Trending Games | World of Warcraft | Overwatch | Elder Scrolls Online | Anthem

    Facebook Twitter YouTube YouTube.Gaming Discord
Quick Game Jump
Members:3,828,701 Users Online:0
MMORPG | Setting:Fantasy | Status:Cancelled  (est.rel N/A)  | Pub:Codemasters
PVP:Yes | Distribution: | Retail Price:n/a | Monthly Fee:n/a
System Req: PC | Out of date info? Let us know!

Empire Echoes: City Capture 2

Posted by Richard Cox on Jun 08, 2004  | Comments

Empire Echoes: City Capture 2 -

Robc has posted the newest Empire Echoes, which is the second part of a two part feature covering City Capture:

I already mentioned that every empire must have at least one vulnerable city every cycle. This will be the city or cities with the lowest score. Even if one clan owns 10 cities in an empire there will still be one city made vulnerable by default. Or if all city owning clans are in alliance and nobody votes anyone else down, a city will still made vulnerable. There are several ways to do this, Cal says it might be chosen randomly... or the more devious solution is to let the system work as designed. If every city gets a zero score (no votes) then they all tie for the lowest score and all ten should immediately become vulnerable! Evil! I think that dominant clans or alliances will strategically choose to vote out one of their own cities rather than lose all ten ;) So you can rest assured that at least one city will be vulnerable every cycle no matter what, and perhaps as many as ten!

A city that has just been captured is given a ?safe? period to allow the new owners to get a foothold. That city will not be vulnerable in the next political cycle. The length of grace period is not decided yet. But it is comforting to know that a newly acquired city will not fall again in the next cycle. (Note that Part I was wrong on this matter? but you should still send cookies over to your neighbors! :)

You can read the full article by clicking here, and visit the official Dragon Empires site here.