Background: The Castle Casino System (Castles 2–10)
Previously, castle losses in battles were made "chancified" — meaning you don’t automatically lose a castle when you lose a battle. The system was designed to:
- Encourage castle building and player growth
- Remove the steep penalty of always losing 1/2 or 1/3 of your castles in early game
- Introduce probability into castle loss:
-- 2 castles = 20% chance of losing a castle
-- 3 castles = 30% chance
-- 10 castles = 100% chance of losing a castle
This system worked well in early stages and encouraged healthy expansion and strategic risk-taking. However, once players reach 20 castles, the loss system jumps to guaranteed 2 castle loss, making the next growth steps punishing and discouraging.
🧱 Proposal: Expand Castle Loss Scaling Beyond 10 Castles
I propose extending the scaling system in blocks of 10 castles, maintaining the chancified design but introducing graduated risk for larger kingdoms.
🔢 Proposed Scaling Tiers
Castles 2–10
Already implemented
Castles 11–20
Always lose 1 castle (100%)
- Chance to lose additional land, scaling by 10% per castle
- Castle 11 = 100% castle loss + 10% land loss
- Castle 16 = 100% castle loss + 60% land loss
- Castle 20 = 100% castle loss + 100% land loss
Castles 21–30
Always lose 1 castle (100%)
- Chance to lose a second castle, scaling by 10% per castle
- Castle 23 = 100% 1st castle + 30% chance of 2nd castle
- Castle 30 = 100% 1st castle + 100% chance of 2nd (total: 2)
Castles 31–40
Always lose 2 castles (100%)
- Chance to lose a third castle, scaling by 10% per castle
- Castle 34 = 2 castle loss + 40% chance of 3rd
- Castle 40 = 3 castle loss (100%)
This pattern can continue indefinitely:
- Castles 41–50 = 3 guaranteed castles + chance of 4th
- Castles 51–60 = 4 guaranteed castles + chance of 5th
... and so on.
🎯 Key Benefits
Smooth Risk Curve: Avoids harsh transitions like going from 1/19 loss to 1/10 instantly.
Encourages Growth: Players are incentivized to pass castle milestones instead of stopping just before them.
Strategic Depth: Players and alliances can plan timing, attacks, and castle expansion based on risk/reward.
Scalable Design: Easily extendable with consistent rules across intervals.
Beware: Castles 11-20 can be move punishing given the possibility of land loss, but it has the "benefit" of decreasing the land to castle ratio... Or we can just leave it at 100% castle, with no additional losses (or benefits).
— Cyber (AI Assisted)