What game is that?I played TW years ago under a different name, and have played a carbon copy game for almost 10 years, but TW's pace fits my life better. I'm partial to standard win conditions as 77 will be my, along several people who will be trying TW from said game, first world back or playing. I'm not familiar enough with many of the new introductions to the game to give more insight than that, though my experiences with both archers and pally were always positive so having those on would be cool.
Interesting but most of those will never happen such as village spawn 500%, resource production and pits at level 5World speed: 1
Unit speed: 1
Account manager: 1 village to enable
Commands: First sent arrives first
Tech: 10 Level
Farm limit: 500
Fake Limit: 3%
Scavenging: On
Resource production: 0.5x
Village start: Pits at level 5
Militia: Disabled
Noble distance: 50 fields
Barb nobling: Off
Tribe limit: 20
Leave tribe: Not possible
Attack tribe: Yes
Support tribe: Yes after 3 days
Villages spawn per newcomer: 500%
Account Sitter: Off for first 21 days
Nobleman Slot: Off
World ends at 150 days, whoever's rank 1 wins
Thank you so much for calling out how out the ball park those suggestions are. As CM I know you have limited power but also unlimited power. Does your power reach the ability to up the world speed? Maybe like a solid 3-5 world speed? I know that's outside of the "norm" but I know a LOT of players are bored of the same rotation of settings. So faster speeds, 10 tech system, maybe the alternative noble option where it's packs instead of coins? No flags? No haul? Maybe a low domination threshold but longer to hold, maybe 50% dominance but have to hold for 30 days? That way dominance isn't just a finish line but something of a "Tug-Of-War" where multiple times can be trying to keep the winning tribe from winning, maybe 60%? And no Churches. They feel horrible and are just a headache. I know there's a strategy to them but they're just obnoxious. and lastly I can't stress enough a strict tribe lock is a good thing for .us , I would also go as far as to say that I believe a lot of the player base would like to see a world that's very fast and to counteract pace of the world a very slow unit speed and high dominance threshold. I know it's a very jumbled mess but each feature is a suggestion. If I could choose only one, 10 tech for SUREInteresting but most of those will never happen such as village spawn 500%, resource production and pits at level 5
We understand that faster worlds are well received. However we do have players that enjoy a slower world on occasion. We have to provide something for everyone but we can not always make everyone happy all at once.I also have been playing the same carbon copy of this game since 2012, and from what I can see the worlds need to be much faster
Those are some great suggestions. And I am not opposed to them. but yes we have limited power and must be approved by Inno. I can make the suggestions but they may be changed, we can always try and see what happens. We just have to make sure that it is a world everyone can play including new players and not just our veteran players and that is the hardest part when making these suggestions.Thank you so much for calling out how out the ball park those suggestions are. As CM I know you have limited power but also unlimited power. Does your power reach the ability to up the world speed? Maybe like a solid 3-5 world speed? I know that's outside of the "norm" but I know a LOT of players are bored of the same rotation of settings. So faster speeds, 10 tech system, maybe the alternative noble option where it's packs instead of coins? No flags? No haul? Maybe a low domination threshold but longer to hold, maybe 50% dominance but have to hold for 30 days? That way dominance isn't just a finish line but something of a "Tug-Of-War" where multiple times can be trying to keep the winning tribe from winning, maybe 60%? And no Churches. They feel horrible and are just a headache. I know there's a strategy to them but they're just obnoxious. and lastly I can't stress enough a strict tribe lock is a good thing for .us , I would also go as far as to say that I believe a lot of the player base would like to see a world that's very fast and to counteract pace of the world a very slow unit speed and high dominance threshold. I know it's a very jumbled mess but each feature is a suggestion. If I could choose only one, 10 tech for SURE
LOL oh those pally weapons were fun.. Miss those, I may still be playing if we still had them..Bring back Pally weapons!!!
All troops available
Can't kill/conquer yourself...that's stupid... oh sorry, we had no idea our own people already ruled this village while we were killing everyone lol
But can attack and support whoever you want regardless of tribe/no tribe.
It was more hopeful over anything . I know there’s been worlds with an increased start to builds which make the start interesting.Interesting but most of those will never happen such as village spawn 500%, resource production and pits at level 5
Slow world = CasualWe understand that faster worlds are well received. However we do have players that enjoy a slower world on occasion. We have to provide something for everyone but we can not always make everyone happy all at once.
A few of my suggests have been to experience them and get a personal experience playing them. But I agree with you on the lower dominance, I also agree having played this small tribe limit world that 20 feels like a good number, especially if the community can stick to fighting out worlds instead of mass recruiting from the top 2 teams to make it only 2 sides of the world (North/South - East/West). Watchtower + no fake or no watchtower + fake limit I'd agree with either way. Archers would be a good setting. Archer worlds are good for mixing up the repetition of troop templates and the same unit make up. Adding archers makes you mix up unit layouts and makes each attack more fluid. Good suggestions hereWorld speed 1 or less - most players on this server are not active enough for faster worlds. On faster worlds activity is disproportionately rewarded.
Tribe limit 20 - no point in having lower, it just means there will be family tribes.
Tribe lock, although it sounds interesting, usually ends up being the opposite. Most people play it once and quickly realise it's flaws.
Dominance is the best end game, the others feel a little bit too janky. A low dominance percentage would be a welcome change though - something like 30%. This would give other tribes a chance to group and take down the top rank once 30% is hit. Any dominance requirement of 50% or higher means the top tribe has already won the world. I don't think we've ever seen, in over 70 worlds, a tribe lose once the dominance threshold has been hit - this indicates the threshold is too high imo.
Either have watchtower + no fake limit or have no watchtower + a fake limit.
Noble system should always been coins. I suspect anyone suggesting packets has not played that system in a long time and forgets just how terrible it is.
For the rest (church/archers/tech system) I have no preference.