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Can anyone give me the down and dirty of territory control please. Thanks
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2/04/13 1:01:08 PM#2
Once your guild level is high enough, determined by onlne players and activity of your guild player base. You can purchase or fight over a piece of guild land which you will find in most areas. Once your guild has the spot you can upgrade individual buildings (or expand the size of the area) by contributing liang and wood/ore to the processs. However if your guild gets involved in a conflict with another guild and there is a war you can loose that land or have all your upgraded building reduced back down to level 0 status... Having land can give some benifits to a guild such as the ability to patrol the guild and get the passive 15% cultivation buff, there are some benifits to upgrading some of the structures as well. |
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2/06/13 11:28:46 PM#3
The following features haven’t been implemented in the English version yet but a guild that controls both bases in a territory (“scene”) has some special benefits through its leader – which as the result of the conquest is known as a heroic cult leader. Each heroic cult leader is considered ruler of a particular territory scene and has a unique title. He can issue two edicts (independently) once per day:
"A game is fun if it is learnable but not trivial" -- Togelius & Schmidhuber |
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2/06/13 11:44:04 PM#4
Originally posted by Cname uh huh DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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That's what I was afriad of. Taxation is good for main trade hubs, but vitrually meaningless everywhere else. Its not different than most F2P Asian MMOs with territory control. Well, at least you don't have to pay to play the territory meta game... right?
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