The October Spooky Crazy Conquest Month
Change maybe just for the sake of change
Everybody's on board with Just Changing Stuff for Conquest, so that's what we're gonna do. And what better month to do it for than October! Let's get straight into it.Alliance Town Cap
The same handful of alliances have been showing up on every continent at once, and mercs made up almost half of the bigger side whenever they were present. Smaller alliances allegedly mean more sides worth fighting. Some players want to see if the playerbase will or won't move to where the action is. So let's find out.- Alliance size drops from 12 towns to 3. No mercs.
- For existing Alliances, they will still exist but must choose which 3 towns stay before the reset. Any alliance still over 3 at the deadline is trimmed automatically.
Fight size is capped by how many territories you own
Right now anybody can have any number of territories and presently, most people don't care which are which. Alliances can sit on 2 territories, yet can bring 200 players to a fight, and that's not very interesting! If you want to bring big numbers, you need to own a real, honest territories.Each side's cap depends on how many territories that side's alliance owns on the continent. Attacking or defending, no exceptions.
| Territories your alliance owns | Cap for your side |
| 0-7 | 25 players |
| 8-15 | 50 players |
| 16+ | No cap |
- Lose territories and your cap shrinks. That's the risk side of risk vs reward.
- For the first week of the month, capturing neutral territories won't use up your daily attacks, so building up is possible in days rather than a week.
- Reins and Balak are exempt from caps.
- You'll see the cap for both sides on the inhibitor before you place it.
Shulker Cap
We want to see more thoughtful consideration to engagements in fights. Some players bring such a large volume of shulkers to a fight it means they have next to no chance of ever actually running out of pots. Attrition is a good thing and it brings fights to an end at times when a side runs out of resources. The theory is this creates a small meta change where players have to weigh their engagements better. A controversial change to be sure but hey, let's see how it goes.Currently players on average bring around 8-9 shulkers. Some crazy player(s) bring 18-19... This math was on about 3k warps recently between 551 unique players.
- You can bring at most 6 shulkers to a fight.
- Checked when you register at the beacon and again when you warp in. Over the cap means you don't register, or you get left behind at the beacon.
- There are no checks during the fight itself, so you can pick up beyond the limit. Think of it as 6 per player per warp, not 6 max ever.
- Items can't be dropped or picked up while prewarped, so no handing shulkers to prewarpers.
New CP buffs, just for 2nd and 3rd place
2nd and 3rd place haven't meant anything. Now they buy buffs that the capital can't.Three buffs that only the 2nd and 3rd place alliances on a continent can buy. Each is good for one fight and has a 48 hour cooldown between purchases.
| Buff | What it does | Cost |
| Rapid Warp | Your side's warp timer is 6 minutes for one fight, attacking or defending. | 150 CP |
| Quick Online | Your inhibitor onlines in 40 minutes instead of 60 for one attack on an enemy town. | 120 CP |
| Second Wind | Once during a fight, reset your side's warp cooldown so the next wave can go immediately. | 120 CP |
- Buy ahead of time, used automatically (Rapid Warp, Quick Online) or from the beacon menu (Second Wind).
- Rapid Warp and Second Wind can both be used in the same fight.
- Quick Online doesn't apply to Capital Bountiful fights or neutral tiles.
- Buffs you've bought stay usable even if you climb to 1st place.
Policy exemption for 2nd and 3rd place
Policies are the capital's way of squeezing everyone else. Give even more of a desire to get 2nd/3rd place. The 2nd and 3rd place alliances on a continent can each pick one policy the capital has enacted, and that policy no longer applies to them.- Example: the capital enacts No Fly. 2nd place picks it as their exemption and their members can still fly on that continent.
- One policy each. 2nd and 3rd can pick the same one or different ones.
Still being decided
- Whether the 2nd/3rd place buffs can be used in any fight, or only against an alliance ranked above you.
- Whether 3rd place gets a discount on the buffs, just as a kindness and to make things more interesting.
Go Forth!
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