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Join my 2 linked game: 2026-02-18 02:59:27

FFA and Team planning player
Level 57
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Gold- troops is the norm for every war light game, be it that 1gold=1troop
Join my 2 linked game: 2026-02-18 03:05:01

FFA and Team planning player
Level 57
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May we make the 2 games link for you can use the 2nd game for margin of errors, for the chain of events against you be not overwhelming to your gameplay. Basically making the other game as if you have more life from players going after you
Join my 2 linked game: 2026-02-18 03:14:41

FFA and Team planning player
Level 57
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Details:


Normally you would raise more gold-troops by proxy on someone land (eliminating weaker players, which might be you) or by selling your own possessions, That of other people might join the opposite side, stirring a chain of events against you that might not be worth it wasting resources. We are talking about stagnation and waiting players booting to expanding.


With another game, Then , you are able to exchange possessions without compromising yourself (you be holding the structure of your empire lands), effectively isolating your homeland from selling your land (in case you need more gold) and you be able to transaction the income in the main game and here you transaction your assets.

For more confidence in interactions Im adding the following:

Edited 2026-02-18 03:19:34
Join my 2 linked game: 2026-02-18 03:23:13

FFA and Team planning player
Level 57
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Watch out how 1v1 may be accordingly to honor agreement or treaties for you don’t loose your prestige, effectively making in more dynamic on diplomacy = if you need to flow more gold-troops, you may ask others for additional resources
Join my 2 linked game: 2026-02-18 03:32:46

FFA and Team planning player
Level 57
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By giving residual forces to defeated nations these treaties and agreements can be more endurable for the losing side, as if for every clash the winner have to sacrifice more troops (Generally the strong players go after weaker ones), moreover this weak player could be you someday
Join my 2 linked game: 2026-02-18 03:51:41

FFA and Team planning player
Level 57
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1v1 Stuff:

Your partner may have enter in battle to your side before collaborating with his troops by giving them to you. This may be come to join overwhelming forces against you on the other side, the reason nothing could initiate to happen for many turns and stagnate And the more players join the more they will strip your chunks if not all your territories (for rules may limit maximum loses). They could give to one player his troops still but it’s made more reaction time and you could rally reinforcements too, if so the standby would be limited to 2 players only, not expanding to the entire server and casualties would be even higher if a winner gets away with it, as now would have to pay back what was given to or the giving player looses troops too (may have to come to an agreement that’s why it’s made more reaction time).


Watch out how the 2nd game could be use for troop leverage as you could guarantee stuff from the other game to the main game without risking your lands empire directly. This adds more deep interaction for the diplomacy matter

Or be trust-based purely

Edited 2026-02-18 04:12:08
Join my 2 linked game: 2026-02-18 04:37:48

FFA and Team planning player
Level 57
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Time cycles:


For not to lock all your nation,
Players may make their battles in a cycle of 5 turns, if you don’t make any declaration, you need to wait until the next cycle but you can’t declare in between these 5 turn cycles (may adjust to different times)and for they don’t lock all the game (that 1v1 means no one can attack you) the battles can be resumed if you give away troops or lands or something (it’s more attrition), only the one resuming pays.
Join my 2 linked game: 2026-02-18 04:47:47

FFA and Team planning player
Level 57
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Just if you are caught locking your realm purposely you became pe like with giftblocking or something like that. Resuming the battle could also prompt to dialogue for agreements or treaties as you will put your declaration to scrutiny once more and the defeated nation get troops from residual forces, so stronger nations would sacrifice more troops (generally more troops win).
Join my 2 linked game: 2026-02-19 05:00:33

FFA and Team planning player
Level 57
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.

Turn 6-11-16-21-26 are valid cycles to issue declarations, you cant declare in between. So all players been encourage more on that matter of 1v1, overcoming downside from being alone1v1 (because im assuming players will draft it harder alone) and diplomacy games could be more interesting with a timer (not all times able to issue a declaration), players have the time cycle to recover.

Maybe the idea of waiting could not seem interesting… we may make exceptions maybe? You issue a declaration as the following options:
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