Kingdom Restore

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Kingdom Restore

Postby Kaz » Sun Mar 31, 2013 12:23 pm

You can now restore a Kingdom after having been attacked or killed.

If you've been killed, the restore will pick the largest version of your kingdom to have existed during the last 72 hours prior to death. If you are still alive, the 72 hours will count from the current time.

Rather than restoring the kingdom to it's full state. Your kingdom will be restored with 75% of the land, buildings, population and elan (a loss of 25% from the backed up kingdom). Your kingdom will also have 0 turns, 0 gold and 0 troops.

For 48 hours after restoring a kingdom, you will be in a new mode called 'Restore Protection'. This is essentially identical to NPP, but is on a timer rather than based on the amount of turns you spend. During Restore Protection you are unable to send or receive cash with allies, and are unable to use the war, sorcery or scum screens (unless using an option that targets your own kingdom).

If you are restoring while still alive, you will need to have not attacked (using scum, sorc or war - including scouts) for the previous 24 hours. You will also need to have saved 24 hours of turns to purchase the restore.

In order to restore while alive, you will need to click the Load / Save icon. This will show up any time that you're out of NPP and have not attacked for the last 24 hours. If you click the icon and you're still in NPP, you'll go to the normal Load / Save screen.

Image

The timers in place should allow you to attempt to retaliate, and then, assuming you still wish to restore, start saving up the turns you'll need to do the restore itself. Once restored, the 48 hours of protection ought to be enough to make the money to refort, but wont be enough time to also save up max turns.

Essentially restoring will take you out of offensive warfare for 3 days (1 prior to restoring and 2 after). You will also lose 25% of the kingdom. But losing 25% is significantly better than restarting at 500 acres, and if it isn't, maybe a restore isn't the best option.

[edit]

The following changes were implemented at the end of June 2013:

* There is now a Maximum of 10,000 'open' acres on a restored Kingdom. There is no maximum for built land.
* You still continue to lose 25% of your buildings, but you only lose 20% of your land. This is to ensure that you at least have 'something' that can be built during NPP.
* You now start with 10,000 gold and also have 50% of the turns required to purchase the restore. e.g. In guilds, you have 36 turns (out of the 72 needed to purchase the restore) aka 12 hours of turns.
* During RPP your Build-Rate & Training-Rate have been reduced by 50%. Also, the Inspire Devotion and Calming Chants will be less effective.
* RPP for kingdoms is no longer 'fixed' at 48 hours. Each game has a period that is suited to the action of that game type.
* RPP for kingdoms after death is also no longer 'fixed' as 48 hours. Each game can now configure this independently from manual RPP duration. e.g In guilds, RPP after death lasts an extra 24 hours.

[edit 2]

The following changes were implemented at the start of August 2013

    RPP
  • The countdown will now say "This is your final hour of Restore Protection" rather than "You have 1 more hours of Restore Protection"

    Restore
  • Restored kingdoms are now taxed for land and buildings.
  • For the first 5,000 acres on a restore, there is no land tax, buildings are reduced by 5%.
  • For the next 10,000 acres, land is reduced by 10%, buildings by 15%.
  • For the next 10,000 acres, land is reduced by 25%, buildings by 30%.
  • For the next 20,000 acres, land is reduced by 50%, buildings by 55%.
  • For all remaining acres, land is reduced by 75%, buildings by 77.5%.
  • Restore now counts as a death on the scores screen and in the hall of fame
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Re: Kingdom Restore

Postby Darnivan » Fri Apr 05, 2013 5:51 pm

Fix for the last paragraph typos for clarity:

Essentially restoring will take you out of offensive warfare for 3 days (1 prior to restoring and 2 after). You will also lose 25% of the kingdom. But losing 25% is significantly better than restarting at 500 acres, and if it isn't, maybe a restore isn't the best option.
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Re: Kingdom Restore

Postby Kaz » Fri Apr 05, 2013 5:55 pm

Darnivan wrote:Fix for the last paragraph typos for clarity:

Essentially restoring will take you out of offensive warfare for 3 days (1 prior to restoring and 2 after). You will also lose 25% of the kingdom. But losing 25% is significantly better than restarting at 500 acres, and if it isn't, maybe a restore isn't the best option.


indeed :) well spotted
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Re: Kingdom Restore

Postby Gili » Sat Apr 06, 2013 7:07 am

Its going to redefine the whole war process I'm sure :)

But hopefully will stop the massive of most competant war strikes (IE, ones not lead by me:P )
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Re: Kingdom Restore

Postby Kaz » Wed Apr 17, 2013 7:53 am

Restore uses the table were I store a record of turns used, so you also need to have spent a turn in order to actually have a restore in there available. If you hadn't logged in for several days before getting attacked, then pre-war restore might not actually be an option. However, the very first attack against you WILL have stored data that could be restored from. So you'd restore to 75% of your kingdom after the first attack.

One other thing to bear in mind with the restore is that the 72 hours are a rolling 72 hours from the time you click to restore, not 72 hours from when this war started.

That means that people hit in the first strike, need to restore earlier than people hit in later phases. You also need to have not attacked for 24 hours 'before' using the restore (plus saved those 24 hours of turns) so you need to 'drop' out of the war a maximum of 48 hours after you were hit. If you fight for 72 hours then you'll be restoring something that's in a post-strike state.
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Re: Kingdom Restore

Postby Kaz » Wed Jul 10, 2013 7:53 am

I totally forgot to update this thread so am doing so now... albeit a little late

The following changes were implemented at the end of June:

* There is now a Maximum of 10,000 'open' acres on a restored Kingdom. There is no maximum for built land.
* You still continue to lose 25% of your buildings, but you only lose 20% of your land. This is to ensure that you at least have 'something' that can be built during NPP.
* You now start with 10,000 gold and also have 50% of the turns required to purchase the restore. e.g. In guilds, you have 36 turns (out of the 72 needed to purchase the restore) aka 12 hours of turns.
* During RPP your Build-Rate & Training-Rate have been reduced by 50%. Also, the Inspire Devotion and Calming Chants will be less effective.
* RPP for kingdoms is no longer 'fixed' at 48 hours. Each game has a period that is suited to the action of that game type.
* RPP for kingdoms after death is also no longer 'fixed' as 48 hours. Each game can now configure this independently from manual RPP duration. e.g In guilds, RPP after death lasts an extra 24 hours.
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Re: Kingdom Restore

Postby Gili » Wed Jul 10, 2013 8:17 am

Kaz wrote:* During RPP your Build-Rate & Training-Rate have been reduced by 50%. Also, the Inspire Devotion and Calming Chants will be less effective.


thanks for confirming this. I was confused why my brt was half, but assumed it was by design. Its a good idea, prevented me mass building temples
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Re: Kingdom Restore

Postby Kaz » Wed Jul 10, 2013 10:45 am

Gili wrote:
Kaz wrote:* During RPP your Build-Rate & Training-Rate have been reduced by 50%. Also, the Inspire Devotion and Calming Chants will be less effective.


thanks for confirming this. I was confused why my brt was half, but assumed it was by design. Its a good idea, prevented me mass building temples


It was all in the official changelog thread (and the development thread that you posted in several time lol)
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Re: Kingdom Restore

Postby Kaz » Mon Jun 09, 2014 5:18 pm

On the 4th of August 2013 the rules changed again, I updated the changelog at the time, but totally forgot that this thread existed.

Restore no longer takes a set 20% of your land and 25% of your buildings. Both land and buildings both work according to a sliding tax-like scale.

  • For the first 5,000 acres on a restore, there is no land tax, buildings are reduced by 5%.
  • For the next 10,000 acres, land is reduced by 10%, buildings by 15%.
  • For the next 10,000 acres, land is reduced by 25%, buildings by 30%.
  • For the next 20,000 acres, land is reduced by 50%, buildings by 55%.
  • For all remaining acres, land is reduced by 75%, buildings by 77.5%.

For example

A kingdom with 5,000 acres and 5,000 buildings will be restored with the full 5000 acres, and the buildings will be reduced to (5000 * 0.95) = 4750

A kingdom with 10,000 acres and 10,000 buildings will be restored to 5000 + (5000 * 0.9) = 9,500 acres and the buildings restored to (5000 * 0.95) + (5000 * 0.85) = 9,000

A kingdom with 20,000 acres and 20,000 buildings will be restored to 5000 + (5000 * 0.9) + (10000 * 0.75) = 17,000 acres and the buildings restored to (5000 * 0.95) + (5000 * 0.85) + (10000 * 0.7) = 16,000

and so on
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