联盟

建立联盟

  • 每个玩家可以建立联盟并成为其第一个盟长。
  • 新建立的联盟最多可以接受5个盟员。
  • 为了能够接受更多的盟员,首先得发达更高联盟管理等级并打开新的5个位置。每个自愿退出或被开除的玩家只能回到联盟一次。

联盟结构

  • 所有盟员被分为三部:领导翼、官吏翼以及普通的盟员。
  • 所有盟员在讲坛可以发布讯息,不过只有领导们和官吏们才可以发送联盟通知。每个在领导翼或官吏翼里的分配的在位时间不可少于168 小时,即如果你的最后分配是不超过168 小时之前,你无法改变你的联盟地位。
  • 每个联盟有联盟宝库。宝库里的四个种类资源可被用于发展技术研究(有利于所有盟员)。宣战则只需要黄金。
    • 联盟研究和建筑物可被编入序列。
    • 如果剩下了少于48小时,那以钻石的代价建筑物和研究可被立即完成。
    • 1个小时的立即完成的费用是10200粒钻石(510粒/小时 x20系数)。
    • 1个小时的立即建完的费用是1700粒钻石(170粒/小时 x10系数)。
  • 盟员可以在联盟宝库里存资源。一旦存到了,资源无法由玩家取回,而可由联盟利用。
  • 盟员纳税。税收由盟长、军官或财务官来决定。联盟税收可在盟员个别的每小时资源生产的0%至30%之间。
  • 所有盟员存的资源由其他的盟员可见。
  • 同样联盟的盟员无法互相进攻。
  • 一个玩家只能加入同一个联盟两次。

联盟地位

盟长

  • 基本红利——10士气分。不过,该红利取决于盟长在联盟的忠诚状态。
  • 盟长可以查看所有盟员的军事报告和经济报告*以及联盟之内的所有军队的状态。

    *由下面的因素组成:人口(雇佣的和解雇的)、人口增长/小时、人口上限、人口增长开始减少的上限、可用的资源、宝库里的资本、所有资源的生产率/小时、军队保养费、税率以及幸福感等级。

  • 盟长可以宝库里的资源的代价发展研究。
  • 分配、提升以及解雇官吏翼地位的盟员。
  • 接收或开除盟员。
  • 宣布敌对状态,签订互不进攻条约和联邦。
  • 向其他联盟宣战。
  • 决定所有盟员的税率。
  • 规定共同或个体从联盟宝库里取出钻石的配额。

军官

  • 除了开除联盟的盟长外,军官拥有所有的盟长权利。
  • 军官由盟长分配,但盟长也可以决定不分配军官。

财务官

  • 基本红利:市场的固定贸易佣金减少50%——变为5%。该红利的实际价值取决于玩家在联盟中的忠诚度状态。
  • 能查看所有盟员的军事报告和经济报告。
  • 能指定联盟税率。

科学官

  • 基本红利——研究所需的时间减少20%。不过,该红利的程度取决于在联盟中的忠诚度状态。
  • 科学官的大学等级决定联盟研究的费用(每个等级减少0.02)。因此,最合理的解决方案是在此职位上雇佣有最高的大学等级的盟员。不过,应该铭记于心科学官的忠诚度状态会影响到联盟研究,因此如果以有更高大学等级的盟员取代一个有第二个或第三个忠诚度状态的盟员,那可能导致费用提高,而不是减少。
  • 能查看所有盟员的军事报告和经济报告。
  • 他也可以序列联盟研究。

建筑官

  • 基本红利——建造所需的时间减少20%。不过,该红利的正直取决于他的在联盟中的张程度状态。
  • 建筑官的建筑学等级决定联盟建筑物、联盟城堡以及在内的其他建筑物的费用(每个等级减少0.02)。因此,最合理的解决方案是在此职位上雇佣有最高的建筑学等级的盟员。不过,应该铭记于心,建筑官的忠诚度状态会影响到联盟建筑物,因此如果以有更高建筑学等级的盟员取代一个有第二个或第三个忠诚度状态的盟员,那可能导致费用提高,而不是减少。
  • 他能查看所有盟员的战斗报告和经济报告。
  • 他还可以序列联盟建筑物。

外交官

  • 他有固定的每天+1英勇度分红利,只要在第二三个忠诚度状态位置上。
  • 接收新的盟员。
  • 他能查看所有盟员的战斗和经济报告。
  • 联盟外交关系、寻找新的盟员、谈判条约等由他负责。

指挥官

  • 联盟里,每个指挥官的小组里最多可有5个盟员。
  • 基本红利——10士气分。多于、少于或正好10分——这取决于忠诚度状态。
  • 指挥官能查看在其小队内所有可用的军队以及所有盟员的战斗和经济报告。
  • 所有联盟军队运动由他们负责。
  • 所有指挥官可以给整个联盟发送讯息。

普通盟员

盟长可以组编普通盟员的小部队并雇佣一个官吏翼或领导翼来管理他们并同时也保留着自己可以改变小部队的成员以及将一个盟员放在另一个部队的权利。小部队里的盟员有更容易沟通方式,因为可以在小部队里的盟员之间发公开的讯息。

选举盟长

每个盟员可以最多四次提名自己成为盟长。

选举尚未结束之前,无法开除该盟员。

投票时间为24小时。所有盟员可以用其净值分投票。

忠诚度状态

决定每个盟员对联盟原则的忠诚。忠诚度状态由在联盟中的时间来计算。

分为三个阶段:

  • 联盟中,从第一个到第三十个——普通盟员叫新手,而当做领导翼和官吏翼的那些盟员——下级领导人和下级官吏。
  • From the 2.5st to the 6th day in the Alliance – ordinary members are Veterans, and those of Leaders’ or Officers’ Wing - Leader or Officer, respectively.
  • From the 7st until the end of the Era – Allies of the Leaders’ or Officers’ Wing are Senior Leader or Senior Officer, respectively. There is no change in the Loyalty Status for ordinary members.

忠诚度状态阶段确定个人红利,如下:

退出再加入一个联盟或者在一个联盟中换职位将会重置这些红利,而忠诚度的定时器将重新启动。

  • 1st to 1.5th day - 50% the basic individual bonus (if there is any) of all of Junior Leaders and Junior Officers.
  • 2.5st to 6th day - 100% the basic individual bonus for Leaders and Officers.
  • From the 7st day until the end of the Era - 150% the basic individual bonus only for members of the Leaders’ and Officers’ Wing.

Alliance Growth

A gameplay module, which allows Alliance members to form internal groups, which can work together to create different bonuses and benefit the entire Alliance.
The module replaces the Commanders’ groups and will require a minimum of 20 active Alliance members, in order to be activated.
If Alliance members drop below 20 afterwards, the Growth Module will remain active.

Mechanics:

• The Alliance Leader can add or remove members to groups;
• Each group is led by an Alliance Officer. Alliance officers can add or remove members only to their groups;
• If there is an alliance position without an appointed Officer to it, the respective group cannot be formed until an Officer is assigned;
• A minimum of 2 and a maximum of 6 members can be assigned in each group, including the Officer in charge;
• Group members participate with their earned points in the Leagues Rankings, reaching steps with them, in order to generate bonuses for the entire Alliance;
• If a member gets removed from the group, he will lose the progress of all steps he had reached.
• These bonuses can be different for each step. If a step is completed, a ritual starts, which automatically grants the bonus to all Alliance members;
• The bonus’ duration is 48 hours;

List of Alliance Groups and their bonuses:

Technological group - led by the Science Officer

Its members contribute and complete milestones with their technological points in the Technologies Ranking. The 4 bonuses, which can be chosen, are:
1. Military Research price decrease;
2. Military Research time decrease;
3. Civil Research price decrease;
4. Civil Research time decrease;

Build group - led by the Construction Officer

Its members contribute and complete milestones with their build points in the Buildings Ranking. The 4 bonuses, which can be chosen, are:
1. Military Buildings prices decrease;
2. Military Buildings time decrease;
3. Civil Buildings prices decrease;
4. Civil Buildings time decrease;

Economic Group - led by Finance Officer

Its members contribute and complete milestones with their Prosperity points in the Economic Ranking. The 4 bonuses, which can be chosen, are:
1. Wood income increase;
2. Iron income increase;
3. Stone income increase;
4. Gold income increase;

Diplomatic Group - led by the Diplomacy Officer

Its members contribute and complete milestones with their Imperial Reach in the respective Ranking. The 4 bonuses, which can be chosen, are:
1. All Remote Holdings founding and all Vassal levels price decrease;
2. All Remote Holdings founding times decrease;
3. Special Resources Colonies effects increase (except for Yew, Coal, Horseshoe, Granite and Diamonds);
4. Special Resources Trade Post effects increase (except for Yew, Coal, Horseshoe, Granite and Diamonds);

Leader’s Battle group - led by the Alliance Leader

Its members contribute and complete milestones with their Battle Rating in the Military Ranking. The 4 bonuses, which can be chosen, are:
1. Archers’ base attack increase;
2. Infrantry’s base attack increase;
3. Cavalry’s base attack increase;
4. All human military units’ base hitpoints increase;

* All bonuses of Leader’s Battle group affect the alliance army.

First Officer’s Battle group - led by the Alliance First Officer

Its members contribute and complete milestones with their Battle Rating from the Military Ranking. The 4 bonuses, which can be chosen, are:
1. Army training time decrease;
2. Army’s traveling time decrease (applies to the final time, after all other bonuses/penalties);
3. Enemy army’s morale decrease (applies the same way as Dragon’s Blockade wonder)
4. Fortress’ hitpoints increase (applies to final amount, after all other bonuses/penalties);

* Army’s traveling time decrease, Enemy army’s morale decrease and Fortress’ hitpoints increase bonuses of First Officer’s Battle group affect the alliance army.

联盟聚集点

联盟聚集点可由盟长或军官通过双击鼠标建立于世界地图上的任何地点,只要该地点不被其他王国占领。

无需资源建立,无需军队征服。唯一个要求是所有盟员一共有至少5000000净值分(Blitz师傅世界不算在内)以及至少1联盟管理等级,因为这个研究的等级决定能够拥有的聚集点。

其作用是将联盟军队聚集在一个适合于出发完成联盟城堡征服、联盟城堡攻击或敌方聚集点攻击的地方。

聚集点有要塞(从0级开始;最多9级)、塔楼、战壕。防守被战败使要塞损失一个等级。要塞降至0级后,聚集点视为被摧毁的。即使被摧毁之后,聚集点里还有军队的话,军队是将回到默认的聚集点或联盟城堡里。如果没有的话,系统将在盟长旁边产生一个聚集点,而军队将回到那。

它可以受聚集在一起的另一个联盟城堡或者聚集点要塞围攻或者个别玩家,而没有范围带来的净值分限制。不过,进攻者的军队不可多于3 000 000个单位。全部攻城器是由操作人员数量而计算的。

成立之后有12小时的免攻击时段。

卸下被捐赠的或被搬迁的军队每分钟执行,而从攻击任务中回来的联盟军队的卸下和所有联盟战斗刚好在抵达点或计时器显示00:00:00之后计算。

联盟军队捐赠

军队只能被捐赠给聚集点或城堡。

捐赠通过世界地图执行。最少进行时间是0.66666666666667分钟。

无论是聚集点还是城堡,最多可捐赠的单位数量都为3000000个。

如果被捐赠的单位数量大于剩下捐赠的单位数量,空闲按比例地填补。

仍在到决定的聚集点或城堡的捐赠军队的保养费由捐赠者付费。军队部署时而其训练给捐赠者带来的净值分从捐赠者扣除并加到联盟的净值分之后,军队成为联盟有的。一旦被捐赠,部队无法召回。

完成任务中的联盟部队保养费——x1.2

联盟城堡

除了可以成立殖民地和聚集点的地点之外,世界地图上还有9个极重要的地点——其上可以成立联盟城堡。

允许建造联盟建筑物——普通和特别建筑物。特别建筑物保证联盟在世界地图上的文化和军事扩张。

联盟城堡特性:

  • 要塞
    等级 所需费用 石料 木材 生命值 驻军 攻城器 塔楼 战壕
    1 11 500 10 000 1 500 960 000 500 80 5 10
    2 46 000 40 000 6 000 1 920 000 1 000 160 10 10
    3 184 000 160 000 24 000 3 840 000 2 000 300 20 10
    4 736 000 640 000 96 000 7 680 000 4 000 600 30 10
    5 2 944 000 2 560 000 384 000 15 360 000 8 000 1 200 40 10
    6 11 776 000 10 240 000 1 536 000 30 720 000 16 000 2 500 60 10
    7 47 104 000 40 960 000 6 144 000 61 440 000 32 000 5 000 100 10
    8 188 416 000 163 840 000 24 576 000 122 880 000 64 000 10 000 140 10
    9 753 664 000 655 360 000 98 304 000 245 760 000 128 000 20 000 180 10
    10 3 014 656 000 2 621 440 000 393 216 000 491 520 000 256 000 40 000 240 10
  • 野战工事

    每个等级给防御野上军队提高+5生命分。最高等级——15级。

  • 大寺

    每个等级以一定的半径*扩大联盟城堡的文化和军队影响范围。每次升级两个等级之间的区别比上一级小。有1级大寺的城堡有77.76半径、2级有125.47、3级有170.33、4级有212.49等直到达到最后第32等级和756.19半径。

    *1半径=1分(王里)

从联盟城堡里可派出攻击到其他联盟城堡或聚集点。

拥有联盟城堡以净值分的当前黄金当量的最多20%提高每个盟员可捐赠的资源上限。

联盟影响范围

独一无二的联盟城堡特性。

联盟城堡用27影响范围成立。后来通过建造和升级特别建筑物大寺的方式可以扩大在旁边地盘的范围。

中间城堡的影响范围可达到44%,如果其范围不和其他城堡范围部分相同。

如果一个城堡的影响范围和另一个有共同的部分,拥有更发达建筑物和更大范围的城堡私占共同的部分。如果两个城堡都有一样的建筑物等级,共同的部分变中性直到一个城堡达到优等。中性部分的半径被分为2个一样的部分,并被加到每个联盟的范围。所有位于相当的区域里失去其关于生产、士气和幸福感三个红利。无论共同的影响部分多大,最初的内圆范围还无法被失去。

位于自己或盟友的影响范围内的联盟或联邦收到5%生产红利、+5幸福感红利、+5士气红利。战争中,所有位于敌方的影响范围内的王国收到5%小生产率、-5幸福感、-5士气。

联盟城堡只能派出攻击到其他联盟城堡或聚集点,这没有净值分范围限制。

征服独立的城堡

甚至在被征服之前,城堡还有要塞、军队和卫戍部队。征服独立城堡需要部署在已有的联盟城堡或聚集点的联盟军队作战。这种战斗的规则和两个玩家之间的战斗一样。盟长的士气分和军事研究计算。所有盟员的特别资源的红利(如有),起作用但不积累,即如果有两个或者多个一样的红利,只有最大的来计算。

为了征服联盟城堡而进攻它的一个地点没有净值分限制。

独立城堡有8级要塞、驻守的射手和野军都在提示信息里可见。还有相当于驻守的军事单位和其要求的军事研究。每次进攻后,要塞等级不下降,仍保持8级。当城堡里剩下的军事分少于1000分才可以征服城堡。新近征服的城堡里的要塞应该从第一级开始建造。

向联盟城堡的攻击

联盟城堡只能被部署在其他联盟城堡或联盟聚集点的军队进攻。

它可以被一个领导少于3 000 000个军事单位的军队的个别玩家进攻,然而攻城器是由操作人员数量而计算的。(唯一个条件是它已经被一个联盟控制)。相反的是不允许的,联盟军队不可进攻个别玩家。

征服之后,城堡有12小时的免攻击时段。

当聚集点受到要塞围攻并被打败后,所有剩下的卫戍部队将被部署在野上。

当城堡的要塞降至0级(每次防御失败降一个等级)之后,城堡被摧毁了。所有者是进攻的联盟,而联盟可将以前的所有者付在建造大寺上的资源的20%付在扩张影响范围上;如果在接下来的24小时费用没有付费的话,等级将降至0.

卸下被捐赠的或被搬迁的军队每分钟执行,而从攻击任务中回来的联盟军队的卸下和所有联盟战斗刚好在抵达点或计时器显示00:00:00之后计算。

世界的冠军

每个世界结束于IO之前固定和发布的日期。哪个联盟得到最多影响范围,就哪个联盟成为冠军。如果没有联盟得到任何影响范围,那就得到最多净值分的联盟成为冠军。

Alliance Standings

There are 5 different levels of standings between two Alliances. They can be seen by members of the alliance only. The Alliances start their development with Neutral Standing Status by default. However, they can change it at any point by declaring hostility or war to an enemy Alliance, with no need for confirmation in response, or by sending an invitation for a Non Aggression Pact or Peace Treaty, which requires an obligatory retorted confirmation.

Peace Treaty

  • The Alliances that have signed a Peace Treaty form a Federation.
  • If alliance “A” and alliance “B” have formed a Federation and alliance “C” declares war to “B”, then “A” has the right to declare war to “C” tax free. On the other hand, if 2 alliances inside a Federation start a war the Federation members may choose a side or stay neutral.
  • Alliances, united by a Peace Treaty, cannot declare war on each other.

Non Aggression Pact (NAP)

  • Guarantees that no attacks will occur between the involved sides.
  • In order for a war to be declared, NAP has to be suspended.

Neutrality

  • The default status of every Alliance.
  • If an Alliance declares war on a neutral Alliance, all members of the Aggressor lose 4 Honor points and the standing between both Alliances becomes automatically hostile after the war.
  • Every single change in the standing generates a private message for all the involved sides.

Hostility

  • This standing allows war declaration without any consequences for the Honor.
  • The Hostility is active right after its declaration.

Alliance Wars

Terms of the War

  • Wars can be conducted between two Alliances, as well as between entire Federations.
  • The War has a fixed length of 17 hours, after which a winner is determined based on the total damage that was caused during the war.
  • The war becomes active 8 hours after its declaration.
  • Fortress sieges and Pillages in net worth points range up to x5 are not sanctioned with Honor losses.
  • No attack can last for less than 10 minutes. If the target is reachable for 5 minutes, mission will last for 10 minutes sharp. Military and transport missions between annexed provinces while you are attacked by an enemy alliance, take 0.66666666666667 minutes.
  • In a war each province can be pillaged every 8 hours.
  • Attacking out of the allowed range of net worth points x2 in a war does not take Honor points away, but Morale and attack parameter do drop following the exact same pattern of out of range in a non-war period.
  • help.dip lomacy_161
  • In a war, all capitulations between members of the fighting alliances are abolished.
  • An Alliance can declare 1 war every 2 hours.
  • Declaring a war takes 10 Happiness points away of every Aggressor’s member.
  • For a war to be declared:
    • The aggressor has to pay a tax, based on the net worth points of both sides – for every 0,1 difference above the allowed range x2, the tax is increased by 0,5 gold per net worth point.
    • The net worth points’ sums of both involved sides should not exceed range x5.
    • The Alliances must have at least 5000 (total), in order to be involved in a war.
  • War goals
    • To elevate yours Alliance in the Ranking.
    • To win resources equal to 50% of the annihilated enemy units’ gold equivalent* during the war. The war income is given at the end, as it is in wood and iron, to those players, part of the Alliance winner, who participated in the battles. The losing Alliance does not take anything.

      * The gold equivalent of the net worth points received for the recruitment of those units, and not the gold equivalent of the resources spent for their recruitment.

      NB! No war income is accounted for destroyed fortresses and pillaged population.

  • Determining the winner of the war
    • Once a war is started, both Alliances begin to collect military points by attacking each other.
    • The attacks of all members are summed up to make the Alliance score.
    • At the end of the 17 hours whichever alliance has collected more points will be the winner.
  • Points can be earned in three ways:
    • Destroying enemy Fortresses
      要塞 军事分数
      1 1
      2 2
      3 3
      4 4
      5 8
      6 16
      7 32
      8 64
      9 128
    • Successful Field Battles - All army units killed in a filed battle bring points. Army worth 5000 gold is equal to 1 point.
    • Pillage – Every 1000 villagers killed bring 1 point.
  • Winner’s full military points’ number goes to the Alliance Ranking and the loser’s one – just 25%.
  • If members of the aggressor alliance, with sum of net worth points more than 50% of the altogether number of net worth points, end up in Vacation mode and/or Holidays protection, the alliance loses automatically the war. If more than 50% of the alliance net worth point belong to a single member and he leaves the alliance, the aggressor alliance loses automatically the war.
  • If members of the defender alliance, with sum of net worth points more than 75% of the altogether number of net worth points, end up in Vacation mode and/or Holidays protection, the defender loses automatically the war. If more than 75% of the alliance net worth point belong to a single member and he leaves the alliance, the defender alliance loses automatically the war. The aggressor receives 50% of the paid war tax back.

    NB! These percentages of current inactiveness are applied on the total alliance net worth not on the net worth of active (not in Vacation mod/Holidays protection) members.

    Example 1: If the total alliance net worth is 10 000 000 and 5 000 001 of these are in Vacation mode and/or Holidays protection, the alliance cannot declare war. If the total alliance net worth is 10 000 000 and 7 500 001 of these are in Vacation mode and/or Holidays protection, no war can be declared to this alliance.

    Example 2: If the total aggressor/defender alliance net worth is 10 000 000 and 5 000 000 / 7 500 000 of these are in Vacation mode and/or Holidays protection before the war declaration, then if after the war has begun even one more member activates Vacation mode/Holidays or leaves/is thrown out of the alliance, the aggressor/defender alliance loses the war. After the war has begun, the current activeness of both alliances is dynamic, meaning that its value, which the percentages leading to a possible loss are applied on, is affected by both deactivation/expiration of Vacation mode/Holidays protection and expulsion/voluntary leaving the alliance.

    Example 3: If the total alliance net worth at the time of war declaration is 6 000 000 then the alliance will need 3 000 001 points ending up in Vacation mode and/or Holidays protection in order to lose the war as an aggressor and 4 500 001 points to lose it as a defender. If alliance net worth at the time of the war declaration is 6 000 000 and 1 000 000 points leave the alliance/are expelled from the alliance, then the current activeness value becomes 5 000 000 and the alliance will need 2 500 001 points ending up in Vacation mode and/or Holidays protection in order to lose the war as an aggressor and 3 750 001 points to lose it as a defender.

    Example 4:If the alliance’s net worth points from all members is 5 000 000 from which 2 500 001 points belong to a single member and he leaves the alliance, the alliance loses the war automatically as an aggressor; an automatic loss is registered for the defender alliance if the member who leaves it has 3 750 001 points.

  • Winning a war guarantees 10 Happiness points each player.

Alliance Treasury and Technologies

Every Аlliance has a Treasury where funds are accumulated either as a result of the individual members’ tax or by voluntary deposits. Tax is set in the four type of resources separately (a quote for each resource), as the limit is 30% for each resource. The voluntary deposits cannot be unlimited. With 1st level of Alliance Administration, players can donate up to 5% of their net worth points in gold equivalent. This limit is increased with every level of Alliance Administration up to 33% at level 15. If the Alliance controls at least one Castle the amount is 20% unless the alliance has Alliance Administration allowing for a higher percentage.

Example: If a player has 1000 points (1 000 000 Gold equivalent) and his alliance has 1st Administration level that means he/she can donate not more than 50 000 gold. If on the next day he/she grows to 2000 net worth points, the donation limit would be 100 000.

Apart from war declaration and agreements signing, these funds can be used for ordering Alliance Technologies, affecting all members. Thus, if certain player has already researched 5th Fortification level, and his Alliance has 1st level of the same Technology, the player uses the Fortress walls fortification bonus of 6th level, but doesn’t have the necessary levels of the Technology to allow the construction of 6th Fortress level, where 6, personal and not alliance, Fortification levels are required.

梦圆也可以将钻石捐赠给联盟宝库,也可以从联盟宝库里取出钻石。捐赠钻石上限340000粒钻石每天。注意,只有购买的钻石可以被捐赠的。盟长或军官决定取出钻石额是多少。取出的配额不受时间限制,这意味着如果你的原定配额是85000粒,而你已经取出了85000粒,为了你能够多取出85000粒,你的盟长或军官得改你配额为170000粒。

Alliance Ranking

Based on Alliance net worth points - the overall sum of all members’ individual net worth points.

Based on military points won from wars or battles where alliance troops are engaged.

Based on alliance value - the current net worth value of all alliance facilities and possessions: Technologies, Buildings, troops.

贸易平衡——同盟者之间的黄金转让

通过驿站玩家们可以送出或收到黄金。当有多净值分的玩家给有少净值分的玩家送出黄金时,发送人得支付10%的佣金。

例如:如果某个玩家具有1000以上的净值分(1 000 000黄金当量)的话,他/她的贸易平衡是100 000黄金单位;这意味着,他们所能送出或收到的黄金量不超过100 000.

贸易平衡增加或减少根据玩家的净值分增加或者减少。

例如:第一天,某个玩家有1000净值分,他/她能够送出或收到不超过100 000黄金。第二天,玩家的净值分提高至2000,限制也提高到200 000. 如果第一天里上述的玩家收到了100 000黄金,那么其平衡用完了,玩家无法收到更多的黄金。第二天里,上述的玩家可以多收到100 000黄金,因为他的心平衡提高至200 000黄金单位,因为玩家的净值分也增多了。某个玩家遭受净值分的损失的话,类似的规则起作用。

转移资源被征费。某个玩家的转移资源上限越近,将在转移中失去的资源量也越多。系统将通知发送人多少资源由征费将被失去。

资源可以通过供应车送出,收到地方是驿站。

注意!为了成功地转移资源,你需要驿站遗迹供应车。资源由驿站的转移资源分页可以送出。

Some useful tips for all warrior wannabes in an Alliance

Do not leave your army in the fortresses if you are in war. Or at least do not garrison your weak fortresses, because you will offer an easy target for your enemies.

Do not wage wars against too weak alliances - you can win very few points, while risking a lot.

Destroy the enemy fortresses, empty or not, points are earned.

Try to destroy the enemy field army, this will unite your hands to start knocking his fortresses down afterward. Keep your army safe for these very reasons, unless you are certain that nobody can overcome it.