for all troops less than 200, every 50 troops there will be a troop with the life and damage of the troops that form it and from 200 upwards, every 200 a troop with the same characteristics. This means that if we do not consider the troops that join but only the monoanimized troop the total occupied space can be considered 20,000 although it is only appearance and in reality it is 2 million. A Pantheon can be conquered with the alliance army having the same characteristics and made up of attack troops donated to the alliance. Obviously a troop that is worth 50 troops for damage and life weakens the troops with area damage which, even if the troop has 1 life, will continue to have damage ×50 and the same goes for troops of 200 but they will still continue to have their usefulness. Battles inside the Pantheon will be between troops only and without buildings. The Pantheon can have within it a hero given either by the leader or by one of the co-leaders. As long as the hero is inside the Pantheon or until he is defeated, he cannot be used for personal battles.
A Pantheon produces 500,000 magic stones per day and therefore each member can take 10,000 per day. The Pantheon has 20 levels. Level 20 costs 500 million magic stones; 1 billion crystals and gold and 100 million blue crystals. At maximum level, each member of a 50-member alliance gets 100,000 magic stones daily.
Each person from inside the Pantheon, in their troops' tab, can enchant them with magic stones or use boosts.
To create a Pantheon the alliance must have resources and therefore each member will have to donate resources and to implement the alliance upgrades and to enhance the deities it will also be necessary to donate magic stones.
An occupied Pantheon will have a rebel attack every day and if the defense wins the members will obtain crystals, black crystals and up to 1000 magic stones. The attacks are divided into various sections, the first will have 15,000 rebels. Then the last attacks will be by 15,000 rebels with a value of ×25.
Furthermore, another upgrade to the maximum level will increase the enchantment time of the magic stones to 7 days.

Military bases and trade
While the colonial troops do not allow trade with the territories close to the colonies since they are formally "defensive troops" (despite the fact that in reality they are occupation troops) and do not even take resources from the colonized territory (unlike the colonial sieges where every day the territory controlled from the CPU gives 10% of each resource [in addition to the troops it allows you to take]). In fact they are only useful at the beginning to have allied alliances necessarily having advantages but they do not have the same importance as military bases.
Military bases take 1% of magic stone production every day and allow trade between your territory and colonized/protectorate neighbors.
A territory with Pantheons will have enough magic stones to enchant but will need boosts or rings and therefore need to trade.
With the cancellation of the reinforcers ranking there will be an imperial ranking that will consider the size of an empire considering the size of the territories where it has military bases or colonial troops and its colonies and with this update the one to whom they belong will be visible.
This imaginary game will always have players with a goal. The rich will aim for monopoly. The conquered will aim to regain their freedom and during a war between large empires they will have the support of enemies who will aim to weaken the empire. So essentially if it existed it could aim to surpass Minecraft in longevity.
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Belligerantium Natura Empty Re: Belligerantium Natura

Ven Mar 01, 2024 2:06 pm
Thoughts
Colonization is useful for having an entire guild allied but it is expensive, defensible only with defenses if the attacker has no alliance and has a high probability of falling since the enemy does not know that it is your colony. CPU colonization provides resources and troops but can only be defended with defensive troops which however will reveal that it was you who created it; you will never know if that territory is being attacked or besieged and by whom; it is a territory that wages wars and random attacks; he is very belligerent towards the territory from which you removed him; it's very expensive and you can't talk to it. Military bases are useful for trade and for solid defense of the colonies but they can be a large expense in terms of resources; you may lose many soldiers in military bases destroyed before their exit without them having made a contribution; they allow you to make it known that a territory is yours or is under your protection, preventing attacks. While the new colonization mode with the warrior of one of the deities of the Pantheon lasts 7 days and at the maximum level takes 35% of the production of that territory to give it to you but if a colony rebels or if you give him the order he will destroy with his ability the whole territory making it yours or a cpu colony or half and half. Furthermore he can be used if a colony is freed, not to besiege but to destroy all the buildings of the former colony making it easily besieged although he can rebuild the rubble if he wants.

Deity Warriors Update
This update adds the story mode, Pantheon deity warriors, animal symbols and a new skill for one of the skillless ranks (resurrecting ravens and corpse eaters).
Story
Story mode, if activated, makes your territory unassailable for the entire duration. It can be easy (up to level 5); medium (up to level 15) and hard (up to level 30).
The story mode begins with a video of a territory defending itself from normal troops with story troops easily. This territory offers a deal to our territory and we accept it. Our resources start to drop quickly with a slow climb to 129 of the corruption drops. The king demands reimbursement and the annulment of the contract. The enemy takes the drops and says he will return everything within a week but after a week he attacks us with history troops. The enemy offers a peace with the request to keep the conquered territories and the king refuses. The story ends with the end of the enemy attacks and the reconquest of all the territory or with the loss of all our territory. If we win we get the rewards otherwise we have to look for another territory.
All territories bordering one or more clans with a total of 1200 users including military bases, members, CPU colonies and colonies and those bordering a player without an alliance with at least 20 colonies will get the protection proposal from the enemy king of the story mode. If they accept, every week they will be shown a neighboring player to attack either alone or by making an attack completed with the king of history and receiving gem rewards in case of victory. And if they are attacked, as long as he manages to have a territory or conquer at least 2% of the enemy territory per attack, the opposing king in the story mode will also continue to attack the enemy. If he wins he will win the battle and some gems. If the enemy loses they will have counted the victory as victory in a difficult story mode. The enemy king of the story mode will use story troops at maximum level and the total weight of the army will be 15000.
The attack story troops are:
Knight: Occupies 2, has the same damage and life as the soldier and when he dies leaves a shield to a troop in the area that lasts until the troop dies and at maximum level reduces damage taken by 25%.
Graia: This troop occupies 10 and twins with 2 other nearby troops with which it exchanges its eye for every building it destroys. The troop with the eye has increased damage by 50% and the other 2 are asleep, one of which is resting only and the other is recovering life.
Faun: When he dies, he plays a melody and revives a random troop among the dead ones in the skill area.
Sorcerer: Every 8 troops killed corrupts an enemy troop making it an ally.
Dragon: Takes 150 damage, has a lot of damage and has death damage due to the lava that comes out of it when it dies expanding into the lava area damaging buildings and troops every second and then solidifying and blocking the troops and preventing the buildings from functioning for 15 seconds. However, it has a short life compared to its weight despite being the tallest of the balancing units. It is unlocked with 10 story modes completed or with €22.
The defensive ones are:
Griffin:
Gargoile: When it dies it explodes creating a wind that drives away enemy troops
Naga: It is very fast and has a high attack speed as well as a percentage of dodging enemy attacks
Medusa: Every 3 enemies killed petrifies one for 20 seconds
Elf: Every arrow he shoots or freezes the enemy, or calls vines to imprison the enemy or burns him
Chimera: He has a snake's tail and two heads, one of a goat and one of a lion. She attacks each time with one of these 3 things doing each once. The snake poisons, the lion has strong damage and the goat, if it has to attack and there is no one there, pushes its body, increasing its speed by 0.1% and does double damage as soon as it hits.
Completing the story mode on any difficulty unlocks the story troops which can be recruited using two arrows inside the barracks which swap the barracks troops with the story troops and vice versa. Story troops can also be unlocked with either gems or real money depending on the troop (the one that needs to complete 10 story modes with money). The levels are unlocked first by completing the easy mode a certain number of times; the next with the medium one and the last with the difficult one. Furthermore, once the levels have been unlocked, you must use the resources to start upgrading. Story mode requires 100% territory to achieve victory on average with everything maxed out for easy mode; 500% of territory with everything at maximum for the medium one and 1400% with everything at maximum for the difficult one. The story mode is literally a story where a kingdom decides to invade the player's territory and each level there will be different troops; a number that is increasing compared to the first levels; troop levels based on difficulty; the enemy troops will be those from the story mode and there will be invasion mechanisms that use things that can be unlocked with the story mode (the corruption drops in defense on enemy troops, in attack on enemy defenses [both troops and structures) and to corrupt the troops in his camps [each consecutive victory against someone or another alliance gives 10% incorruptible troops, with 10 no corruption will work but after having a percentage of incorruptibility if you lose you lose 20%]).
Corruption Drops are earned with every victory in story mode and in chests after you unlock them by beating 10 story modes of any difficulty. The easy mode gives 120 drops, the medium one 240 and the hard one 500. The corruption drops work one per random troop but are countered by the anti-corruption drops, which are unlocked with any 15 story modes won and are found in the same way but in smaller numbers, by the eagle symbol and the user's consecutive wins. With 7500 corruption drops you can corrupt 7500 random units but from this you must subtract the percentage of protection given by the user's victories and the corruption percentage of the units that are enchanted with anti-corruption drops. In addition to chests and story mode, corruption and anti-corruption drops can be bought with gems (1 gem for each corruption drop and 10 gems for each anti-corruption drop). Anti-corruption drops can be used on your own defenses and troops in camps but not on your own attacking troops and therefore do not defend attacking troops. If the corruption drops corrupt all the air troops in the camps and there are no units that can counter them, they will be able to exterminate all the troops in the enemy camps without the need for combat; same thing if the majority of the air troops and 80% of the troops that can hit them become corrupt. In all other cases you have to click the battle button and inside the camps there will be corrupted troops who will attack the non-corrupted ones and all the troops will have a tenth of the life and attack of the raiding troops in order to end the battle quickly.
Divinity Warriors
The divinities have a maximum level of level 25 and each cannot be unlocked if the previous one is not unlocked. They have no physical form but only their effects can be seen.
God warriors have a maximum level of 50 and cannot be unlocked without their god. Furthermore, these warriors are like heroes and are unlocked:
Self-barrier warrior: Every given random period of time creates a 10-second barrier that sends blows back to the defenses that hit it. He is the warrior of the first deity Shai.
Barrier Warrior: Like the self-barrier warrior but the barrier only works for allies and he still gets hit. He is the warrior of the second deity Sobek;
Incorruptible Warrior: At maximum level none of the troops in your camps can be corrupted. He is the warrior of the third deity Maat.
Explosion Warrior: If placed inside the town hall in the only available place it will increase production by 25% and give death damage to every building. He is the warrior of the fourth deity Bastet.
Healing Warrior: Every time he destroys an enemy structure, he heals an ally's health at a maximum level of 15%. He is the warrior of the fifth deity Khonsu.
Colonizing Warrior: He can be placed in a territory with a peace treaty of any type in which you activate the request to also have his presence or in which there is only him as a temporary colonization but you can also place him in a colony of any type. It lasts 7 days and at the maximum level it takes 35% of the production of that territory to give it to you but if a colony rebels or if you give him the order he will destroy the whole territory with his ability making it yours or a CPU colony or half and half. Furthermore he can be used if a colony is freed, not to besiege but to destroy all the buildings of the former colony making it easily besieged although he can rebuild the rubble if he wants. In a CPU territory you get both the usual 25% resources and the 35% warrior if there is one. So you get 60% of the total resources produced. After the 7 days expire or a territory has rebelled and destroyed it or you have given it the order or finally it has taken revenge on a liberated territory you will no longer be able to use it on that player for a month. This is the warrior of the sixth deity of the Pantheon Anubis;
Town Hall Warrior: He goes inside the Town Hall and comes out after its destruction. Once placed inside the town hall, it allows the player to attack enemy attacks, at maximum level it gives the town hall 25% more damage and life and one damage on death. He is the warrior of the seventh deity Shesmu.
Warrior 100% damage: At maximum level doubles the damage done to troops. He is the warrior of the eighth deity Amun.
Chaos Warrior: He can be sent to any enemy territory and will position himself in the town hall, removing if there is a warrior present. It increases the territory's resource production by 25% but will create unrest by creating rebellions and launching rebel attacks against neighbors. He is the warrior of the ninth deity Seth.
Strategist Warrior: As long as he is alive in battle all troops in the skill area will preferably attack the defenses and the player can see all the invisible walls of the anavitants. Furthermore, if equipped at the town hall it allows you to attack enemies not bordering your territory. He is the warrior of the tenth deity Thoth.
Corvi Rank
This rank will be the new rank 19. Like all raid ranks it lasts 30 seconds and happens only once. But in siege the seconds are 30x360 and the skill occurs once a day in each attack made by the player in the rank.
In the skill there are crows that every 5 seconds revive a random dead troop and a random destroyed defense. During the 5 seconds they eat the tombstones of the dead troops, preventing the eaten troops from being able to return to life. Every 5 resurrections there is the sixth which brings 2 defenses and a troop back to life.
Animal Symbols
They are unlocked in the story mode and have 5 levels that do not require resources but completion of the difficult story mode and the unlocking of the animal a certain number of times. They can also be purchased by spending real money and upgraded with gems. They are symbols made up of stars and you can only use one at the same time but you can change it at any time.
Snake: Increases corruption power by overpowering anti-corruption drops.
Eagle: Prevents the enemy from corrupting your troops with corruption drops but is 95% effective against those who have equipped the corruption warrior and 80% against those who have equipped the snake symbol.
Wolf: When the wolf is active, every day that the troops of a siege have survived increases the damage of the troops that have never died by 50%.
Bear: When the bear is active, every attack immediately after a certain period of time which is: 360 in raids arrives in a strip 3 squares wide and along the entire territory a pack of bears which destroy all the troops within the line. The line is chosen randomly.
Dolphin: In every attack suffered every given period of time: 360 in raids, 10 pools of water lasting 15 seconds are randomly generated in random parts of the territory, however where there are destroyed defenses or where there is nothing.
Ibis: When active, if the enemy is beating you, he will receive daily offers of resources to end the war against you with a peace and if he does not accept them on the tenth day he will be offered 10,000 gems to spare you.
Elephant: When active during a battle, if you are winning, the elephant will increase your and your colonies' resource production and if you are losing, every 100% of territory lost will increase the elephant's life and damage by 25%. and 100 troops in random gems. After 30 days of war, the accumulated units and increments will be given to you so that you can use them.
Goat: When active increases your resource production by 50%.
Cheetah: When it is active and you are subjected to attacks, the defenses destroyed by enemies can be rebuilt to the same level but if rebuilt during your attacks in the part of the territory where they are present they will have -35% damage and life and if you destroy them you will be able to rebuild them at the same level.
Horse: When active, if you attack a territory larger than yours your troops gain +35% damage and life.
Tiger: When active, if you conquer a territory you will get 10% more squares than the one actually conquered.
Komodo Dragon: When active during your attacks every certain period of time: 360 raids 5 komodo dragons arrive to destroy 5 random defenses.
Dove: When active, every battle won gives you 3 days of shield that prevents enemies from attacking you.

Skins
Skins will be added in future updates to bring story troops to the same power as skinned troops. With the addition of the skins, the ultra-hard story mode will also be added with all troops maxed out and with the skins.

Info Warriors of the Gods
There can only be one warrior positioned in the town hall. Only the colonizer warrior and the anti-corruption warrior can be placed in the town hall while the others will be used in battle as heroes.
The exchange of player resources, with the exception of magic stones, rings and alliance boosts, can take place with anyone even if they do not border you or your military bases.

Update: Final Reality
Now a territory that is being attacked by a colony of a territory or by a territory that has colonies and that has previously had a conflict with that empire either through the colonies or directly or both has a new special sponsorship button that can be used on the colonizing territory. The special sponsorship costs 10,000 gems and the sponsorship percentage is random and not determined by the number of gems spent. The rebels here do not destroy military bases but random buildings that can still be rebuilt (and it costs very little to rebuild as for the besieged ones). Here too, like normal sponsorship, after a certain number of days the rebels will attack. Special sponsorship is literally the sponsorship of the nation's crimes and a criminalization of the ongoing wars of the imperial territories. If the rebels win, all territory wars will end and the colonies will receive a message with an immediate peace obligation for the ongoing wars and with the button to implement it. If the button in the message is not clicked within 24 hours then the troops of the colonizing territory will automatically besiege it by order of the rebels. By clicking on peace there will not only be mutual unassailability for that specific number of days that I don't remember and the end of the clashes but also the return of the territories taken during the war to the territories against which we are at war. But obviously the enemies will not have to return anything. It is also true that if they were about to lose it is a relief and the enemies get angry unlike if they are winning but the enemies gain a chest. Furthermore, after the chest if the enemies go to the message of peace they can counter the peace but in this case they will automatically go to war with the territory that sponsored the rebellion in the colonizing territory and if it has colonies with them too. But war only means being able to attack each other even if they are not neighbors, obviously through private messages it will be possible to diplomatize an exit. This is actually also a risk for those who use special sponsorship, but no one knows whose territory used it and therefore they will be reluctant to refuse peace. The special sponsorship is invisible as it is used with indirect methods and not directly by the territory which informs citizens about the crimes of its territory and which speaks of the illegitimate wars unleashed by the imperial colonies. Special sponsorship can only be done by a territory that has a minimum of 12 colonies.
Colonial Registers and State Secrets
Colony logs will be added in this update. One for each colony and one general.
Each colony log will have the damage inflicted by the colonizer's military during defenses; the colonizer's military bases destroyed by attackers with airplanes from the aircraft factory and a percentage utility. The utility percentage is given by 3 percentages: the percentage of troops leaving military bases/colonizing troops in excess of 750÷200 + the percentage of military bases hit by aircraft from the aircraft factory in each attack compared to the percentage of air attacks from manufactures planes used by the enemy + the percentage of territory gained since colonization ÷15 and the result of all sums ÷3.
Then there will be the general register which takes into account the average utility percentage for all colonies in a general sense.
Another document is that of state secrets which takes into account all the colonies that have been besieged; of the colonies besieged by the colonizer; of the total number of pressures made by the colonizer; of the total number of buildings destroyed by the pressures of the colonizer; the number of rebellions carried out to remove colonization; the number of buildings destroyed by rebels during the rebellions; the number of wars waged by the colonies against players at war with the colonizer; of the total number of messages sent by the colonizer to his colonies; of the total number of troops sent to the colonies and the total number of wars lost by the colonies against the colonizer's enemies.
Both documents and state secrets can be shared with external players. But the first from the player who rules the territory and the second from external territories that have a spy in the territory.
With the update you can send spies in other territories by spending 100 coins after equipping spies at 1000 coins each. With spies in a territory you have a random percentage of being able to steal state secrets with a percentage of 1 to 100% success per attempt which increases as the number of spies increases at a cost of 50 coins and you can transform your chat and i your private messages in those of the spied territory being able to reply and chat in his name at a cost of 1000 coins but if you chat in his name or send private messages you could risk being discovered. The spies can be removed by spending 100,000 coins partially with a high probability of removing spies between 50% and 100% but with a low probability of having a success greater than 80% or completely by spending 100 gems and 25000 coins. All through anti-espionage buttons by clicking on your territory.
With this update, the colonizing territory will now be able to unblock the movement of military bases by the colony player for one or more colonies in particular or for all by clicking on "Block all" or on the padlock next to the name in the list of colonies. To unlock, however, you can either deselect the padlock by clicking on it and opening it or click unlock all.

Update: Waters
Waters can only be created by considering the maximum number of players a server can have and dividing by 1500.
Every player who has reached 500% of their territory can create a sea, river or lake with 100% of their territory by clicking on edit and on the button to transform land into water. Once you have created the water, even if you lose it, you will no longer be able to create it unless you first make water squares on the ground. In this case you will have recovered the water squares.
Furthermore, if you create the waters, the maximum territory will remain 1400% (if you have created the Pantheon) or 1500 (without the Pantheon) but the territory counted will also include the waters.
Making terrain watery costs 50 coins per square and making terrain watery costs 400 coins per square.
If you have a territory beyond the created waters you can make a bridge. The pieces of the bridge are 4×4 and in 100% waters of equal length and size the total cost of the bridge will be 5 million gold and that of the upgrade that increases life×4 costs 15 million gold, 200,000 crystals, 100,000 blue crystals and 1000 magic stones. The bridge with the maximum number of ships deployed by the enemy resists for 2 hours and the upgraded one for 8 hours.
The bridge has no troops on it but by paying 100,000 coins you can put troops on it for a month.
The bridge can have troops above it even if, for example, with a peace treaty you have decided to give control of the opening to someone else. In this case the one who controls the opening can only have one troop above the bridge to control the opening and you can have troops above the bridge for free. You can also sell the bridge for 50% of the original price. The bridge can have a maximum of 1000 troops above its maximum expansion.
With the bridge you can set up an automatic opening for those who sign an agreement with whoever controls the opening to pay a certain number of coins for each opening. The pact can be canceled at any time by both and is automatically canceled in the event of war.
In addition to the bridge, you can also place bombs, sea animals and ships (750 maximum) in the waters.
Bombs deal area damage and cost 5000 gold at level.
At the edge of the waters you can build the shipyard and also the missile shooter. The latter can only hit ships and deal single damage.
Ships have a maximum of 900 cannonballs which varies depending on the ships, 5 bridges for other ships and their life which every time they decrease must be repaired by spending gold. The bridges to go ashore are free and automatic but those for other ships are 5 and require a fee. Only ships carrying troops have bridges and they are used automatically when the ship is at the appropriate distance from the enemy ship but if the ship loses the distance the bridge will fall with the troops that were passing by the enemy ship as well. When enemy soldiers board a ship, the battle begins with the local soldiers and whoever wins takes control of the ship.
The shipyard has 3 types of ships: warships, transport ships and transport warships. Warships have cannons and transporters only carry troops (500 each) and transport warships have both. The first ship in the yard is the military ship with a cannon in front, then there is a transport ship, then a military transport ship with a cannon both in front and behind followed by a military ship that has the starboard side full of cannons and the fifth and last ship is a military ship which is full of cannons on both sides. Ships at level 1 cost: The first ship costs 50,000 gold, the second 30,000 gold, the third 65,000 gold, the fourth 80,000 gold and the fifth 150,000 gold and 50 magic stones. The other 5 will be added later.
The shipyard has two sections: combat ships and flagships. Combat ships are the 3 types listed and flagships are ships with abilities but you can only put one in the water and only use one in battle. Flagships group 10 ships into a single group by placing them in a triangular arrangement. They will move and attack together but ships attacking from both sides will only attack from sides where there are no other ships in the fleet. One of the flagships in addition to the ability can also carry a hero.
Then there are the merchant ships which cannot be produced in the shipyard but which are upgraded in the research laboratory and which automatically transport the resources you have sold to the territories where your ships can arrive by crossing water connections (even if they are not yours [at your own risk ]). To sell resources you need to click on a territory that is connected to you through your own or other people's water and click on marine exchange. Then you can propose your resources and their price which you can also set 0 in order to send them for free. Then the merchant ships
with the speed of one square per second will automatically bring resources to the territory. At maximum level (13) merchant ships have a speed of 3 squares per second. In the automatic sense no ships attack merchant ships, but since they are similar to transport ships on certain occasions a player could pay 10,000 coins to activate the automatic control of all ships in the ships to ensure that they are merchant ships which lasts 1 day. The control can slow down the delivery but does not cause damage. When there are bridges on the path between you and a territory, merchant ships may get stuck and you will be notified that the bridge needs to be opened and you will have to negotiate this opening.
The bridge is not useful for allowing your troops to pass into enemy territory without ships (since if you start construction with a few ship hits it destroys it and you lose resources) but for allowing your troops to pass into your territory beyond the waters. If the bridge is destroyed you will not be able to attack the territories bordering the part of the territory beyond the waters except with the troops of the camps of that territory and vice versa.
If an enemy conquers the territory beyond the waters the siege ends there and then he can attack the main territory or not. If he destroys the bridge you will only be able to attack him with ships hoping to get the troops into his territory. If he doesn't destroy the bridge before attacking the territory he will have to attack the bridge. If the bridge has your troops there will be a fight, otherwise they will pass through and then arrive at the territory. Even with the bridge in this state you will not be able to attack the enemy by land as the bridge will become theirs and you will have to use ships.
If the enemy conquers the territory beyond the waters, destroys the bridge and prevents you from reaching its shore for 3 days, your war will automatically end and if there is a war between alliances started because of you it will end as well. But there is no peace, so any of you will be able to break the armistice by attacking the territory of others (and if you are confined only by water or one has water on the borders of your territory you will have to use boats except for unforeseen circumstances) re-igniting the war .
Water attacks are of two types: water siege and land siege. The aquatic siege is solely a war for the waters and therefore once everything is conquered it ends. While the siege of the territory you have to reach its territory with ships and get the troops off the transport ships being able to help with the support of the bombing of the warships towards the terrain. In the latter the waters crossed will not be annexed.
For water attacks you can use ships in water or ships in warehouses with transporter drones if you don't have water. Of these warehouses you can create 5, at level one they have 3 drones and 3 ship capacity while at level 7 they can contain 6 ships and have 6 drones.
There are no warehouses for capital ships and therefore you will not be able to use them.
To spy on a neighboring territory by water, you will touch the normal button and the spies will use a speedboat to quickly reach the enemy territory.
Defending ships in the waters will attack all ships during attacks and warships that cross the borders but if you pass with a transport ship from your waters to another without the enemy ships having orders to control the ships then your ship will be exchanged for a merchant ship.
The waters can be controlled and you can move ships in them as in battle. Both in battle and when visiting the waters you can move ships by clicking on them and moving your finger or by double clicking you take control of a particular one and you will have the attack button to click and the movement pad. Ships in battle move like CPUs but you can move them anyway or take control of a particular one. In visiting waters your ships also move on their own (to patrol the waters) but you can do as in battle.
In addition to bombs, other marine defenses are the sea gate and animals. The aquatic gate are prison-type iron plates that occupy 1 small square and connect to each other if close together, they are useful for putting animals in and you can put up to the number equal to that of the 100% length of a coc territory. The plates can also be seen out of the water and it doesn't matter if they are far apart in width since there is land they cannot go up but in length there must be no openings or they will come out. If joined together, the slabs have a single life and they have a lot of it, even more than a bridge. But whoever builds the plates can also destroy them with a simple click on them and then on the destroy button.
Animals attack all ships regardless of who created them. Only at maximum level do they no longer attack your ships. The animals are in order of unlock and cost: dolphin (they are fast); , crocodile (they have a lot of life compared to other animals but a low attack), shark (the greatest attack among animals and a normal life), killer whale (it has a lower attack than sharks but a greater life and a greater speed than sharks) . The number of animals you can put in your waters is 1 for every 3 squares. A maxed out shark can destroy the ship with the most health at max level with water cannons at max level and still have the life left to give two hits to another ship. Sea animals at maximum level cost: A dolphin costs 200,000 coins; a crocodile 350,000; a shark 500,000 and an orca 750,000.
Animals do not move in a range greater than that equal to the length of 100% waters of equal width and length multiplied by itself.
Water cannons and the rudder are two pieces of ship equipment that can be replaced and upgraded individually. Water cannons can only hit marine animals at short ranges, and the rudder is used to turn a ship faster during a course change.
The warehouses have drones that will transport the ships to the battle waters.
Ships and animals all occupy 1.
Waters are important for trade. If you connect different seas you can create a real commercial network greater than that created with military bases. Having long and wide waters helps to keep the enemy at a distance but you can also create a narrow river if you want (having to guarantee space for ships obviously).
The dam bridge, on the other hand, has strategic importance for controlling passing trade.
If you reach the maximum territory and conquer a territory with the sea or only the sea it will become CPU. In the CPU seas you can place your own ships, you have the number of ships you can place in it in addition to the maximum number and you can build bridges. CPU seas literally allow you to increase your fleet and this mechanic allows you to conquer as many seas as you want by controlling them with ships. This also highlights the usefulness of CPU territories for higher levels.
Info
To automatically let ships pass through the dam bridge you can make an agreement to be renewed every month in which they give you a certain amount of a certain resource (even magic stones) per passage and the dam opens automatically for them.
The newly joined dam bridge pieces will become a single dam bridge.
A dam bridge can also be built with another territory through an agreement where you both have control of it for a month each and you can both put troops into it in the same amount (500).
Then through a war for the bridge the troops could clash and whoever wins takes the bridge.
To build the bridge together you just need to have territories on different banks, make the contract and then build the pieces of the bridge. The pieces will be free for whoever made the contract and after he builds the bridge between the two territories the total price will be taken 50% from both. But if you build other pieces beyond the dam bridge for free the others will automatically be destroyed.
When you take control of a ship the view will be completely first person.
The bridge between two territories is long and there is a ladder to climb onto it.

New Update: Flourishing Waters
Vital Waters
Vital waters are those 4-way+ waters that are at the center of a trade circuit that reaches at least 50 million magic stones/alliance boosts/alliance rings or 400 million other resources. These waters get a bright star symbol in their center.
Circular Dam Bridge
Where waters have 4+ branches, a circular dam bridge can be made which can be enlarged or reduced before being purchased and which has a cost based on its size. It must touch the boundaries of at least 4 lands either controlled by the same user or by various users. At 100% size and length it costs 40 million gold and since the deposits do not reach us the player will have to ask the alliance for a loan for the missing gold which he will return daily with 5% of his production which will go directly into the alliance deposit until full refund. If the 4 territories belong to different players, an agreement can be made in which all 4 pay as for the two-person bridge and keep all 4 troops in it equally. The dam bridge, unlike the bridge, does not take 2 hours to be destroyed but 10 and its normal life is multiplied by the amount of percentage of extra size it touches and divided by that which it loses (the normal size is 100% water in width and length). The ×4 life boost for it costs 120 million gold, 600 000 crystals, 300 000 blue crystals and 3000 magic stones. Being able to ask for a loan from your alliances in case of need.
The circular bridge can have 10,000 gold paintings inside where you can upload images of your device and various decorations with additional images that you can upload and that you can choose the size but without being able to exceed a certain size. If there are 4 of you, the number of decorations will also be divided. If the circular dam bridge is upgraded it gets flowing rainbow colors inside and the colors will light up the interior.
The circular bridge can also have a contract with a transit tax but if there are multiple owners it will be necessary to have everyone's approval and the tax will be divided among them. The circular bridge like the bridge is long but has a ladder for each territory touched to climb onto it. The circular bridge cannot exceed a magnitude of 400% water. Inside the circular bridge you can place animals. The animals have a new level, 14 which ensures that if you open the circular dam bridge they will not disperse into the water but will stay inside. The marine animals, in addition to not hitting your ships, will not even hit ships that have golden stones equipped which you will produce with a new building producing it and which will be recognized as yours by the game. You can sell it for any amount of resources and the buying player will have to use it on his ships. The stone's duration is until the ship touches a marked user's dam bridge twice.
Depending on the level of the animal and depending on the animal it will be necessary to equip from 1 to 400 golden stones to a ship.
Anti-ship guns
Dam bridges will now be able to have single damage anti-ship guns above them which in order to function must have any troop above the bridge equipped which will continue to be counted in the weight occupied on the bridge. In the circular dam bridges the cannons will do area damage and increased damage. The cannons of both types of dam bridges can be upgraded and must be reloaded with gold-cost cannonballs. In the event of a battle inside the bridges, the troops will fight and also those equipped with anti-ship guns which will therefore not function.
Slaves
Now during the repression of the rebels in addition to the deaths and survivors there will be the wounded who will end up in the new barrack building where they can be treated for 10 gold waiting to be used or sold. Now the production of a resource producer and the time to build or improve something can be increased using slaves. Each slave increases by 25% where used. There is no limit on the number of slaves you can use per building and they can be sold for resources.
Slaves last 3 days.
Slaves can also be transformed into units by spending 10,000 gold but the troops found will be random. These slaves-turned-troops last as long as normal troops.
Slaves can be used as extra builders and last the construction time. But after 3 days you will have to pay 10 coins daily to prevent them from dying sooner.
Submarine
In this update among the ships there will be the submarine. It does double damage to marine animals and can hit ships without being hit. In addition to having missiles for ships, it also has a single missile costing 600,000 for dam bridges. The dam bridge missile at maximum level does 100% damage to a dam bridge piece, destroying only the hit piece whose life will be divided from the general bridge. The life of the two parts of the bridge will be divided into two different lives and if a part of the bridge is invaded when the destroyed piece is rebuilt the bridge will become one again with a single life but it will be half of one and half of the other and will have the control of the opening of it will be whoever has the central piece of the bridge. The submarine dam bridge missile at maximum level for upgraded dam bridges only does 20% damage to the hit piece. At level 1 the dam bridge missile does 50% damage to the hit piece and if the bridge is upgraded it does 20% (20 is 10% of 50, each level the damage for upgraded bridges will be 10% of the percentage of normal ones). The missiles of the submarines like the cannonballs of the ships must be recharged by spending gold. This submarine can have up to 100 missiles+1 for dam bridges. Normal missiles do no percentage damage and do normal damage and the dam bridge missile is only used when the target is the dam bridge.
When a piece of bridge or an entire bridge is destroyed, the cannons on it and the soldiers on it also collapse. For circular dam bridges, if one or more submarines attack and destroy the first time, the passage will only be opened but only to enter it and the second time, after this is already the case, to exit on the other side and it will simply have to be repaired. But if after the dam bridge is broken other submarines attack and destroy everything will be destroyed.
Fishmonger
The update will add the ability to build a port, fishing huts, fish depots and fishing ships. At maximum level you can build 10 fishing huts that can hold 10,000 fish. The fishing huts, in addition to storing their fish, produce it by fishing. Each level increases both containment capacity and production. The fish storage at the maximum level can contain up to 1 million fish. Fishing ships can be among the ships put into sea and at level 1 they can contain 1000 fish while in the last 3 levels: 50,000, 100,000 and 200,000. The ships catch the fish and keep them inside and then empty themselves as soon as you send them to the port which will send the fish to the depots. Depending on how much fish they have inside, the ships will take a certain amount of time to empty. The fishing ship in the upgrades is cheap because it costs both gold and magic stones. To be upgraded to the last two levels you need: 1 million gold and 10,000 magic stones for the penultimate level and 5 million gold and 50,000 magic stones for the last one. The fish that can be caught are: cod (common), salmon (rare), tuna (rarer than salmon) and swordfish (rarely occurs). If the swordfish appears in the sea and there are animals at a level lower than 13 (untrained) it will be devoured by the animals (except if there are dolphins). Cods can be used to increase alliance boost strength by 25%; salmon bring alliance boosts where they are used at an increase until they reach 100%; tunas increase the duration of the enchantment of magic stones on troops and buildings in which they are used by 3 days; swordfish are used to enhance the production of magic stones in the area or together with other fish to enhance the production of the Pantheon. All fish are used in quantities of one for each boost, territory or building/troop but for the Pantheon you need more than one. By using swordfish your territory has doubled production of magic stones but in the Pantheon you need one swordfish, 100,000 cod and 5000 salmon and tuna to double the production of magic stones. The fish to be fused with boost or to be used on the territory where will be used in a new fusion building. To upgrade the Pantheon with fish there will be a special section in the Pantheon while to upgrade the duration of enchanted buildings you need to click on the buildings and for the troops in the camps.
Fish cannot be sold for just any resource but for magic stones. Fishing huts at maximum level produce 416 fish per hour. Fishing ships catch 8334 fish every hour at maximum level. A fishing ship at the maximum level costs 2,500,000 gold and 10,000 magic stones to build. At least once a month in the shop you will find the offer of 10 swordfish for 8000 gems or 10000 gems. Whoever has a fish sale of at least 1,750,000 per week gets in the shop every month has the possibility of finding either an offer of 100 swordfish at 1000 gold or one of 10000 cod at 100 gold or one of 1000 salmon/cod at 500 gold. With the update there is a new boost that doubles the fish in the sea and therefore also the production of ships and fishing boats. It can be created in the alliance with 5,000 magic stones and then completed with the ring. As we said, the Pantheon and the area with the fish double their production but this doubling lasts a week. Even fishing boats that cost only gold have high upgrade costs. This is to make trade more convenient. If I trade fish it is better for me to spend these amounts, and if I have one or more Pantheons it is not a problem to buy fish. Furthermore, those who buy will have an interest in defending that important market for their own supply.
When sea boost is active, enemy or own submarines have a 25 percent miss rate. If there are many ships, however, the wrong direction will hit another ship. Upgrading the Pantheon with fish means doubling your production so that your share of magic stones produced is doubled. So only you will benefit from your upgrade and to double the total production all members should upgrade it with fish. Info The Pantheons have always been attackable regardless of whether they are neighbors or not. So the sea changes nothing at the Pantheons.
The sea also changes wars between alliances.
As we know, in war between alliances you can attack both those within your borders and those who do not have neighbors. But if the border is marine, what will the attack be like? Marine.
If I confine myself to you even 24 hours away even with bridges that close the passage, the only way I will have to attack you will be by sea.
If I don't border you I will be able to attack you by land at a random border.
Troops sent to defend will always arrive directly and quickly whether you are confined or not. But in the future those bordering by sea may have to be brought by merchant ships. But since this would cause problems for the players of the fictional game, this would not be good.
Certainly the obligation to carry out attacks at sea to fight against those who can be reached will also create problems but this does not change the practice of attacking those on the border from the border.
Furthermore, not all players will create marine communication routes by uniting the seas since at the beginning you will certainly only connect with people with whom you want to trade even if they are far away. But by combining different paths we could achieve a far-reaching marine interconnection.
If there is a long journey lasting hours, do I have to move the ships one by one? No. You can stack the burrs and then select them with a button that is used to select ships. If the ships are selected you will be able to move them together and if there is also a submarine, by moving everything the attack button will appear which will make all the submarines attack.
Ships, whether they are in your sea or in an enemy sea, remain where you left them. For this reason, for long journeys it is good to agree on positioning points with territories.
With one button you can see the list of all the ships you have with two buttons next to it: one to find the ship and one to check the bridge's diversion routes.
Let's pretend I'm at war and I have to cross, but there's a bridge. I destroy the end of the digo bridge and my great fleet passes. The view a ship has when you double-click on it is the same view the ship has to see if it can pass elsewhere. When merchant ships encounter a bridge they will go towards the center but if there is a hole in their view or along the move towards the center they will go into the hole. Going towards the center is automatic because then the player will find an agreement to let their ships pass. But it can change by clicking the second button in the ship list. Clicking on it at the top of the list of ships will apply to all of them. By clicking it the ships for the bridges encountered on this voyage will inspect them from top to bottom and if they find a hole they will pass through it and future times they will pass towards the hole as they will be programmed to remember it. Then they will automatically go towards the hole but if a new piece of bridge is being built they will go back towards the center. This is to ensure that in the event of a hole the player with the bridge continues to earn if no one notices. If you don't want war, the hole is unlikely to be repaired before the ships that destroyed it finish their war.
A bridge made by 10 players long and wide 1000% of the sea is certainly difficult to be noticed if destroyed. But it also depends on where the ships arrive.
In the narrowest parts of the sea the combined ships will pass by adapting and then return to their mutual distance.
Submarines have a longer attack range than ships' sea guns. Therefore they can only be hit by marine animals that take double damage and have melee damage. CPU territories do not trade their products.
When the view is centered on the sea there is a button from which various buttons come out, including the one that makes you attack with planes.
Planes attack as normal and you can use them as long as you destroy 4 different targets in 4 different attacks and as long as you have planes in the aircraft factory. By trooping planes in the aircraft factory you can continue with attacks until you defeat the 4 targets, after which you will have to wait 24 hours. As in normal attacks, each plane destroyed in a patrol will be replaced with those without a team but if they are all destroyed they will not be able to go back and get a new plane. But since they are not in raid or siege you can retroop them and use a new patrol. When planes attack at sea they have a raiding life. Ships have balanced lives for raiding and do not have ×360 lives under any circumstances.
The marine bombs that you can put into the sea at maximum territory are 30 and can also damage your ships if they pass over them.

Update: Stormy Sea
At sea you can put signs where you can write a name. This will help you orient yourself.
Treasure maps can now be randomly found as an additional reward for a battle victory but they will be very rare. If you find a treasure map it will randomly spawn a treasure at that point that will be within your waters. Fishing ships and transport ships have a space to hold a chest. To get a chest you will have to take control of a ship of these two categories and direct it to the point and then use the button which collects the chest in 10 seconds. There is a small random percentage that a fishing vessel fishing at the location of the treasure can automatically pick it up. Randomly, a chest may appear in your waters which you will recognize by the shadow visible during the movement of the waters and which you will have to collect with the same method but you will not have the help of the map. The chests last at sea 24 hours.
Now there are new sea defenses. At maximum level you can have up to: 5 long cannons (cannons with a 2x2 square tile and a 3x3 square long cannon) that have a unique level and do 100% damage with each attack performed every 20 seconds; 56 lasers of 2x2 squares that create a red dot in the sky which as soon as it explodes is recreated after 3h (the laser does 100% single damage to the plane that passes through it and its shock wave does damage of a certain numerical value ) and 6 sphere cannons that occupy 4×4 and launch red spheres only at air units which explode causing area damage. These defenses, unlike bombs, can also be placed in CPU waters.
The long guns in addition to the maximum territory and the new military base level need to have a certain alliance level.
In addition to the new defenses, the new military base level also offers a new ship and a new submarine.
The long guns cost 230 million gold and since it exceeds the capacity of the stores you will get an alliance debt. That is, you will take resources from the alliance and pay back by automatically giving 25% of the resources taken in battle and your production to the alliance until the debt is repaid.
The new submarine called the piercing submarine costs 260 million gold and also takes on debt but contains up to 100 own bombs and 10 dam bombs.
The new ship called ghost ship costs 235 million gold and its cannons do not require reloading.
Excessive debt means that: As long as it can be repaid in less than 30 days from your production and the resources you take on average from attacks the days will increase until you reach 30 days. Then the percentage of resources you will use for the debt will increase to keep the debt always repayable in 30 days. After you reach 80% of payment the days will increase. After being in debt for 80 days you will not be able to have any more debt for a month.
The new submarine has bombs that do 1/5 the damage of a normal submarine but which pierce enemies and deal x3 damage against the long gun tiles. The attack radius of the new submarine is 2 small squares but 1/4 of the length of the clash of clans village (imagine 4 lines dividing the village into 4, all meeting in the center, the horizontal one on the right is the radius).
The new ship, the ghost ship every 15 seconds while engaged in a fight and starting after the first attack launched, becomes invisible.
The long cannon has a tile with a lot of life that is only hit by submarines and if destroyed the cannon is destroyed; the cannon that dies in two cannon shots and a canopy that can be purchased for 30 million gold and crystals and which protects against air attacks. The shed needs to be repurchased every time it is destroyed and can only be built after increasing the long cannon to level 2.
If I use planes in waters far away what happens? The planes leaving your territory will cross your sea to go to that point. Obviously they can get past dams and ships they encounter but it takes a long time and if they encounter sea defenses they can be destroyed.
The long cannon has the same range as the piercing submarine. Now there is a new ship that costs 250,000 gold and is an aircraft carrier that at maximum level can carry 60 planes from the aircraft factory.

Update: Explosive Chemical
With this update there will be a new military base level that adds kamikaze planes in the aircraft factory. Furthermore, the kamikaze will be added as the fifth attack troop and 3 military base levels prior to the last one it will be possible to have the chemical plane as the aircraft preceding the kamikaze one.
The kamikaze plane is a transport plane that turns all troops inside into max level kamikazes. Each level increases his life and the number of kamikaze thrown each attack. It attacks whenever it has a target under it and launches 4 kamikazes at level 1 and 20 kamikazes at maximum level. Troops dropped from this plane fall slower than others, and this plane can also carry missiles. This plane is unlocked not with a new plane factory level but by using 300 million gold. This aircraft will also cost less than other aircraft and have a shorter life.
The ships will have a new level and in this new level, in addition to increased statistics, they will be able to equip anti-aircraft guns with low damage. In the last 5 levels these cannons increase in number reaching 6. To destroy 20 kamikazes you need 6 cannons and this shows the power...
The kamikaze have the statistics taken from the bomber all ×2.5 in siege and without the ×2.5 in raid. They will not have life×360. At level 1 they do 80% damage and at maximum level 100%. They deal single damage and die after the explosion.
In addition to resurrection, magic stones now increase damage and life by 10% to enchanted troops. The kamikaze having 100% damage will have a second area damage which will do 10% damage which is precisely the additional damage of the magic stones.
The chemical plane is a plane that leaves a trail as it passes that does damage to the second (only to the troops) behind it and which lasts 5 minutes. In the sea this trail will spread through the waters, increasing in size and ending after reaching an equivalent of 300% water. In water the wake will increase the ships fish production ×10 as it will kill the fish. Chemical fish are the same as normal fish but will be considered as separate fish and you will be able to recognize them by their number. Chemical fish make the same percentage/days as normal fish but instead of being an increase it will be a decrease. You can put the fish in the storage and if you put the chemical fish in it you can sell them to the game for a magic stone and the game after cleaning them will sell them in the shop through special offers to some players.
The chemtrail in normal terrain will expand every minute and at level 1 it does 10 damage per second. The trail lasts 5 minutes and each overlapping trail increases the duration by 5 minutes. In raids the duration and expansion time will be ÷10.
Kamikazes are great at destroying the air protection of long guns so you can hit them directly, and chemical fish could make buyers fury at whoever sold them to them.
Kamikaze plane to submarines does 80% less damage with kamikazes.
If a ship is caught in a chemtrail and has troops inside it, 20% of its troops may take damage with each chemtrail launched.
A territory that suffers green chemtrails in its sea will begin to suffer the creation of its own rebel groups that will revolt against the war that is causing the population to suffer contaminated water. And after hitting the waters, land contamination will also play a role in the rise of the rebels.
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Domenico idea
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Data di iscrizione : 29.09.21
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Belligerantium Natura Empty Re: Belligerantium Natura

Lun Mar 18, 2024 9:26 pm
Update: Puzzle
New defenses that can merge.
Now all territory squares will have a puzzle piece drawn with a non-puzzle part. During battles some pieces will light up and if clicked within 5 seconds they will give advantages or disadvantages based on the color of the piece. Purple pieces increase the attack of long-range troops; the blues increase attack on all troops; yellows increase the attack of melee or close-range units; orange ones increase the attack of units that deal area damage; white increases the attack of single damage troops; black pieces increase the attack of single-damage defenses; the blue ones of the multiple damage defenses; green ones decrease the attack of single damage units; The teal ones decrease the damage of single-damage units and the red ones decrease the damage of all units. These are the attacker's pieces and the percentage of increase and decrease is 25%. The defender, on the other hand, sees the same colors but with the functioning of troops and defenses reversed. The pieces only work on the troops above. Each time the luminous pieces disappear, others appear but this lasts 10 minutes. The pieces glow every time you observe the battle and you can only do this 6 times and only in siege. If you meet with the defender he will also see your pieces bright but blue in color and by clicking on them he cancels them. Pieces that give advantages to the enemy will be light gray and those that give disadvantages will be dark grey.
All 400% water circular dam bridges will have puzzle pieces and will be divided into sections as large as the clash mini poseable arena.
Now anyone who has a circular dam bridge along 400% of water, perhaps in collaboration with others, can now have a large tournament of 70,000 users.
The possibility of creating tournaments lasts 5 months, then only the running ones will remain.
The first month after creation, each deleted user can be replaced by another who will be able to join.
To create a tournament you have to put personalized rewards for first to 50th place and then a common reward for 51st to 70,000th place.
You cannot place more than 1 million gems; more than 800 million resources; more than 150,000 fish; more than 100,000 units and more than 1,000 ships as rewards.
At the end of the tournament all the rewards you have placed will be refunded doubled and if you place at least 10 of a ship in debt you will get 4 extra ships.
When you create the tournament, in addition to the list of rewards to fill in, you will have to decide whether to make it open, with a password or for a fee. If it is open it will have to fill within 2 days; if it is with password within 1 week and if it is paid based on cost.
The cost can range from 100 to 500 gems and to create it you will have to pay a cost in gems which will be the price multiplied by 65,000. The filling time will be 1 week for every hundred gems.
If a tournament doesn't fill in the expected time, everything you spent on rewards and creating the tournament will be lost.
The tournament is elimination and lasts until 1 player remains.
If there remains a user who has not had a number of battles equal to the average, he will not win and the victory will go to the one who has at least the average battles and the one who has the most victories. In this case he will be the first among those with fewer battles than average.
During tournaments the circular dams will be inaccessible and indestructible. The blind dams with the puzzle pieces without tournament will be accessible in fact the puzzle pieces will become invisible during the passage of the ships.
Although trade and passage will be interrupted in the event of war, if there is a sea connection, even if blocked by the dam, you can only attack with ships and if you cannot pass, either conquer areas to pass or make peace.
Since the fish trade could be interrupted based on certain prospects, every week there will be an offer in the shop with fish ranging from €50 to €80.
In the mini tournaments the troops will be the same but can be positioned with red stones and with the same positioning time and round time as in clash mini. The troops will have the level of your troops and you can only use the same number of different troops in the arena as in clash mini+one hero. In the chests you can find two skills per troop, some may be the same as the skills of some skins. Skins count as a third ability if it gives a different ability than the two abilities.
The skills can be found either in chests or in the shop. In the shop the costs are: 1000 gems for the common ones; 25000 for the rare ones; 50000 for the epic ones; 100000 for the legendary ones and 140000 for the mythical ones. Each troop has up to two abilities.
Troops in mini mode will have their health and damage decreased to match the mode, and heroes will have abilities suited to the mode rather than their usual ones. Troops in mini mode will have puzzles that change color every 5 seconds. The puzzles are all colored and do not change color only during troop placement.
Whoever wins the tournament, in addition to the reward, unlocks the possibility of creating an arena for minis within their territory so that they can have duels or random games. In both you increase or decrease your mini trophies by moving up the mini leaderboard.
Now there is a new troop which when it dies leaves a spell within a certain radius that increases the attack of the troops within it by 25%.
Once all the tournaments are over there will be an update where Zeus, to celebrate the end of the Olympics, attacks all the players with an army of warriors of the great deities based on the size of the user's territory and the level of his military base.
The conquered territories will be normal and Zeus will attack daily with troops from the barracks and camps in that territory.
If at least 4 neighboring territories are attacked by Zeus and conquered at the borders, forming a Zeus territory at least 100% larger than a territory, they will be Zeus heart territories. The hearts of zeus have all buildings one level higher than the level before the conquest and are defended by some warrior of the deities. Among the hearts of Zeus one will be the capital; will have maximum available defending deity warriors; he will have all structures at maximum level and will attack anyone who attacks him with a full army. The warriors of the defending deities will return to the maximum number every day.
After his other Hearts of Zeus territories begin to fall, the defending troops will no longer respawn.
Whoever defeats at least 10 hearts of zeus or the capital gains zeus. Zeus has as his warrior deity a warrior who when he dies gives an extra resurrection to a random troop alive in battle and if the troop is mystified he will have an extra resurrection. Zeus's ability casts lightning bolts at a territory you are besieging for 10 minutes 6 times a day and once for 1 minute in raids. Additionally he has a second shop-purchasable ability that makes all enemy troops in military bases or defending who are female fight on your side.
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Belligerantium Natura Empty Re: Belligerantium Natura

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