• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation in to English is provided if your post is not in English and to respect your fellow players when posting.

Feedback Province Buildings (Battlegrounds)

Dan 77

Squire
So, every Watchtower and Siege Camp count, but only one from Traps/Decoys per sector counts. And in case of both bonuses' meeting (interference), the efect of the first ones wins.
It was indentified as a disbalance in province buildings BUT the first ones has lower percentage (8/24%) that the other ones (15/45%) for the absolutely same price (500/3000 goods).
 

FrejaSP

Viceroy
What did happen? top 3 on our map went from Gold to Platin and # 8 did stay in Gold, There ar nor many in high league here on Beta
Diamant 2
Platin 25
Guld 197
Sølv 71
The rest is Bronze
 

DeletedUser10047

Guest
What did happen? top 3 on our map went from Gold to Platin and # 8 did stay in Gold, There ar nor many in high league here on Beta
Diamant 2
Platin 25
Guld 197
Sølv 71
The rest is Bronze
For a look at what happened to some top guilds (including Brotherhood_DK), check out this thread.
 

xmen

Farmer
When there are 5 siege camps on the battlefield, players have more than 100 % chance to not increase their attrition level, in this case, we fight without any attrition. What if when there are traps on the rivals' provinces? Is the siege camps' attrition decrease feature still effective? In short, if there is a %100 attrition decrease, do the traps reverse that effect?
 
Last edited by a moderator:

beelzebob666

Overlord
Pathfinder
Spoiler Poster
In short, if there is a %100 attrition decrease, do the traps reverse that effect?
No... If you read the description of the buildings, you will find that traps give a chance of doubling the added attrition, while siegecamps give a chance of having no attrition.

Two times zero is still zero - there can be no reversal of the effect.

It is different though for having 2 traps vs. 2 camps - in this case the effects cancel each other effectively. 52% for attrition x2 in 96% of the cases ~ 1 attrition per encounter
 
Top