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Not A Bug: Guild Battleground . Distributes points without won sectors

ThForth99

Farmer
Troubleshooting
seems a system bug
Guild Battlegrounds: How is it possible to generate 200 points per hour without having a single sector taken? Is it a bug or by design?
 
Browser or App version and version number
Safari, current version
Recreation steps
unclear, as I do not think it should be possible. It can be seen in my current Guild battleground.
Actual Behavior
unclear
Expected Behavior
set in home, win a sector and then 100% and 100 point with the appropriate building would count 200 points per hour up, but only with a won sector!
Frequency
unclear
Can this be reproduced?
unclear
Guild Battlegrounds: How is it possible to generate 200 points per hour without having a single sector taken? Is it a bug or by design?
It's not a bug. The new buildings in home sector add a base VP value to said home sector - only visible to other guilds in the impact on standings. It works exactly as one would expect from the text.
 
To provide a bit extra information. Besides the base VP production some buildings in the HQ that can produce VP, they’re also buffed by their own multiplier.
For example if the building has a base production of 160 VP and 25% multiplier it’ll produce 200 VP. Not just the base 160VP. Because 160 x 1,25* = 200. If this building is constructed in their HQ, regardless of them having or not having any tiles they’re getting 200VP/h. Like the others explained earlier

*25% multiplier
 
Thanks for the detailed responses. OK, it works as designed, but I would not have expected that a guild can produce 200VP/h by doing nothing other than buying a building in the HQ, while others have to fight/barter for low value tiles. Giving these values after the first tile is won, would make more "game sense". Oh well. Thanks again for the quick and detailed explanation.
 
Thanks for the detailed responses. OK, it works as designed, but I would not have expected that a guild can produce 200VP/h by doing nothing other than buying a building in the HQ, while others have to fight/barter for low value tiles. Giving these values after the first tile is won, would make more "game sense". Oh well. Thanks again for the quick and detailed explanation.
Actually every guild can start with 1000 VP/hours with just the building in their start province (+diamonds if they don't want to wait a full day). /s

It cost "just" 100 000 goods (divided into 3 random goods from era the guild has players in).

The value above are for diamond. League multipler applies to both the VP produced and the goods cost. So 100 VP & 10 000 goods in bronze, 200 VP & 20 000 in silver, etc.

Values are for the biggest most powerful option called "Advanced Guild Fortress", but there are cheaper and less powerful version called "Basic Guild Fortress" and "Regular Guild Fortress". The smallest one gives just 200 VP/hour (and cost "just" 40 000 goods).
 
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