I was pondering whether to write an article about this freshly rolled out version of my favorite browser game or wait for version 0.3.0 and then write about that. The Ikariam boards have a list of features and bug fixes that 0.2.8 provides and addresses (respectively) so what is there to write about?
Well, let me write about some of the repercussions of some of the new features. First off is what I call simultaneous pillaging. This happens when two players attack the same city at roughly the same time. In the past, both players would become attackers and even help each other out by combining attack powers against the city’s defenders. Now, those attackers fight each other, one becomes the defender for the city, (presumably the first to arrive, and we’re talking seconds here so don’t question the use of the word simultaneous ^_^) and the other the attacker of the city. So if before, people were happy sending one man armies to pillage inactives, now, the tendency is to beef up the pillaging troop – increase those phalanxes, heck even include steam giants – so that if an unexpected opposing force is met, you still win. I guess this is what the game designers want, and it can mean people will be discouraged from pillaging or people will send more troops during pillaging.
But in my opinion, players are better off maintaining their previous attack pattern of sending one-man armies for pillaging inactives. As a group, all players will benefit more from this. Sending more soldiers in a troop increases the upkeep. There has always been a risk of a one-man pillaging troop dying because of the defensive power provided by a wall even if the city is uninhabited. Now, that risk has increased because of the possibility of meeting an opposing pillaging troop. But the rewards remain the same – that is the resources and gold received from the city being attacked. So at this point, I don’t think increasing your upkeep five fold is worth it.
The above advice may be sound for exploratory pillaging – finding out if an inactive city has a good amount of loot. But what if you already know that a particular city really has a high payoff? Then that is the time I would be ok with increasing the number of soldiers to include in the pillaging troop. You are now protecting a good source of revenue so making sure that you successfully pillage may be worth the additional upkeep. Just hope that nobody else has discovered that city and has encountered and lost to your troops, or else they will counter by increasing their own pillaging force. Then you do the same, they do the same… Zero Sum Game instead of a “Pillaging Synergy”.
A second new feature which I really like is the Alliance Ranking System – an administrative feature available to the Interior Minister (Home Secretary) of an alliance. Instead of being just a “member” of an alliance, you can have “made-up” ranks. You could make up traditional ranks such as private, lieutenant, and colonel. Or you could make up silly ranks like “Merlin the Magician” or the “Wizard of Oz”. This beats the traditional setup of having a Leader, Diplomat, General and Interior Minister (Home Secretary), then the rest of the players in the alliance as “members”.
Ranking at the time of this writing can be based on Total Score. You can promote a player to the next higher rank if he points become greater than a cut-off Total Score which you set. There are special ranks, which do not take points into account. A use I find for this is the ability to designate a player as an “Inactive” or as someone on “Vacation” mode. That way, whenever a member of the alliance enters the embassy, he sees which players are which. Too bad this feature can’t be automated yet – where the system really checks if the player is inactive or on vacation mode and sets these as the default ranks for that player. Right now, you’ll just have to set these up manually. But who knows, things might change in the future.
And finally, there’s the “Defend Port” and “Defend Town” features that I really think will dramatically change how battles especially during alliance wars will be fought. Although I haven’t personally tested this on a massive scale for fear of the “returning pillaging troop replaces massive defensive army being attacked” bug, it really has potential to increase an alliance’s defensive strategy. Before, the advantage was always on the attacking force. Three allied players can setup a their mobile colonies on an island against a single player and all that defender could do was hope that his walls were “high enough” and that his forces could withstand a triple pronged simultaneous attack. Now, those three attacking forces will have to fight each other if they land simultaneously. The defender can also have land forces from his friends or allies towns “blockade” his town for a maximum of 8 hours. And in theory, what this should do is treat both troops from different players as a single defensive force – sort of like a defensive Occupation.
Before, ship battles were always one player versus one player. Allied attackers could not combine their ships nor could allied defenders. But with the “Defend Port” feature, defenders could gain the upper hand in sea battles. Again, in theory, the two defensive fleets will be treated as one defensive force fending off the attacking armada.
Other changes are aesthetically pleasing or annoying (depending on each player’s point of view). Enough has been said on the Ikariam Boards about the “10 Combat Reports per page” and how this affects bashing. Over all, with a few pet peeves, I like the new version and await to see how these will affect the mechanics of the game in weeks to come.