GoldenTowns France
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FAQ (traduite) du jeu

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1 FAQ (traduite) du jeu le Mer 29 Oct - 16:53

Voici la FAQ du jeu, traduite et corrigée.
(construction en cours. État actuel : structuration)


Les basesLe marché
Mécaniques du jeuLa guerre
Défrichement et routesLa politique
Construire et entretenirAffiliation
Les différents types de bâtimentsL'extraction de l'or
InventaireTrader l'or
Résumé:

GoldenTowns is an economic, political and military simulator in which virtual gold can be converted into real money or exchanged for real gold. The game relies on a paper published by Mr. Vlad Cristian (CEO ANNO1777 Labs) in 2011, describing a deflationary economic system in which the amount of virtual currency is fixed and 100% covered by real gold. In GoldenTowns there is a limited amount of virtual gold (100.000 GoldenTowns Coins or GTC) which is distributed gradually, at a constant pace, to the players. The entire amount is covered by an increasing amount of real gold, measured in 24k ingots.

The Game Mechanisms
In order to understand how the game economy works and how you can maximize your profit, you need to review the essential mechanisms. The raw materials and their extraction represents one of the most important aspects, however, raw materials are extracted using manpower, and manpower requires houses and services which, in their turn, consume raw materials. The Game Mechanisms Chapter will help you understand the economic grounds, the main indicators, and what you need to do in order to enjoy a faster development.

Town Development
First of all, GoldenTowns is a construction simulator. You initially receive a small village which you have to develop into a prosperous town. A larger town signifies more resources and more virtual gold, that is more real money. You will spend most of the time building roads, houses, factories or managing an ever increasing number of workers. Town development will represent the main activity during the first weeks in the game. The chapters entitled Vegetation and Roads, Building Management and Building Types will guide your first steps in erecting the town.

Inventory
One of the most important aspects of the game is represented by resources. Resources are extracted and consumed in order to extract other resources or gold. Each resource or gold transfer leaves a transaction behind. You can find out about the most recent transactions, the number of available workers or the bonds that delivered the greatest money figures to you in the Inventory section.

Market
The game is also an economic simulator. You can sell or buy resources, gold, soldiers, shares in other towns or government bonds. The economic system is based on virtual gold and the fact that it is available in a limited amount. However, the rush for gold will have you use a lot the product market or the financial market. What do you do when you have too much iron and too little wood ? Where do you buy workers from ? How can you obtain an income and how do you put to good use speculations with shares and bonds? The list of questions is very extensive and the Market chapter may prove to be a real help.

Politics
GoldenTowns is also a political simulator. The countries in the game are identical to the real ones and ruled by a government. If you have a sufficiently developed town, you may end up ruling the country together with your partners in the game. Anybody can become a governor, it only takes time and a little ambition. Countries may come into conflict and wars are waged for gold and profit, the larger conflicts being able to involve a significant number of towns. Matters such as how to reach the top of the hierarchy, what to do to become a governor and how you can turn politics into gold are discussed in the Politics chapter.

War
Wars are commenced for profit and profit leads to other conflicts. War constitutes an important element in GoldenTowns and may represent a good source of income. As long as a town is conquered by you, it will pay taxes. The more towns under your occupation, the higher the gained profits. In addition to your receiving taxes, the government will provide you with bonuses. In GoldenTowns towns belong to a country. Countries bear the names of real-life counterparts and, just as in real life, conflicts may occur between them, involving numerous towns. If you take part in a war and fight for the winners, all the towns in the conquered country will start paying taxes and these taxes are received by the victors. This is an extraordinary source of resources and gold. Still, in order to conquer a town, you need soldiers, who are consumers of resources, and international conflicts require strong armies. The War chapter reveals how to develop a fantastic army with which to conquer the world.

The Affiliation Program
The town, wars or the market are good sources of income, but also time-consuming. One of the easiest ways to obtain immediate and certain profit is represented by the new players you can bring into GoldenTowns. The affiliation program allows you to recruit new players. Once they are registered, these will pay permanent taxes, regardless of the occupation they may find themselves under. They can not only bring you immediate profit by means of taxes, but you can at any moment sell them to other players. In the game, you have a personal link which may be distributed to friends or in other popular places. Those who register using their personal link become your affiliates. In the Affiliation Program chapter you find out how to use your personal link, the identity of the most recent affiliates, how you can sell them and other details designed to help you in enhancing your incomes.

Gold Extraction
We mentioned several times that the main attraction in the game is gold. Gold can be obtained in a myriad of ways, but the main one is mining. To extract gold you need gold mines. Only towns with a happiness degree exceeding 50% can extract gold. Additionally, the extraction of gold represents the highest consumer of raw materials. There is only 100.000 gold in the game, which will gradually become available for extraction. Details on how to extract gold, how much it is worth and the exact mechanism by means of which the game distributes a relatively stable amount to the miners are aspects discussed about in the Gold Extraction chapter.

Gold Tradingr
You have worked a lot, you have a big town, you have sent troops all over the world, tenths of towns are occupied by your troops and you have fought tooth and nail for each gold coin and now you want something tangible. You want real money or even real 24k gold. Those who buy and sell gold from the players are called gold traders. You can sell your gold to traders for real money or you can request that the company managing the game deliver to you real gold in exchange for virtual gold. If the town’s happiness degree is 100%, you will, in turn, become a gold trader. You can directly post gold purchasing/selling orders for real money. you can find out in the Gold Trading chapter how this process takes place, the risks involved by moving a lot of real money from one location into another or how to directly make profit in real money.



Dernière édition par Peroxyde le Mer 29 Oct - 18:16, édité 2 fois

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2 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:11

The Mechanisms of the Game
 
Raw Materials
Raw Materials and their extraction account for one of the most important aspects of the game. Raw materials are used in any process and the development of the town is directly connected to the available amount of raw materials. Raw materials can be purchased with gold from other players, but you will mainly acquire them from factories.
In GoldenTowns there are 6 raw materials : Vegetables, Meat, Wood, Iron, Stone and Clay. With the exception of vegetables, raw materials require other raw materials in the production process.
Vegetables are produced by vegetable farms and do not require other products. They are directly used in the production of meat, wood, stone or in recruiting new citizens.
Meat is used in the production process of wood, stone, iron and clay. Meat is produced by animal farms and requires vegetables.
Wood is one of the most important raw materials. It is used in the construction of buildings. All the buildings whatsoever require wood as a construction material. Wood is produced by timber works and requires meat and vegetables.
Stone is extensively used in the construction of roads. Any road requires stone in order to be built or improved. Stone is produced by stone quarries and requires vegetables, meat and wood.
Iron is used in constructions for training soldiers. It is also extensively used in the production of artillery items. Iron is produced by ironworks and requires stone, wood, vegetables and meat.
Clay is used in the construction of roads and high level buildings. It is produced in clay quarries and requires stone, wood, iron and meat.
On the town map and in the upper part the raw material stocks are displayed (see figure 2.1). As we have mentioned, in addition to extraction, you can obtain raw materials by purchasing them from other players in exchange for gold. Go to the Market section and select gold / raw material to visualize the players’ offers.
 
Fig 2.1 Raw materials as displayed on the town map (from left to right vegetables, meat, wood, iron, stone and clay).
 
Citizens and accommodation
With a few exceptions, any building requires employees. Additionally, any construction process requires workers. You can purchase citizens from other players by paying in gold or you can recruit them with the town hall’s help. It is important to remember that workers have a predetermined lifespan, varying between 10 and 60 days, depending on the town’s degree of happiness. In order to extend the citizens’ lifespan you need a higher degree of happiness, which is obtained by improving the dwellings.
Any newly recruited citizen needs a house to live in. houses may accommodate between 2 and 20 citizens. If all the houses are full, you can no longer recruit new citizens. Accommodation is one of the most important aspects. You must constantly improve the level of the dwellings in order to be sure that you are able to recruit new citizens.
Workers fall under 2 categories. Unskilled workers or skilled workers. Production buildings require unskilled workers, but other buildings such as the service ones require skilled workers such as doctors, firemen, etc. In order to turn an unskilled worker into a skilled one you need schools. Schools train the entire range of skilled workers, from cooks to spies.
Accommodation is displayed on the town map in the lower part (fig. 2.3) Citizens can be sold or purchased with gold. In order to sell a citizen, go to the Inventory / Workers section. If you wish to buy workers in exchange for gold, go to the Market / Workers section.
 
Degree of Happiness
The degree of happiness is one of the essential indicators. The lifespan of the town’s newcomers depends upon it, and that lifespan, in its turn, drastically influences production costs and town management. The degree of happiness depends 100% on the level of dwellings and is calculated with the formula
 
G=(Nc/No)*10
 
Where G is the degree of happiness, Nc is the sum of the levels scored by the dwellings and No is the number of dwellings. Let us assume that a town has 3 level 1 dwellings, 2 level 3 ones and one level 9 dwelling. The degree of happiness shall be (1+1+1+3+3+9)/6 =30%
The degree of happiness influences lifespan after the formula D=10+G%50, where D=the new citizens’ lifespan, G=the degree of happiness at the time of recruiting. If the town’s degree of happiness is 30% as in the above example, the newly recruited citizens’ lifespan shall be D=10+30%50=25 days
The newly recruited citizens’ minimum lifespan is 10 days, regardless of the town’s degree of happiness. The only solution in order to enhance the degree of happiness is to increase the level of the dwellings, however, these higher level dwellings require service buildings which, in their turn require employees. If you thought that gold extraction is easy, it is time to reevaluate the premises.
When a citizen is recruited, he or she does not have a specific job. He or she is an unskilled worker. In the game there are 10 jobs a worker can be skilled in : Policeman, Fireman, Doctor, Cook, Priest, Dealer, Spy, Banker, Teacher or Prostitute. In real life, the last profession does not require a qualification, but the developers’ team see that as a mistake, and wished to correct at least in a virtual environment the prostitutes’ unskilled worker image.
 
Storage Capacity
Raw materials are stored in warehouses. A warehouse increases its capacity depending on the level and can store between 600 and 3000 raw material units. Warehouses increase their storage capacity by 500 units / level. If all the town’s warehouses are full, you can no longer store raw materials and raw materials that are extracted or resulted from taxes are lost. Carefully monitor the occupancy degree of warehouses in order to avoid losses. The occupancy degree of warehouses is displayed in the lower part of the town map (fig. 2.3).
 
Energy
Each activity, such as the commencement of a production process or the construction of a road consumes 1 energy point and generates 1 experience point. Energy is renewed at a 1 point / hour pace, regardless of the level. If you are running out of energy, you can no longer play and must accept its renewal. You can, however, buy energy at any time, by paying in gold. The energy level is displayed in the lower right part of the town map (fig. 2.3). in order to purchase energy, click on the energy icon. There are 5 available packages, between 25 and 100% (fig. 2.2).
 
Fig. 2.2 – The table with energy packages. Energy prices increases or decrease depending on the demand and supply on the market.
 
Experience and level
As mentioned above, any activity consumes energy and provided experience. For every 100 experience, you advance one level. Upon advancing to a higher level, the government provided bonuses and you automatically receive 10 energy points.
One’s experience and current level are displayed on the town map in the lower left corner (fig. 2.3). Experience cannot be purchased.
 
Fig 2.3 – From left to right : Gold balance (1), Level (2), Degree of Happiness (3), Accommodation (4), Storage capacity (5), Energy (6).
 
Cemetery capacity
When a citizen dies, they are not immediately erased from the system, but “deposited” in a cemetery, where they will remain 10 days. 10 days later, the citizen is completely erased and the cemetery spot cleared. A cemetery can “accommodate” between 5 and 25 citizens, depending on the level. Should all the cemeteries be full, you can no longer recruit new citizens. In order to see the effective capacity of the cemeteries and the occupancy degree, click on a cemetery. You will see in the lower right corner the occupancy degree of all the cemeteries in the entire town.
 
Basic town construction rules
It is very easy, during the first weeks into the game, to build what you should not or to extend in the wrong direction. There are a few basic town construction rules which will help you avoid the mistakes of those lacking the patience to read the 50 documentation pages.
First of all, any patch of land must be connected to the town hall by means of a road. The high level buildings require higher level roads. A road actually comprises several patches of road placed one next to another, having, in the end, various shapes. Individual patches may be improved at higher levels. All the constitutive patches of a level 2 road are at least level 2. Prior to commencing the improvement of buildings, improve the roads.
Another vital rule is to locate certain buildings, such as dwellings, under the influence area of another building. The influence area represents a circle around one service building. The circle has a specific radius depending on the building level. Check at all times which buildings will require in the future the current land patch in order not to build what you should not.
Most buildings require employees. A building requires an additional employee with every level increase. A level 2 building requires 2 employees and a level 3 one requires 3 employees. You must permanently recruit new workers in order to avoid blockages.
Very important is the buildings’ lifespan, as well. Any building degrades by 5% / day. Upon a 100% degradation, the building collapses. A building degraded by more than 25% cannot be improved. Try to improve buildings as often as possible. Not all buildings degrade. In order to avoid definitive blockages, initial buildings (buildings initially placed on the map) will never degrade. Moreover, workers who are employed in the initial buildings never die. It is very important to avoid the construction of new productive buildings until you have improved up to level 5 the old ones.
In conclusion, during the first days you only have to improve the infrastructure and the initial production buildings while recruiting as many new citizens as possible.
 
Assets and super offers
The 100.000 gold initially existing in the mining fund are gradually distributed to miners at 3 gold / hour rate. In order to be able to permanently provide miners with gold, the mining fund needs new collections. The fund obtains incomes by selling assets such as energy or immediately terminating a process.
Since a fixed price would be impossible and unprofitable in time, the fund permanently adjusts the prices of the assets depending on the sales in the last 24 hours according to a simple formula. After each purchase of a an X asset, one will calculate how many X assets were sold during the last 24 hours and the number is multiplied by a value between 0.001 gold and 0.1 gold, depending on the asset. If, during the last 24 hours, no X asset was sold, one shall consider that there was a minimum of one sale. Certain assets are automatically more expensive, such starting a war.
We shall review the types of assets and offers the mining fund can provide to the players.
 
Energy - Energy is essential for your town’s activity. Without energy you cannot manage anything. If you run out of energy, you can buy from the fund energy packages. There are 5 energy packages : 10 points, 25 points, 50 points, 75 points and 100 points. The price per package is determined by the formula P=S*0.01, where P=the price, S=sales during the last 24 hours.
Immediate termination of the processes - In general, construction or improvement processes last between 3 and 24 hours. You can conclude a process on the spot by paying in gold. The price per package is determined with the formula P=S*0.01, where P=the price, S= sales during the last 24 hours.
Purchase of a patch - Not all vegetation patches belong to the town. Some patches must be purchased from the fund. The price per patch is determined with the formula P=S*0.01, where P=the price, S=the number of patches sold during the last 24 hours.
Unskilled workers sale - The unskilled workers sale represents an important income source. Workers die and a town can recruit no more than 300 new citizens / month. Demand is always high. The price per worker is determined by the formula P=S*0.001, where P=the price, S=sales during the last 24 hours.
Skilled workers sale – The training of a skilled worker lasts 24 hours and the process cannot be expedited, being much more convenient to buy them. The price per worker is determined with the formula P=S*0.005, where P=the price, S= sales during the last 24 hours.
Soldiers sale - Soldiers can bring immediate profit by taking part in wars. There are several types of soldiers available for sale, specialized in attack, defense or speed, between 0 and1000 points. The price per soldier is determined with the formula P=S*0.005, where P=the price, S= sales during the last 24 hours for the soldier type purchased.
Commencing a new war - Only governments may declare wars, but wars can bring significant profits. The price per war is determined by the formula P=S*0.1, where P=the price, S=the number of wars declared in the last 24 hours.
Proposal of a new law – Any government official may propose a new law, which will cost gold. The state budget is the one bearing this charge. The price per proposal is determined by the formula P=S*0.01, where P=the price, S=proposals in the last 24 hours at a global scale.
Posting an advertising message – on the right side of every page there is an area reserved for posted ads. Advertising represents an excellent way of finding buyers for the products you make available for sale. The price per posting is determined with the formula P=S*0.01, where P=the price, S=postings in the last 24 hours.
Charges for the sale of gold in exchange of real money - When you buy gold with real money from traders you will not pay anything. If you sell gold in exchange for real money, you will pay two 5% charges. The first goes to a special anti-fraud fund (see the Gold trading chapter) and another 5% shall be directed towards the mining fund. The charge is fixed and applies to the value in gold. The charge is paid by the gold seller.
Gold transfer charge- You can transfer gold to any other town provided that your town has a 100% happiness. A 5% / transfer fee is paid for each transfer.

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3 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:12

Vegetation
The largest portion of the initial map is covered by forest. In order to be able to build on a land plot, you must clear the vegetation. The clearing process lasts 24 hours and requires resources. Similar to other processes, the clearing process may be concluded on the spot or may be expedited by hiring new workers. In order to clear a land plot, click on the patch and the following dialog box will be displayed.
 
You will see above a land plot stripping dialog box.
 
The clearing process will result in a free land patch, on which one can build. Make sure that the patch is connected to the town hall by a road.
Remember that not all forest patches can be directly cleared. Only a small area around the town may be stripped. The remaining patches do not belong to the town and you have to buy them with gold from the mining fund in exchange for a variable amount of money. You can read more about assets and the way in which their prices vary in the Mechanisms of the Game chapter.
 
 
Roads
Roads are particularly important in Goldentowns. Any building must be connected to the town hall by a road. Without an access road you cannot build and, in order to improve the level of the buildings, you need a high quality road designed to connect the building to the town hall.
 
 
The dialog box for the construction of a new building is presented above.
 
Once a construction process has been started, it can be expedited in 2 ways. By employing more workers or by paying a 1 gold charge.
 
Roads have 5 quality degrees. Road quality is very important. Any level 2 building requires a level 2 road designed to connect it to a town hall, a level 3 building requires a level 3 road, and so on. A level X road is a road in which all the patches are at least level X.
 
Roads, in the same way as buildings, degrade by 3% / day. If a road reaches a 100% degradation, it will collapse. A collapsed road patch must be cleared before allowing reconstruction.
 
The patch types are displayed below. Click to find out the price and necessary time for construction.
 
Intersections
 
Level 1001003h
Level 20020106h
Level 310030209h
Level 42010403012h
Level 53020504015h
 
Roads
 
Level 1001003h
Level 20020106h
Level 310030209h
Level 42010403012h
Level 53020504015h
 
Curved Roads
 
Level 100503h
Level 2001056h
Level 35015109h
Level 4105201512h
Level 51510252015h

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4 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:14

Buildings fall under 3 categories. Buildings which support production, service buildings and the military ones. All buildings have a few common elements such as the number of levels, employees or degradation. In this chapter we shall discuss about the common elements of buildings and make a detailed presentation of each individual building.
 
Building construction
Buildings can be located on any free patch of land. A free land patch is a cleared patch, connected to the town hall by a road. Any building requires connection to the town hall by means of a road. High level buildings require high level roads.
In order to erect a building go to the first page and click on a free patch of land. The dialog box below will be displayed, allowing you to choose the building type you wish to construct.
There are 5 construction types that need to be executed : roads or crossroads, production buildings, essential service buildings, luxury service buildings and military buildings. You can use the menu on the left of the dialog box to select the building type.
 
The dialog box for the construction of production buildings is presented above.
 
The construction of a building requires wood. Improving buildings requires up to 4 resources. The construction is achieved in 3 or 6 hours, depending on the building. In order to commence a production process, you need at least one free unskilled worker to make the construction. A free worker means a worker who is not involved in another production process and is unemployed.
 
The construction process
Once a construction process has commenced, it can be expedited in 2 ways. Either by hiring more workers or paying a 1 gold charge. To hire more workers, click on the building currently under construction. The menu below will appear.
On the left the free workers are displayed and on the right those already involved in the construction process are displayed. You can hire up to 9 workers.
 
 
Select the workers you wish to hire and click on the middle button to move the workers during the construction process. Depending on the number of workers, the construction time may significantly decrease.
You can also conclude at once a construction process by clicking the immediate completion button. For this service you shall pay 1 gold.
 
Building management
Once it has been erected, the building must be managed. Buildings have certain common features, which we will discuss in the lines below.
 
Building degradation and renovation
Any building degrades at a 5% / day pace. After 20 days the building will collapse if it is not renovated. Through renovation the degree of degradation is reduced to 0.
In order to renovate a building, open the dialog box in the image below by clicking on the building land patch. In the left-bottom part lies the renovation button. The renovation process takes up resources and time, depending on the building and the degradation degree.
The higher the building’s degradation degree, the higher the amount of resources necessary for renovation and the longer the time. The formula which reveals the amount of resources and the time is the following
 
C=D*CI
 
C=Renovation costs
D=Degradation degree in percentages
CI = Amount of resources necessary to improve a building to the current level.
 
Let us assume that a building cost 10 wood, 50 stone and 20 iron in order to be improved to level 3, and the improvement time was 24 hours. If its degradation degree id 50%, then the renovation processes will require 50 wood, 25 stone and 100 iron and will be completed in 12 hours.
Only buildings with a degradation degree in excess of 25% can be renovated.
 
The image above presents the dialog box of a market with the degradation degree encircled.
 
Building collapse and ruins
If one building collapses, its image on the map will display a ruin. Ruins require the repeated clearing of the land patch. Avoid as much as possible the collapse of high level buildings since this leads to the loss of resources allotted for improvement.
Following the clearing of a ruin, a free land plot will result, allowing you to reconstruct the building.
 
Building demolition
When a building is no longer necessary, it can be demolished. The demolition costs and the necessary time are equal to the construction costs. The demolition processes can be immediately completed by paying in gold or reduced by hiring more workers.
 
Influence
To improve certain buildings, these need to be within the influence area of another building. The influence area is, essentially, a circle around the building (see image below). The land patches situated within the circle are into the influence area.
The influence area increases at the same time with the building level. A level 4 building will have an influence area nearly 4 times larger than a level 1 building.
If a building loses its necessary influence, once it has been improved, one will no longer be able to manage it. It is important to periodically check the state of the buildings which provide influence (service buildings).
 
The image above presents the town hall’s influence area.
 
Employees
With a few exceptions, any building requires employees in order to be able to operate. Certain buildings will need unskilled workers while others skilled workers. Workers acquire their qualification is schools. A building needs up to 5 employees, depending on the level. In order to see which employees a building has, you can open the dialog box in the fig. below by clicking on the building patch. The employees are shown on the right.
 
 
You can at any time fire an employee by clicking on their icon. If you hover the mouse over the employee’s icon, you can find out further information, such as their name and lifespan. Firing is necessary in the case of old employees, who may die before the completion of a production process, thus leading to production loss.
If a building has insufficient employees, one has to hire new employees. You can do this from the building dialog box (fig. 3.2) by clicking on the question mark icon.
In the case of production buildings, an employee’s death during the production process shall lead to production loss. Regularly check the employees’ lifespan.

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5 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:31

Building types

In GoldenTowns there are 3 categories of buildings, depending on their purpose : production buildings, service buildings and military buildings. In their turn, service buildings are divided into buildings for basic services and luxury services. The role of production buildings is to extract raw materials or gold. Military buildings train troops or produce artillery items. Service buildings will mainly provide influence to other buildings. In this chapter we will review the list of the buildings in the game.

Production buildings

The vegetable farm
Vegetable farms are used to produce vegetables. Vegetables are intensively used in the production of meat, wood, stone and iron. They are also used in the process of bringing new citizens into town. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -

The animal farm
Animal farms are used to produce meat. Meat is used in the production of other resources, being also necessary in the process of recruiting citizens. Below you will see the construction / improvement costs for the vegetable farms
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -

Timber works
Wood is by far the most extensively used material in the game. It is necessary in absolutely any building construction. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -

Iron works
Iron works are used to manufacture iron. Iron is used particularly for training troops or in the production of artillery items. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -

The Stone Quarry
Stone quarries are used to extract stone. Stone is intensively used in the construction of buildings or roads. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -

The clay quarry
Clay quarries are used to extract clay. Clay is intensively used in the construction of roads, in addition to stone, or in the construction of high level buildings. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -

The gold mine
Gold mines are by far the most profitable buildings. They are used to extract gold. In order to build or extract gold you need a degree of happiness of at least 50%. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -


Basic services
Service buildings are generally used to provide influence to other buildings, but they also have additional functions, such as product storage (warehouses), citizen housing (dwellings), worker training (school) or the cemeteries. There are 8 essential service buildings : Dwellings, Warehouses, Cemeteries, the Market, the Fire Station, the Hospital, the Police Precinct and the School.

Dwellings
Dwellings are used to house citizens. They make for one of the most important buildings in town. A dwelling can accommodate between 2 and 20 citizens. If all the houses are full, you can no longer recruit new citizens. Additionally, the town’s degree of happiness is calculated based on the level of the dwellings. They are the only buildings that can be improved to level 10. Houses do not require employees.
Influence
Level 1 10 0 0 0 3h -
Level 2 20 0 10 0 6h Market
Level 3 30 10 20 0 9h Police Station
Level 4 40 20 30 10 12h Firehall
Level 5 50 30 40 20 15h Hospital
Level 6 60 40 50 30 18h Restaurant
Level 7 70 50 60 40 21h Church
Level 8 80 60 70 50 24h Bank
Level 9 90 70 80 60 27h Casino
Level 10 100 80 90 70 30h Brothel

Raw material warehouse
Warehouses store raw materials. A level 1 warehouse can store up to 600 raw material units. Its capacity increases with 600 units / level, up to 3000 units at level 5. The town’s storage capacity is the aggregated capacity of the warehouses. If you have2 level 5 warehouses and a level 3 one, the storage capacity shall be 7800 raw material units. Material warehouses use up to 5 employees. If all the warehouses are full, you will no longer be able to store raw materials.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Firehall
Level 3 45 15 30 0 9h Police Station
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant

The Cemetery
When a citizen dies, they are not immediately erased from the system, but "deposited" in a cemetery, where they will remain 10 days. 10 days later, the citizen is completely erased and the cemetery spot cleared. A cemetery can "accommodate" between 5 and 25 citizens, depending on the level. Should all the cemeteries be full, you can no longer recruit new citizens. In order to see the effective capacity of the cemeteries and the occupancy degree, click on a cemetery. You will see in the lower right corner the occupancy degree of all the cemeteries in the entire town.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Church
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Police Station
Level 5 75 45 60 30 15h Restaurant

The Market
Markets are exclusively used to provide influence for level 2 houses. They have up to 5 employees (unskilled workers) and 5 development levels. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant

The Fire Station
Fire Stations are exclusively used to provide influence for other service buildings. They have up to 5 employees (firemen) and 5 development levels. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Church
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant

The Hospital
Hospitals provide influence for most of the other service buildings. They have up to 5 employees (doctors) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Restaurant
Level 5 75 45 60 30 15h Church

The Police precinct
Police precincts provide influence for most of the other service buildings. They have up to 5 employees (policemen) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Firehall
Level 3 45 15 30 0 9h Hospital
Level 4 60 30 45 15 12h Restaurant
Level 5 75 45 60 30 15h Church

School
Schools represent some of the most important buildings. Schools turn unskilled workers into specialists, such as doctors, firemen, policemen, etc. They use up to 5 employees (unskilled workers) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant


Luxury services
Service buildings are generally used to provide influence for dwellings, from level 5 up. There are 8 essential service buildings : the Restaurant, the Casino, the Bank, the Brothel and the church.

Restaurant
Restaurants provide influence to a wide range of level 5 buildings. They use up to 5 employees (cooks) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant

Casino
Casinos provide influence to high level dwellings. They use up to 5 employees (bankers) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant

Bank
Banks provide influence to high level dwellings. They use up to 5 employees (bankers) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant

Brothel
Brothels provide influence to level 10 dwellings. They use up to 5 female employees (prostitutes) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant

Church
Churches provide influence to cemeteries and dwellings. They use up to 5 female employees (priests) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Grave
Level 3 45 15 30 0 9h Police Station
Level 4 60 30 45 15 12h Firehall
Level 5 75 45 60 30 15h Hospital


Military Buildings

Barracks
Barracks are used to train regular troops, they can train up to 5 troops / 24 hours. They hire up to 5 unskilled workers and can be extended up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 29h Restaurant

Military Academy
Military academies are used to train special troops. They are also used to produce canons and special bombs. They can hire up to 5 teachers and be extended up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 22h Hospital
Level 5 500 300 400 200 28h Restaurant

Guard Tower
Guard towers are used to enhance the town’s defense capacity. The towers must be built at a distance of at least 5 patches one from another. Each tower brings up to an additional 10% to the defense points of your own soldiers, present in the town.
Influence
Level 1 50 0 0 0 6h -
Level 2 100 0 50 0 12h Police Station
Level 3 150 50 100 0 18h Firehall
Level 4 200 100 150 50 24h Hospital
Level 5 250 150 200 100 29h Restaurant

Ammunition Factory
Ammunition factories are used to produce canons and regular bombs. Depending on the level, they can produce up to 5 canons / bombs in 24 hours. Ammunition factories use unskilled workers and can be extended up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 30h Restaurant

Ammunition Warehouse
Ammunition warehouses are used to store canons and bombs. If all the warehouses are full, you can no longer purchase / produce canons or bombs. The warehouses store up to 10 canons / bombs, depending on the level. They use unskilled workers and can be improved up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 29h Restaurant

Spy Base
Spy bases can send spies to no more than 5 countries, depending on the level. In order to attack a town in another country, you need a spy in that country. Additionally, in order to send troops in a war, you need spies in the attacked country. Spy bases have up to 5 employees (spies) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 29h Restaurant

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6 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:33

Inventory
 
The inventory box presents, in addition to the most recently made transactions with products, the status of the citizens, the troops or one’s financial assets, such as shares or bonds. Using the inventory, you can make citizens, soldiers or artillery available for sale.
 
The Inventory box has 4 subsections : Products, Workers, Army and Finances (see fig 6.1). Each of the sections presents to you the detailed state of the stocks and allows you to make any asset type available for sale.
 
Fig. 6.1 – Main menu
 
Products
Any operation generates a transaction. This section presents the most recent transactions from the past 30 days in chronological order. You can select from the submenu (fig 6.2) the product type for which you wish to see the transactions.
 
Fig. 6.2 – Menu which allows you to select the type of raw material
 
Workers
Here you can see the list of available workers and their state. There are 9 qualifications. You can select the qualification type from the main menu.
 
Fig. 6.3 - Menu which allows you to select the workers’ qualification
 
Workers can be free, in a training process, employees, in a construction process, made available for sale or dead. Use the submenu (fig. 6.4) to select the desired worker type.
 
Fig. 6.4 - Menu which allows you to select the type of workers
 
Still from this page you can make workers available for sale. Remember that you can sell workers only if the town’s degree of happiness is at least 70%. Additionally, only the free workers who have a remaining lifespan of at least 40 days can be sold. The market does not display the workers with a lifespan under 30 days. You can specify the selling price in gold in the box, as in fig. 6.5 (left).
The price in gold has to be at least 0.0001 gold.
 

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7 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:33

the Market
 
The Market box is one of the most important in the game, as it allows you to buy any type of product. You can purchase from the game or from other players raw materials, workers, soldiers, artillery or financial assets such as shares or bonds.
 
Just like the Inventory, the Market has 4 subsections : Products, Workers, Army and Finances (see fig. 6.1). Each of the sections presents to you the detailed status of the stocks and allows you to make any asset type available for sale.
 
Fig. 7.2 – Selection box
 
Products
In this section you can buy any type of raw material by paying with gold or, equally, with raw materials. Remember that the raw materials market is local if you pay in raw materials or global if one of the products is gold.
Remember that after each exchange, the price varies upward or downward. The first step to initialize a transaction is to select what you wish to purchase and what you wish to pay with. The selection box (fig. 7.2) helps you select the types of products that will constitute the object of the transaction.
 
Fig. 7.2 – Selection box
 
In order to buy, for instance, vegetables by paying with wood, select in the vegetable box on the left and in the wood box on the right. After you select a market, several items of information are displayed, such as the list of the most recent transactions and the current price (fig. 7.3). Write the quantity in the box on the right and click on the purchase or sell button. The exchange will automatically take place, but the price will change.
 
Fig. 7.4 – The box displays, from left to right, the current price, the current stocks of the product you wish to buy and the current stocks of the product you wish to sell
 
After each transaction on the product market, the price varies by +/-0.0001 for each traded product unit. Let us assume that you wish to buy stone by paying with iron, and the price is 1.0000 stone for 1 iron. If you buy 100 stone, the stone-iron market increases to 1.0100, and the iron-stone market decreases to 0.9900, which means that next time you will need 1.01 stone to buy 1 stone unit and only 0.99 stone to buy 1 iron unit.
You can also purchase products by paying with gold. Select on the left the product and gold on the right. You will see the list of offers from all over the world. On the gold-raw material market transaction do not take place automatically. You permanently buy from or sell to other players. The offers are displayed in the order of prices. Write the desired quantity next to an offer and click on the "Buy" button. Remember that you can buy raw materials within the limit of the storage capacity provided by the raw material warehouses (fig. 7.4).
 
fig 7.4
 
To sell raw materials for gold, go to the market page and select from the product box any raw material on the left and gold on the right. In the upper part of the page there is a blue button (fig 7.5).
 
fig 7.5
 
Click on the button to be able to insert a new sale offer. Specify the quantity you wish to sell, the price, and click on the "Update" button (fig. 7.6). The offer will be immediately visible on the market. Remember that only towns with a degree of happiness of at least 80% can sell raw materials for gold. You can have up to 10 offers on the market.
 
fig 7.6
 
 
Workers
Here you can see the list of workers made available for sale. The workers’ market is a global one, which means that any player can access it, regardless of the country. Workers are purchased / sold for gold. Use the menu in fig. 7.7 to specify a particular qualification.
 
Fig. 7.7 – The menu with which you can select the workers’ qualification
 
In order to buy a worker click on the "Buy" button next to the offer (fig. 7.Cool. Remember that the purchased workers’ lifespan will be adjusted depending on your town’s degree of happiness. Workers have a lifespan between 10 and 60 days, depending on your town’s degree of happiness. Lifespan is provided by the formula
 
D=H%60
D=lifespan, H=degree of happinesse
 
Even if, for instance, you buy a worker with a 50-day lifespan, if your town has a 50% degree of happiness, the purchased worker will only live 35 days.
Not only other players, but also the mining fund can make workers available for sale. The fund has an unlimited number of workers made for sale and the selling price is permanently adjusted after each purchase.
 
Soldiers and artillery
Using the market, you can also buy soldiers or artillery. Use the menu in fig 7.9 to select the desired type of soldier / artillery. Similar to the product market, the soldiers’ market is global. Soldiers and artillery can only be sold for gold.
 
fig. 7.9
 
 
Shares and Bonds
Using the market you can also buy shares or bonds. Select from the menu the Finance section. Select from the menu on the left the asset type (fig. 7.91).
 
fig 7.91
 
You will see the list of offers from all over the world (fig. 7.92). Government shares or bonds can be purchased by paying with gold.
 
fig. 7.92
 
Click on the details button and you will reach the financial asset presentation page. Here you can specify the quantity you wish to sell / buy (fig. 7.93). Shares or bonds are automatically bought / sold to / from the mining fund. After each sale / purchase, the price drops or increases by 0.0001 gold.
 
fig. 7.93

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8 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:34

War
 
War takes an important spot in GoldenTowns and comes in two varieties : local attacks between towns and wars between countries. Both conflict types can provide fighters with large profits. When you attack and take over a town, you will start receiving taxes from the losing party. International wars, too, can bring you a lot of gold since the conquered countries pay significant taxes to the fighters who sent troops. In this chapter we will discuss in detail the military aspects in GoldenTowns./td>
 
 
Troops and Artillery
Troops and artillery represent tools with which you can attack and conquer other towns or countries. Troops are, essentially, unskilled workers trained in barracks to be soldiers. They are divided into two troop categories: regular and special troops. With the help of the artillery you can launch attacks with immediate results upon other towns.
 
Regular Troops
In GoldenTowns there are 3 types of regular troops : archers, infantry and cavalry. Archers have a powerful attack, the infantry has superior defense and the cavalry possesses speed. There are also special troops, defined by the players, with superior combat skills.
Regular troops are trained in barracks. Click on the patch of a barrack to have the 8.1 dialog box displayed. Select from the lower right corner the desired type of soldier. Training the troops lasts 24 hours, and one barrack can train between 1 and 5 soldiers / day.
 
fig. 8.2
 
Troops possess 3 qualities : attack points, defense points and speed points. Attack points are considered when you attack a town or when you send troops to fight in the wars for the attacker. Defense points are considered when other troops attack your own town or one of the towns conquered by you. These are also considered when you send soldiers in a war to fight on the defender’s side.
Winning a fight is determined by comparing the aggregate attack points submitted by the attacker with the aggregate defense points submitted by the defender. If, for instance, you send 5 soldiers with a total attack of 500 points against 3 soldiers with a total defense of 400 points, you will win.
The speed of the troops is used to determine the time required by a group of soldiers to reach their destination. Towns are sometimes separated by large distances, which troops have to cross. The necessary time is provided by the average of the speeds recorded by the deployed troops. Speed is measured in patches / hour. If a town is 10 patches away and the speed of a group of soldiers is 5 patches / hour, the group will reach destination in 2 hours.
As we mentioned before, the speed of a group is provided by the average of the speeds recorded by the individual troops. Let us assume that you deploy a group of 5 fighters to attack a town located 10 squares away. The first 4 soldiers have an average speed of 10 squares / hour and the last one a speed of 100 squares / hour. The group’s speed is 140 / 10 = 14 squares / hour, that is the group will reach destination in a little over 30 minutes. Without the last soldier, the speed would have been 40 / 4 = 10 squares / hour, meaning that the group would have reached destination in precisely one hour.
 
Special Troops
Special troops are superior troops, for which a production license is necessary. The license is purchased from the mining fund and is valid for 30 days. A license specifies the number of attack, defense or speed points a soldier has. Based on the license, you can train special troops using the military academy.
Click on the patch of an academy. The dialog box in fig. 8.3 will be displayed. The licenses available to you are listed in the lower right corner. Select a license and the production process will commence immediately.
 
fig. 8.3
 
Licenses special troops
As mentioned before, licenses are acquired from the mining fund. In order to obtain a license, go to the War page, Research section. The dialog box in fig. 8.4 will be displayed
 
Fig 8.41-Desired attack points, 2 – Names of future troops, 3- Desired defense points, 4 – Desired speed points, 5, 7, 9, 9- Amount of meat / iron / stone / wood consumed in the training process, 6 – The license costs in gold
 
The dialogue allows you to specify the attack, defense and speed required from the troops. Depending on the data you introduce, both the production costs, as well as the license cost in gold will be automatically calculated.
Troops consume meat, iron, stone and wood in the training process. The training cost for special troops is determined using the formulae :
 
Meat = (At+2Ap+3*Sp)*0.1
Iron=(3At+2Ap+Sp)*0.1
Stone=(2At+3Ap+Sp)*0.1
Wood=(At+Ap+Sp)*0.1
 
where At=desired attack points, Ap=desired defense points, Sp=desired speed points.
For example, a troop with a 100-point attack, 100-point defense and 100-point speed shall cost 50 meat, 50 stone, 50 wood and 50 iron.
The price in gold for licenses is determined with the formula :
 
P=0.001 * (At+Ap+Sp) * No
 
where P=the final price, At=attack points, Ap=defense points, Sp=speed points, No=number of licenses sold by the game in the last month.
If, for instance, during the last month the game sold 10 special troop licenses and you wish to acquire a license for a soldier featuring a 500-point attack, a 100-point defense and a 100-point speed, you will then pay 0.001*(500+100+100)*10=7 gold.
 
 
Local attacks
Local attacks are the attacks launched against other towns. A conquered town will immediately start paying to you 10% of all collections, including the ones in gold. You can attack a town by deploying troops or you can launch an artillery attack. Even if you launch an artillery attack and destroy a town’s entire defense, you will have to deploy at least one soldier in the area in order to start receiving taxes.
The town will pay taxes to you as long as you have at least one soldier in that town. If the town is attacked by other troops and your troops are defeated, you will then lose control and the town shall pay taxes to the new victor.
It is important to remember that the attacking troops will not fight against your own troops if the town is occupied, but against the foreign troops present in town. This allows you to develop your own army which, when ready, will be able to launch a freedom attack.
Attacks come in two types : regular attacks and raids. The difference consists in the fact that, during a regular attack, the troops enter the town and remain there as occupation troops, whereas in a raid the troops enter the town, fight and return. Raids can be used to free or weaken a town’s defense.
Once it has been occupied, a town can free itself by launching a freedom attack. A free town is no longer conditioned by the 10% taxes payable if occupied. In order to launch a freedom attack, click on the "Free Town" button in the main menu on the left (Summary box, fig. 8.5).
 
 
The dialog box in figure 8.6 will be displayed, presenting to you the state of your troops and the list of the foreign troops present in town. Remember that a freedom attack may be launched only if the total attack of your troops present in town is larger than the total defense of the occupational troops present in town.
 
Fig. 8.6Fig. 8.6 1 – Number of your troops present in town, 2 – Aggregate attack of your troops present in town, 3 – Number of the occupational troops present in town, 4 – Aggregate defense of the occupational troops, 5 – List of foreign soldiers present in town.
 
Launching an attack may take place in two ways. Go to a town’s profile page and click on the "Attack" button; or you can directly launch a war from the War page, Attacks section, "New Attack" subsection;. In the second case, the dialog box in fig 8.7 will be displayed
 
Fig. 8.7 1 – Name of the target town, 2 – Select Button 3 – The defense present in town. In order to conquer the town, you have to deploy troops with a superior aggregate attack.
 
Write the name of the target and click on the Select button. The dialog box in fig. 8.8 below will be displayed, allowing you to select, from among the free troops present in town, the soldiers you wish to deploy in the attack. Remember that only one’s own soldiers located in town may be deployed in the form of an attack upon another town. The troops located in other cities must be called back home in order to be able to resend them on mission.
 
Fig 8.8 1 – Attack with troops, 2 – Artillery attack , 3 – the list of the troops available for the battle, 4 – Aggregate attack of the selected troops, 5 – Aggregate defense of the selected troops, 6 – Verification code , 7 – Total speed of the group, the group’s total speed, 8 – the box allowing you to specify the number of soldiers you wish to deploy
 
Once the attack has been launched, the group shall set off to the target town, where they will fight against the troops present there. If the battle is won, the town will come under your ruling.
 
Occupied towns
As mentioned before, the towns where you have troops are occupied towns which will pay taxes. Only the troops of a single town can be present in another town as occupation troops. In order to visualize the list of occupied towns and the generated taxes, go to the War page, Attacks section, "Occupied Towns" subsection;. Here you will see the list of towns that you own (fig 8.9)
 
Fig. 8.9 1 - Supplement troops, 2 – Withdraw some of the troops, 3 – Generated collections
 
You can supplement or withdraw the troops present in a town. In order to visualize the list of collections generated by a town, click on button 3 in fig 8.9. The dialog box below will be displayed:/td>
 
Fig 8.911 – The number of days in which the town was under your occupation, 2 – Taxes generated during this interval, 3 – Transactions list
 
 
Wars between countries
Wars between countries are triggered by governments and waged for the purpose of seizing new territories. Profit is an important reason to fight in a war, as losing countries will pay significant taxes as long as they are under occupation.
The commencement of a war is made by the government. Once it is triggered, the war lasts 24 hours, in which time the governments and towns concerned deploy troops to fight next to the attacker or the defender. If the war is won by the attacker, the defending country will be included in the attacking country, and all of the loser’s citizens shall start paying war taxes amounting to 10% of their income. Taxes are distributed to the towns that deployed troops to war depending on their influence. Only the towns which fought for the attacker receive taxes.
The influence of the towns during wars is percentage calculated based on the aggregate attack / defense of the soldiers deployed in a conflict. Let us assume that Spain attacks France. 24 hours later, after the completion of the war, 100 soldiers were deployed for Spain, with an aggregate attack of 10.000 points, and for France only 500 soldiers with an aggregate defense of just 5000 points. France will lose the war and be part of Spain. It will immediately start paying taxes. Let us assume that in this war you deployed 25 soldiers with an aggregate attack of 1000 points. Your influence in the war is 10%, which means that you will receive 10% of the war taxes generated by France.
The defeated country will not only start paying taxes, but its entire amount of gold owned by the state budget will also go to the winners.
In order to see the list of ongoing wars, go to the War page, War box, "Ongoing wars" section. Here you can find the list of ongoing wars (fig. 8.92)
 
fig. 8.92
 
Click on the Details button to find out details about the war. The dialog box in fig. 8.93 below will be displayed
 
Fig. 8.93Fig. 8.93 1 – Remaining time until the end of the war, 2 – the Attacker, 3 – the Defender, 4 – Deploy troops for the attacker, 5 – List of towns that deployed troops for the attacker and their current influence, 6 – Progress bar displaying the aggregate attack of the attacking troops in comparison with the aggregate defense of the defending troops deployed, 7 – List of towns that deployed troops for the defender, 8 - Deploy troops for the defender
 
Strategy at war
There are a few basic rules in launching and carrying out wars, dictating the way in which countries can engage one another :
 
Neighbors – A country may only attack its neighboring countries. Neighboring countries signifies countries with which there is a common border as it is presented on the world map. For instance, Romania may attack Bulgaria, but it may not directly attack Turkey. In order to attack Turkey it must occupy Bulgaria.
Oceans and seas –Oceans act as "connection areas" between borders. To better understand, let us take an example. We shall assume that Romania occupies Bulgaria and Turkey. It will be able to attack all the countries neighboring the above countries, but also the countries located in the Mediterranean Sea, such as Monaco, Spain or France, since Seas connect borders.
Connection loss - If a country loses its connection with another occupied country, the respective country will automatically become free once again. We shall take an example. Let us assume that Romania occupies Hungary and Austria. If Hungary is occupied by another country or wins an independence war, Austria will automatically be free, since Romania no longer has a direct connection with this country on the map.
Countries received together with other conquered countries – If a country conquered one or several countries and is, in its turn, conquered, the conqueror shall automatically occupy all the countries that used to be occupied by the loser. We shall take an example. Let us assume that Bulgaria conquered Spain, France and Turkey. If Romania conquers Bulgaria, it will automatically conquer France, Turkey and Spain, since these were occupied by Bulgaria at the time of the attack. Romania will receive war taxes from 4 countries : Bulgaria, Spain, Turkey and France.
Surrounding - If all the neighbors of a free country are conquered by the same country, then the free country shall automatically be occupied, without the necessity of a war. The condition is that the surrounded country be bordered by at least 3 conquered neighbors. Let us take an example : Romania conquers Bulgaria, Albania and Turkey one by one. When Turkey has been conquered, Greece will also be conquered since it becomes surrounded
 
 
Independence war
Occupied countries can trigger independence wars. Unlike wars of conquest, independence wars can be triggered by any town, by paying a charge in gold. In order to trigger an independence war, click on the "Independence War" button in the "Summary" box (see the fig. below)
 
fig.
 
War profits
As we mentioned before, countries under occupation pay a tax to the fighters who deployed troops for the attacker. Additionally, the entire gold balance in the budget will go to the attackers. The tax paid by the occupied countries is 10%. The tax is paid both by the state budget, as well as the towns. The state budget will pay 50% of all the collections in gold, and the payment of the government officials’ salaries will be suspended as long as the country is occupied. Towns will pay a tax amounting to 10% of the entire production.
if you fought in a war and wish to collect your taxes, go to the War page, Wars section, "Wars in which I fought" subsection. Here are provided the wars in which you fought for the attacker and were won, together with the taxes you can collect (the fig. below). Remember that the occupied countries distribute the taxes to the attackers when the gold balance collected from taxes reaches 1 gold or when the stocks of a raw material reach 100.
 
 
Espionage
In order to be able to deploy troops in a war, you need a spy in the attacked country. To send a spy in a country you need a spy base. A spy base can deploy spies in no more than 5 countries, depending on the level. Additionally, if you want to attack a town from another country, you need a spy in that country, as well.
Spies will also provide real time information about the town of the country they are in, in the form of classifications. To visualize the current classifications, go to the war page, Espionage section. Here you will find wide range of information regarding the towns in the countries where you deployed spies. Classifications fall into 5 categories : Basic Indicators, Product stocks, Production Capacity, Military Force and Finances (the fig. below).
 
1 – Basic Indicators, 2 – Product Stocks, 3 – Production Capacity, 4 – Military Force, 5 - Finances, 6 – Real time depending on the section, 7 - Subsections

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9 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:35

Politic : Work in progress! (travail en cours! mdr)

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10 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:38

Affiliation : idem construction en cours.

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11 Re: FAQ (traduite) du jeu le Mer 29 Oct - 17:38

The Gold Extraction
 
The gold extraction is by far the most important activity in the game and represents the easiest way to obtain gold. The extraction of gold is possible with the help of gold mines and is a high resource consumer.
 
The Extraction Process
As we mentioned before, the virtual gold in GoldenTowns is limited to 100.000 coins and is distributed to towns at a constant pace. Initially, the entire amount of gold lies in a fund, called "the mining fund". This fund provides miners with around 3 gold / hour to be "extracted". The fund permanently adjusts the extraction prices in order to maintain the 3 gold / hour pace.
After every 3 gold extracted, the duration in which they were extracted is analyzed. If the duration exceeds 1 hour, the extraction costs are automatically reduced by 25%. If the duration of the extraction is less than one hour, the extraction costs are automatically increased by 25%. Until the final 3 gold have been mined, the fund stops generating additional gold. To see in detail the miners’ activity, as well as other details, go to the "Gold" page. The first section displays the available amount of gold, the extraction costs and the miners’ activity (the fig. below).
 
1 – The current gold balance (out of the 3 gold delivered), 2 – The necessary resources to extract 1 gold, 3 – The miners’ activity for the past hours
 
Remember that there are minimum costs for the extraction of gold, established at 100 vegetables, 200 meat, 300 wood, 400 iron, 500 stone and 600 clay. The extraction price cannot drop below these values even if a 3 gold deposit is mined in more than one hour.
Players are distributed in the virtual countries according to their location in the real world. Under these conditions, certain countries will have a very small population and equally low budget incomes. In order to help the budgets of small countries, each 3 gold deposit is associated to a country. This means that with each gold extraction, the budget of the respective country receives 10% of the extracted quantity. The association of countries takes place at random. Approximately every 10 days a country will be associated to a 3 gold deposit, but everything is left to chance.
 
Fund accounting
In addition to the fact that it provides miners with gold, the mining fund also makes collections. Collections come from selling assets or citizens. Immediately after you conclude a process, you will pay in gold a certain amount that will be added to the fund. Basically, the fund distributes and collects gold from players in an infinite cycle. If the amount of gold in the fund drops below 25.000 gold, the fund will reduce the amount of gold made available for miners. This stage cannot be reached earlier than 5 years from launching the game.
In addition to the sale of assets and citizens, the fund owns 10% of the aggregate government bonds and 10% of the aggregate shares of the cities, that is the entire amount of bonds and shares which can be made available for sale. The fund will collect dividends in gold and be able to sell shares / bonds.
In order to see the list with the fund’s transactions, go to the "Gold" page, "Accounting" section. The page below will be displayed.
 
1 – The current balance of the mining fund, 2 – Click to visualize the list of assets and the most recent prices, 3 – List of the fund’s collections / expenses.
 
Gold Ownersr
In the "Gold owners" box you can see the list of players who own gold in descending order of the amounts. Still on this page you will the total amount of gold available for trade, excluding the deposit certificates (the fig. below). The sum displayed here, added to the sum held by the game fund, must never exceed 100.000 gold. When you make a deposit certificate, the sum in gold shall be withdrawn from circulation.
 
1 – The total amount of gold available for trade, 2 – The gold owners’ chart
 
Deposit certificates
A deposit certificate represents a code that you can use to pad an account with gold. The code comprises 12 figures, in the xxxx-xxxx-xxxx form, and must be provided so that the account may be padded with gold. Certificates are ideal for those who wish to make long-term investments in gold or play for small periods of time. Even if your account was long deleted due to lack of activity, you can at any time use a certificate to refuel the new account. Certificates have predefines values of 5, 10, 25, 50, 100, 250, 500 and 1000 gold..
You have to be very careful about how you manage and keep the code from a certificate. If you lose a certificate, there is nothing you can do. We do not store in our database the certificate numbers. We only store an encrypted and impossible to decrypt form of the number. To be able to recover the money, we need the certificate number. Certificates are issued to bearer and anybody holding the number can recharge their account with gold.
In order to constitute a certificate, go to the Gold page / Trade / Certificates. In the upper part there are two buttons. The left one allows the construction of a new deposit. The one of the right allows you to liquidate a certificate (the fig. below).
 
fig
 
To turn a deposit certificate into gold, go to the Gold page / Trade / Certificates. In the upper part there are two buttons. The left one allows the construction of a new deposit. The one of the right allows you to liquidate a certificate. Insert in the box on the right the certificate number and click on the "Liquidate" button. If the number is valid, you will receive the equivalent of the certificate in gold.
 
fig
 
Deposit certificates can also be traded. To see the certificates made available for sale, go to the Gold page / Trade and select from the submenu the "Deposit Certificate" section. Here you will see the list of the certificates made available for sale. Only gold traders can sell certificates (the fig. below).
 
fig

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