Game mechanics Tribal Wars




1 game mechanics

1.1 tribes
1.2 combat

1.2.1 paladin weapons


1.3 real-time interaction
1.4 worlds
1.5 awards system
1.6 victory





game mechanics

each player controls game village. main screen, player can visit buildings such village headquarters construct buildings, barracks, stable, or workshop recruit units, , rally point take command of units. each screen can accessed clicking on link, , vast majority of game played through text based interinclude. players choose place information such in-game personal allies, ascii art, or quotes.


tribes

a large portion of game revolves around use of tribes, or semi-official groups of players. these players join mutual protection , guidance. size of different tribes varies world world, depending on decisions of tribal aristocracy (leadership council) , built-in limits on tribe size. worlds not allow tribes of more twenty-five members, while others have no limit on members. tribes have ability set diplomacy other tribes, , create own private tribal forum. tribal diplomacy non-binding, breach of diplomacy frowned upon other players.the victory of world depends on tribe-based objective has met.


most tribes created after world in question has begun. however, groups of players before world starts coordinate set-up of tribe. these premade tribes have more experienced players, not notably more successful other tribes.


each tribe can assign special set of privileges , titles specific particular tribe members. of these titles involve duke/tribe founder, baron, recruiter, diplomat, forum moderator, , council. titles , privileges given players of leadership , experience. furthermore, majority of these players utilize non-in-game mode of communication ensure effective, , covert, conversation.


combat

combat in game heavily based on statistical attributes of troops, real-time waiting , attacking villages. player can send troops player s village either reinforce or attack it. in case of attacking, casualties determined based on number , type of troops sent, , factors such morale , luck. attacking troops survived return original city plundered resources, should present in city @ time of attack. in order player conquer other villages, unit called nobleman must sent attack village , survive. after successful attack nobleman decreases village loyalty anywhere 20 35 points (out of 100). when village loyalty falls 0 or below, attacker takes full control of village. troops can recruited use in combat @ barracks, stable, , workshop, while noblemen can created @ academy , paladin can created @ statue.


paladin weapons

in worlds there weapons paladin can equip. these weapons enhance troops abilities, commonly attack or defense statistics depending on weapon. example, bonfire looks flaming torch , increases offense , defense values of catapults. vasco s scepter adjusts nobleman s ability lower village loyalty minimum of 30.


real-time interaction

all actions in game take pre-set amount of time. time takes player s army reach village depends on distance, predetermined speed of attacking units. units have own speed , entire army moves @ speed of slowest component. each building level has longer base time completion, though amount of time building upgrade takes completion dependent upon level of village headquarters higher hq level provides faster building upgrades. higher levels troop production buildings, such barracks, stable, , workshop facilitate faster recruitment speeds. not unusual actions take hours, perhaps days, complete.


because game takes place in real time many of game s tactics based on precision timing execution. example, common tactic conquer opponent s village known noble train whereby attacker sends multiple attacks in rapid succession first attack containing full attack force (clearing out defenses may in village), while subsequent attacks contain 1 nobleman , light escort, able land after defenses have been eliminated. method necessary due fact conquering village requires lowering loyalty 100 percent 0 , each successful attacking nobleman lowers village s loyalty randomly generated amount between 20 , 35 percent, while 1 nobleman can effective in single attack command. while player skill, world s attack gap settings, influence quality of noble train, common 4 man noble trains have little 300 milliseconds difference first attack landing final attack landing. consequently, common defense has been developed known sniping player attempt have defensive troops absent initial clearing attack, arrive @ village in milliseconds gap before final noble lands, allowing successful defense minimal loss of defensive troops. snipe may accompanied precision counterattack known backtiming. knowing speed of attacking army, , knowing distance between player s village , opponent s village, skilled player can time counterattack land @ target milliseconds after attacking army returns origin, , subsequently kill opponent s entire attack force, eliminating threat. quality of backtime attack based on how precisely lags behind original attack force, skilled players may able dodge backtime in less 1 second resending army out village.


in order execute these techniques require player become knowledgeable of features of various web browsers, including use of shortcuts , tabs, allow player set tactic, , switch new tabs click appropriate buttons initiate actions. there assortment of tools have been developed assist players in making necessary time calculations. many guides , tutorials have been developed player community assist novice players in developing tactical skills.


worlds

there multiple worlds can played on, , each world has unique set of rules it, 2 of world speed , troop speed , commonly vary somewhere between 0.5 , 2, though speed rounds have world speeds reaching hundreds. world speed regulates how fast every action in game occurs, while troop speed adjusts speed of moving units respect world speed.


furthermore, each world has varied settings upon technology, troops, weapons loot, , tribe limit. each world adjust types of troops available player, varying archers , paladin. world can adjust availability of paladin weapons.


lastly, each world has own specified victory qualifications, tribe has meet before being declared victorious tribe of world.


awards system

tribal wars utilizes award system reminiscent of achievements/trophies etc., players gain plaques can show off on profile milestones. awards add incentive players contribute offensive operations both internally in tribe , externally, support friends, , plunder , conquer other villages. awards satirical such unlucky fellow, achieved failing conquer village 1 loyalty point.


there 5 daily awards: looter (for farming resources), plunderer (for looting villages), attacker (for destroying enemy units attacker), defender (for destroying enemy units defender), , great power (for conquering villages).


awards have 4 levels - wood, bronze, silver , gold. wooden framed awards basic, consequentially gold best , hardest achieve. system shows how player has performed in aspects of game.


awards not shared between different worlds. awards on 1 world independent there, though can displayed on player s profile on different world demonstrate players previous experience accomplishments.


with addition of flags game dynamic, earning awards of type results in reception of flag of level, correlating directly difficulty of flag.


with version 7.0 update, multiple new awards introduced, such warlord (for attacking numerous players) , brothers in arms (for being member of tribe period of time).


as of version 8.5, 3 new achievements added: master of quests (measuring completed quests), architect drive (measuring number of construction assignments completed across villages), , recruitment drive (measuring total count of troops recruited across villages). fourth achievement, out of time, announced released @ later time.


victory

originally, goal of tribal wars have single tribe/player conquer villages in world. however, process of conquering world take several years. recent worlds have alternate ways achieve victory in attempt streamline world completion. such holding specific villages set amount of time, or conquering percentage of world, while other worlds end after polling remaining players. therefore, unique world victory settings have been introduced.


this dominance scenario of endgame involves tribe or player meet criteria of minimum points/villages period of time. world players notified when criteria met , provided period of time prior world officially being declared @ end .


most secrets of power many different technologies assigned barbarian or bonus villages need taken control of via ennoblement , kept under tribes control until 1 of each secret controlled, @ time end-game counter start. if tribe holds on secrets until counter reaches zero, world enter peace settings , world closed. however, can achieve victory defeating opponents.


the points/villages requirements scenario of endgame classical scenario of world won. single tribe/player own player-owned villages within world declare world victory. however, form of victory later largely abandoned, due extensive nature, in favor of quicker , more suitable victory criteria.








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