Auto-translated
Good news: Foenix is currently actively developing WarGame Arena (WGA), an RTA analogue based on WGE. The essence of RTA is that it is an arena for rapid hero leveling, purchasing artifacts and troops, followed immediately by a final battle between players.
The fundamental difference between WGA and RTA is the addition of a construction phase, meaning the arena includes: rapid city building, hero leveling, purchasing artifacts and troops, and the final battle.
Like leveling, construction is implemented serially, i.e., over 1 day. Each time, the player makes only 2 clicks: build a structure and return to the construction screen (B button). During this time, the city is automatically rebuilt and returns the player to the city screen, but now with the ability to build again. The "day of the week" number for construction is shown by the last digit of the gold in the player's account. The "construction days" themselves are skipped automatically upon the erection of a particular building, with the exception of the 7th day of each "week." On the 7th day, a pause is made to buy out all creatures, as unbought creatures vanish. As soon as all creatures are bought, the "day" is automatically skipped and the transition to the next "week" occurs. If a player cannot or does not want to buy all troops, they must visit the Thieves' Guild on the map (near the city) with their hero, which allows the transition to the next week manually. Simultaneously with the transition to the next week, the player receives information from the guild about the enemy city at the end of that same week (a mirrored city of the opponent is shown, in which the purchased garrison and the presence of fortifications can be seen).
Player's starting resources: 3 thousand gold, 3 of each rare resource, and 6 each of wood and ore.
Starting bonuses: 3 thousand gold, 6 portions of profile resources, or 1 random minor artifact.
Starting cities: with a tavern and a fort/Mages' Guild (depending on the faction), additionally, player 2 has a town hall (city level is 1 higher).
Number of "construction days" is 16 for player 1 (ends on day 2 of week 3) and 15 for player 2 (ends on day 1 of week 3).
At the beginning of each "construction day," including the first, the player is given 10 portions of random resources.
1 portion = 1 rare resource, 2 wood/ore, or 500 gold. A portion corresponds to the amount of resources obtained when taking the corresponding resource pile on a full-scale map (in WGE mechanics).
On day 14 (day 7 of week 2), each player receives additional gold income equal to the total cost of the week 1 garrison (the troops they bought in week 1).
At the end of construction (after all buildings are constructed), each player receives similar income, but based on the total cost of the week 2 garrison (the troops they bought in weeks 1 and 2). Thus, creatures bought early have time to pay off, and the earliest ones may even pay off twice and bring a profit (simulating a situation where early-bought creatures speed up the clearing and gold acquisition). In addition, at the end of construction, each player receives an additional 30 portions of resources, which is usually necessary for buying tier 7 creatures if available (simulating visiting large banks/utopias).
And now the most important detail regarding portion generation. Although portion generation is random, it adapts to the needs of the chosen build and the player can control it by setting priorities (similar to how they collect resources on the map)! The first basic principle is: the less a player has of a certain resource (except gold), the higher the chance of receiving it, and vice versa. The second basic principle is: the more total resources a player has (except gold), the higher the chance of receiving gold, and vice versa. The specific formula:
Chance of giving a resource in a random portion = (15 - X)%, where X is the number of portions of this resource the player has (the amount of rare resource, or 50% of the amount of wood/ore).
Chance of giving gold in a random portion = (100 - Y)%, where Y is the total chance of generating any other resource.
For profile resources, other constants are used instead of the base chance of 15:
Humans: chance 20 for wood, ore, and crystals.
Elves: chance 20 for wood and crystals, chance 25 for gems.
Wizards: chance 20 for gems and sulfur.
Dungeon: chance 20 for gems, mercury, and crystals, chance 25 for sulfur.
Undead: chance 20 for ore and gems, chance 25 for mercury.
Demons: chance 20 for wood, sulfur, and mercury.
Dwarves: chance 20 for ore, crystals, and sulfur.
Orcs: chance 20 for mercury and crystals.
The general rule is that profile racial resources have a chance modifier of +5%, and another +5% if level 7 creatures actively consume that same resource in large quantities (angels, necrodragons, light and dark dragons).
There is also an external market on the arena near the city, which allows exchanging missing resources. At the end of construction, the market allows automatically exchanging all existing resources for gold + the missing racial resource in the exact amount needed to buy all tier 7 creatures (if available) in 1 click. Also, when visiting the Thieves' Guild at the end of construction, the player is shown the total value of all purchased creatures in the city garrison, which allows conclusions to be drawn about the strength of a particular build (based on 3 criteria: obtained troops, gold, and the level of constructed spells/cries/runes).
The fundamental difference between WGA and RTA is the addition of a construction phase, meaning the arena includes: rapid city building, hero leveling, purchasing artifacts and troops, and the final battle.
Like leveling, construction is implemented serially, i.e., over 1 day. Each time, the player makes only 2 clicks: build a structure and return to the construction screen (B button). During this time, the city is automatically rebuilt and returns the player to the city screen, but now with the ability to build again. The "day of the week" number for construction is shown by the last digit of the gold in the player's account. The "construction days" themselves are skipped automatically upon the erection of a particular building, with the exception of the 7th day of each "week." On the 7th day, a pause is made to buy out all creatures, as unbought creatures vanish. As soon as all creatures are bought, the "day" is automatically skipped and the transition to the next "week" occurs. If a player cannot or does not want to buy all troops, they must visit the Thieves' Guild on the map (near the city) with their hero, which allows the transition to the next week manually. Simultaneously with the transition to the next week, the player receives information from the guild about the enemy city at the end of that same week (a mirrored city of the opponent is shown, in which the purchased garrison and the presence of fortifications can be seen).
Player's starting resources: 3 thousand gold, 3 of each rare resource, and 6 each of wood and ore.
Starting bonuses: 3 thousand gold, 6 portions of profile resources, or 1 random minor artifact.
Starting cities: with a tavern and a fort/Mages' Guild (depending on the faction), additionally, player 2 has a town hall (city level is 1 higher).
Number of "construction days" is 16 for player 1 (ends on day 2 of week 3) and 15 for player 2 (ends on day 1 of week 3).
At the beginning of each "construction day," including the first, the player is given 10 portions of random resources.
1 portion = 1 rare resource, 2 wood/ore, or 500 gold. A portion corresponds to the amount of resources obtained when taking the corresponding resource pile on a full-scale map (in WGE mechanics).
On day 14 (day 7 of week 2), each player receives additional gold income equal to the total cost of the week 1 garrison (the troops they bought in week 1).
At the end of construction (after all buildings are constructed), each player receives similar income, but based on the total cost of the week 2 garrison (the troops they bought in weeks 1 and 2). Thus, creatures bought early have time to pay off, and the earliest ones may even pay off twice and bring a profit (simulating a situation where early-bought creatures speed up the clearing and gold acquisition). In addition, at the end of construction, each player receives an additional 30 portions of resources, which is usually necessary for buying tier 7 creatures if available (simulating visiting large banks/utopias).
And now the most important detail regarding portion generation. Although portion generation is random, it adapts to the needs of the chosen build and the player can control it by setting priorities (similar to how they collect resources on the map)! The first basic principle is: the less a player has of a certain resource (except gold), the higher the chance of receiving it, and vice versa. The second basic principle is: the more total resources a player has (except gold), the higher the chance of receiving gold, and vice versa. The specific formula:
Chance of giving a resource in a random portion = (15 - X)%, where X is the number of portions of this resource the player has (the amount of rare resource, or 50% of the amount of wood/ore).
Chance of giving gold in a random portion = (100 - Y)%, where Y is the total chance of generating any other resource.
For profile resources, other constants are used instead of the base chance of 15:
Humans: chance 20 for wood, ore, and crystals.
Elves: chance 20 for wood and crystals, chance 25 for gems.
Wizards: chance 20 for gems and sulfur.
Dungeon: chance 20 for gems, mercury, and crystals, chance 25 for sulfur.
Undead: chance 20 for ore and gems, chance 25 for mercury.
Demons: chance 20 for wood, sulfur, and mercury.
Dwarves: chance 20 for ore, crystals, and sulfur.
Orcs: chance 20 for mercury and crystals.
The general rule is that profile racial resources have a chance modifier of +5%, and another +5% if level 7 creatures actively consume that same resource in large quantities (angels, necrodragons, light and dark dragons).
There is also an external market on the arena near the city, which allows exchanging missing resources. At the end of construction, the market allows automatically exchanging all existing resources for gold + the missing racial resource in the exact amount needed to buy all tier 7 creatures (if available) in 1 click. Also, when visiting the Thieves' Guild at the end of construction, the player is shown the total value of all purchased creatures in the city garrison, which allows conclusions to be drawn about the strength of a particular build (based on 3 criteria: obtained troops, gold, and the level of constructed spells/cries/runes).
Build notations:
- Weeks are listed separated by commas (first, second, third)
- Numbers indicate the tier levels
- Numbers with a plus sign indicate upgrades (if upgrades are placed separately from the base, on the following week, they are indicated in parentheses)
- Cap, Mag, Rat - Capitol, Magistrate, Town Hall
- Castle, Stronghold, Fort - Castle, Stronghold, Fort (if they are passage buildings, they may not be indicated for brevity)
- GuildN - guild of the corresponding level (if it is a passage building, it may not be indicated for brevity)
Capitol Start
(early capitol: maximum gold, minimum meat)
Approximately 50 effective 8.0+ builds were reviewed on the