Hello everyone and welcome to our last planned traditional development diary about game mechanics. And the topic at hand is the fighting system and wars.

Hello everyone and welcome to one of the last planned traditional development diaries about game mechanics. And the topic at hand is the fighting system and wars.

Lot of Dragescent’s gameplay lies in warfare. A time will come when you are going to find out that expansion prices in gold for new tiles have shot up. But expansion prices for glory have remained acceptable. That is deliberate in order to encourage you to try fighting with other players. Just to refresh, players in the game control governorates and can group up in alliances. The glory currency is gained from participation in wars. If you want to earn glory, you must be in an alliance. But you can’t attack as you wish or be suddenly attacked. In order to take part in the fighting, you have to enter our matchmaking system. This system will pair you up with a most suitable opponent depending on the size of your alliances, number of governorates and rating gained from previous fights. Pairing is initiated every day at 4AM Berlin local time. There will also be automatically declared war between the two alliances, that allows players to send harmful actions. You can’t send harmful actions out of war.

The war lasts for five days. Each member of the alliance gains victory points during the war – one victory point for every successful attack. Alliance with more victory points wins the war and all its members gain 20 glory for expansion, members of the losing alliance gain 10. In the rare event of a draw, both alliances gain 15 glory. Land belong to each individual player and each can do whatever he wants with them.

Example: A 4 player group gains 20 glory in their war. Each player from this group gets 20 glory. The first player spends them all on one tile. The second player spends them all on two tiles. The third player had another 10 glory from the past so now he has 30 and spends 25 on two tiles and has 5 left. (Read more about tiles here)

The combat itself is divided into three phases which follow after each other in specific order – as first goes the thievish phase (more info about thieves here), magic phase follows after that (read about magic here) and military phase goes as last (armies and units are described here). That means you can chain actions so that thieves weaken mages and/or armies, mages weaken armies and in the end armies bring home victory points, but are severely influenced by both thieves and mages.

We will return once more with victory conditions and age conclusion.