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Author Topic: GROUP PHASE - Rules  (Read 1873 times)
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Angela
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« on: September 27, 2014, 10:04:31 AM »

Game Rules:

- Realm speed is Mega-Blitz x 10, with the exception of Missions which have their minimal duration and travel speeds x4
- All countries that have at least 5 registered member in the Qualifiers will form national teams; national teams are allocated between 9 Groups. Each national team is represented by an Alliance that carries the name of the relevant country
- All teams are distributed between the 9 Groups, with their distribution depending on their country’s ranking in the former two World Cups. Each team competes against the rest of the teams in its Group for a chance to play at the Finals.
- The Global Map is shared for all teams, with a size of 2000х2000, and it’s divided into 9 Quadrants
- Each Group is placed within a separate Quadrant. Teams from any given Group may survey the entire Global Map; however, they can only spy, attack and conquer Castles within the borders of their own Quadrant
- There are 4 Alliance Castles.
- No Barbarian Camps
- Within the first 24 hours from the Group Phase start, all players will have Beginner’s Protection enabled
- No Tutorial.
- No Vacation Mod.
- No Holiday Protection.
- Non-aggression Pact and Federation alliance relations are disabled.
- Players cannot leave their Alliance.
Leaders and their First officers cannot invite or kick Alliance members.
- The top player of the Qualifiers for each country will automatically be assigned as a Leader of that country’s team. Members of each team will be able to vote for a new Leader in order to replace him or her.
Managing of several accounts is allowed; one player may assign all of his allies as babysitters, and he can be appointed himself as a babysitter of all other accounts.
« Last Edit: September 27, 2014, 10:09:51 AM by Angela » Logged


Angela
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Angela
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« Reply #1 on: September 27, 2014, 10:06:17 AM »

- A dedicated module through which players can be nominated for removal from the national team.
- The Leader and the First Officer can nominate players, only if there are at least 20 members of the Alliance.
- The voting duration is 24 hours, or until the necessary votes are collected, whichever comes first.
- If a player is voted for removal, the IO team will remove him or her from the Alliance, and replace him or her with a Reserve player, on the first day of business after the voting was concluded.
- A removed player will leave the tournament and cannot compete for another Alliance.
- Each team that has collected the maximum number of players will have up to 3 Reserve players.
- Reserve players are the players from the 31st, 32nd and 33rd places in the Qualifiers.
- An Alliance will be able to change some of its members for Reserve players only within the first 48 hours of the Group Phase.
- After the first 48 hours, no further changes of the player rosters are allowed.
- Players that have been removed from a national team will lose the “National Contestant” medal.
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Angela
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Angela
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« Reply #2 on: September 27, 2014, 10:07:38 AM »

- Any player may support his national team by purchasing diamonds. The diamonds will appear in his Alliance Treasury.
- Alliance Leader will be able to message and solicit their countrymen when a diamond donation is needed for the Alliance Treasury.
- The Top 5 Donators for any given country will be announced on the World Cup web site; a Ranking for the countries with the most donations will also be available.
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Angela
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« Reply #3 on: September 27, 2014, 10:08:04 AM »

- Castles expand their area of influence through the construction of Great Temple; however, their influence is not accounted for as a percentage of map area retained, but as the accumulation of Influence Points instead.
- 1 account / Exclusive Zone / Capital within the influence area of an Alliance Castle = 1 Influence Point.
- Influence Points are accumulated over time, and are being awarded each hour
- If an Alliance loses control over one of its Alliance Castles – it still gets to keep the Influence Points accumulated so far.
Example: If at the time of accounting, Alliance X has 4 Castles and within the influence area of one them fall 30 players, while in the areas of the rest – 10 players each, then Alliance X will be awarded 60 Influence Points. An hour later, during the next accounting, if the Alliance has lost its Castles that influence 10 players, then it will only gain 30 Influence Points from its last Castle. Since its accumulated Influence Points are never lost, Alliance X now has a total of 90 Influence Points.
- If an account falls within the area of influence of the two Castles, it will grant Influence Points to the Castle with the higher level of Great Temple. If both Castles have the same level of Great Temple – the account grants Influence Points to the closest Castle.
- During the Group Phase, the castle influence is only taken into account for its own Quadrant. The influence area of a Castle that falls outside of its Quadrant is ignored, and no Alliance may gain Influence Points from an account that is not within the same Quadrant.
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Angela
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