Thursday, 10 October 2013

NEw Update!!

Guyz,Here is the new update of GGE.

Expanding the capitals

Hi Community,

We've got quite a large update to announce! Lets get on with it.....



Expanding the capitals

In the future, there will be new capitals with special functions added to the existing capitals on the world map. However, the existing main capital cities, as well as the number will remain unchanged. Alliances can have a “normal” capital and continue to benefit from it.

Kingdom - capitals
There are new capitals in the other kingdoms.
  • In Everwinter Glacier are three main kingdom capital cities.
  • In the Burning sands there are two kingdom capital cities.
  • In Fire Peaks there is one kingdom capital.

The active number of capitals depends on the number of players in each kingdom.

Owners of these capitals unlock the ability for their alliance to recruit the renegade soldiers from that kingdom in their respective kingdom castle.

The kingdom capitals must be conquered. You will have to build a palace to unlock the recruitment of renegades there. The recruitment of these troops will be paid for with the respective resources of the Kingdom (coal, oil, glass). However, the acquisition is still much cheaper than the exchange in the local village.

Trade metropolises in the Great Empire
In the Great Empire there will be distributed a number of trade metropolises. Trading metropolises are captured as capitals, but instead of a palace you will need to construct a trading post.
  • The possession of the trading post increases the food production of the owner and his alliance.
  • This bonus applies only in the main castle and outposts of the green kingdom.
  • If several alliance members have trade metropolises, it provides and additional bonus for the entire alliance.
  • There is clearly more trade metropolises then capitals in Great Empire.
  • The number of trade metropolises depends on the size of the server.
  • A single player can own a maximum of one capital city and one trading metropolis.


King's Towers[/SIZE][/B]
Kings towers are added in the Great Empire. In contrast to the main towns and trading metropolises, there are very many of them!

King's towers can be occupied in a similar way to resource villages. So one does not need a castellan and have no occupation time. Also, no buildings can be built there.

If a player takes a King's Tower, then the entire alliance receives an attack bonus against the capitals and trading metropolises. If a player has several King's Towers or more players hold King's Towers within an alliance, then the effect of all towers is added together. A player can hold as many King's Towers as they can successfully defend!

The purpose of the King's Towers is that owners of commercial cities and capitals now cannot solely concentrate on the defence of their capital or trade metropolis, but also must continue the offensive on the world map so that they can keep their achievement even longer. Capital owners who do not sufficiently take care of King's Towers will find it difficult to be able to permanently defend their capital.


Power Ranking

For a better overview of the many capitals, cities and King’s towers, as well as the influence of individual alliances, there is a new ranking category called "power." Owning different landmarks will give alliances points in the ranking. Different captured locations have different point values. A capital for example, gives more points than a King’s Tower.


Other features in this update
" Hiring mercenaries" function
In front of the main castle there is a small gathering place where every now and then mercenaries will setup camp.
  • Mercenaries will offer their services for coins. Once they are bought they are permanently owned by the player.
  • The offers will be composed of exisitng troops (no new ones)
  • You can choose from three different offers and have the option to hire them or to send them away.
  • The offers are always available for a short time period.
  • If offers expire or are rejected, then it takes a while until a new offer comes.
  • The soldiers offered depend on the level of the player.
  • Sometimes there are particularly lucrative offers…..



It should reward players who often stop by in their castle.
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Better feast!
There is now an even stronger version of the feast which increases the recruitment rate, but costs more food than the other versions of the feast.

Strongholds can be built anywhere
The Stronghold can now be built anywhere (Outpost, capitals, kingdom castles).
In a conquest attack the units in the stronghold will still defend. The demolish function will follow in a later update.

Other Changes
  • The resource costs of the first extension in the kingdoms were reduced.
  • The walls and tool slots of resource villages will now be adapted to the level of the player.
  • The tooltip for the population was enhanced with a hint.
  • Quests the give rubies, but no XP will now be separately marked as Ruby Quest in the quest log.
  • Players at lower levels now have a "Show me!" Button in the quest log.
  • The default name for a conquered resource village is now always the coordinates of the village.
  • The hospital building will now get new graphics for the expansion stages 4 and 5
  • The construction of the throwing stones in the tutorial (Level 3) was reduced from 8 to 3 seconds.


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