This is rip off to those who has 7-10 or more castles.

We already have CLI that only work on 70% and above. This lessen the Bfeeding plus the penalty.

@Lord Thane I have a couple questions:

  1. If kingdom A retaliates against a kingdom B, B is 60% below, Does A get CLI? I imagine they do not, but I'm curious if that applies to retaliations.

  2. Can Kingdom A retaliates against Kingdom B if B is below 50% and can Kingdom A win a castle if they are below 50%? (assume they have 10 castles so there's 100% castle chance on victory)

    Nolio kingdom A would not get CLI hitting the <70%, even with retal. They can't retal if <50% either, it's a hard-block that prevents them from attacking regardless of anything else like retals.

    There is a retaliation rule about the KS penalty, if the larger kingdom is the defender with a valid retal, they can use it and they won't get the KS penalty difference.

      Lord Thane
      If Kingdom A is dumb enough to attack someone whos +51% their size there should be no retaliation penalty at all.
      Give the CLI to B if they Take the castle on a retal only. Since there is a small % they will get a castle.

      Example
      If Kingdom A, a 10000 KS Kingdom with 2 castles and 60 land attacks Kingdom B, a 19999KS with 7 castles and 90 land "A" should be treated as if they were +70% B's size for the retaliation.
      I call it the "Fuck around and find out" rule. A is still protected because of a 20% chance to take a castle and B isnt being suicided on without repercussions.

        Mack10 well, they wouldn't get the KS penalty for hitting down on the retal, so they got that going for them. I think being 2X the size and getting a easy retal should be enough buff for the big defender. I can't imagine needing to buff big KS kingdoms to help them beat a much smaller opponent that dared to attack them, or at least not buff them anymore than we already do with the KS penalty pass lol

          Lord Thane
          so if you take a retal on someone 1/3 of your KS, you don't experience any of the consequences? You can take a castle?

            Enphetamy I have some ideas to make it more appealing to younger players. When I get a chance to add "themes", one of them will have some graphical elements. I have some ideas how to visualize battles with actual troops and show how the 3 phases of battle happen. Visualizing other sections with graphics would be pretty easy, like the tech trees.

            I have some features from a MUD game I was developing that could possibly be added to a theme too, to add some mini games to some sections. Like maybe instead of just clicking the spell button, the player would have to correctly draw the spell on the screen in a canvas modal - the closer to correct they draw the spell the better chance of success... Minigames to add some interactivity and make it more interesting for younger players. Could do a lot of interesting things with this.

            Maybe make a map that shows their generals heading out and returning from battle.

            I have a lot of ideas for this, but it's probably not gonna be doable anytime soon. Maybe next year lol

            Just want to revive this thread by saying how unfun this change is.
            I stopped building castles because there is no point when I can’t take any back attacking due to all the people not building them and only being hit for land.

            Maybe a poll for next round is in order?

              Mack10 The bigger issue that I have with it is that you still lose a proportionate amount of land as if you lost a castle. That's so much more punishing in the early round.

              But since this was implemented mid round and most players had multiple castles, this phase was skipped. But at the beginning of a round now, I think it will be way worse and no one will want a castle. Imagine there's a 20% chance to gain it on attack, but an 80% chance to take half their land and have them only able to take about 8 land back. The people who build castles will be screwed

                We just need to start with more castles imo. More or less completely solves the problem and makes getting hit early not that big of a deal. Losing half or a third of your land early is too harsh especially if it keeps happening over and over

                Nolio You are losing the land but not the crime rate. Its a negative on both sides I suppose.
                I think Crime rate was not thought out when this change was implemented. A castle is also 6ATC buildings, which is huge for those who rely on ATC units to support their TC units (ex, without my knights I cant do enough damage to really break anything)