If you have not read the first post about the endgame please do so to have a better understanding of how everything will work.
Part 2 – Small and Large ocean temples
Continuing with the information about the new endgame we now focus on the specific aspects of small and large ocean temples.
Small ocean temples
Small ocean temples are the first temples to spawn, they will be spread out on each populated ocean for alliances to fight and conquer. Each temple carries its own buff and by conquering them, all alliance members receive that buff for as long as they hold it.
How many are there?
The number of ocean temples per ocean can be different depending on the population of each ocean. Once the world reaches small ocean temples era, the system will scan each ocean for its population and define the amount of temples for each. Oceans with very low population will not have small ocean temples at all.
Where are the temples?
The system will spread the temples inside an ocean as evenly as possible in random locations within the populated area. The temples will not be located on regular islands.
What does the temple have?
Each temple will have its own patron god and a buff related to that god. The patron gods and buffs of each temple will be randomized in the spawning stage, the system also makes sure that there are as few as possible repeated temples.
Possible buffs
Once a temple is conquered, all alliance members receive a temple buff. If a temple is lost or abandoned, the buff is immediately lost. Note that conquering several temples will add all their buffs together giving the members of the alliance a big advantage over alliances that do not conquer temples.
God | Buffs |
---|---|
Artemis | Stone production +5% Slingers attack and defense +2% Archers attack and defense +1% |
Athena | Biremes attack and defense +1% Hoplites attack and defense +2% Swordsman attack and defense +1% |
Hades | Silver production +5% Battle points received +2% Land units are resurrected while attacking 2.5% |
Hera | All resource production +2.5% Reduced land unit recruitment time -2.5% Increased favor production +2.5% |
Poseidon | Wood production +5% Reduced naval units recruitment time -2.5% Triremes attack and defense +2% |
Zeus | Chariot attack and defense +2% Movement speed +5% Light ships attack and defense +2% |
These buffs are not completely final, I am open to suggestions and the numbers still may change.
Conquering limits
An alliance can conquer a limited number of small ocean temples per ocean, this number is different for each world size.
An alliance may choose to abandon a temple after it is conquered, this action has a few consequences:
- The buff generated by the temple is lost instantly.
- All members of the alliance get a curse that last for 7 days (-50% Favor production to all gods).
- Leaving the alliance does not remove the curse.
- Only members in the alliance at the moment the temple is abandoned get the curse.
- The temples defenses are restored to full.
A temple may not be abandoned while under siege or when a revolt is running.
Large ocean temples
Large ocean are essentially the same as small ocean temples, except that there are only 4 of them in the world, their buffs are a lot stronger, and they are defended by a lot more units.
Large ocean temples are unlocked 72 hours after a predetermined percentage of the ocean temples are conquered.
Initial percentage: 70% (subject to change)
How many are there?
Regional temples have a fixed number for every world size. There will always be 4 large ocean temples per world.
Where are the temples?
Regional temples are located in the margins between oceans, the one thing that is different from world to world is the distance from the center.
Large ocean temples are located at 50% of the distance from the center to the furthest populated islands. As the image illustrates.
Possible buffs
God | Buffs |
---|---|
Artemis | Stone production +10% Slingers attack and defense +10% Archers attack and defense +10% |
Athena | Biremes attack and defense +10% Hoplites attack and defense +10% Swordsman attack and defense +10% |
Hades | Silver production +10% Battle points received +5% Land units are resurrected while attacking 5% |
Hera | All resource production +5% Reduced land unit recruitment time -10% Increased favor production +5% |
Poseidon | Wood production +10% Reduced naval units recruitment time -10% Triremes attack and defense +10% |
Zeus | Chariot attack and defense +10% Movement speed +10% Light ships attack and defense +10% |
Conquering limits
An alliance can conquer a limited number of large ocean temples per world, this number is the same for all preset world sizes.
An Alliance can only conquer 2 large ocean temples per world.
For the small ocean temple I do not think it is a good idea to have a maximum amount of temples you can conquer. The reward is already low and the cap would mean that big alliances could split in two but still work together to take more. Or smaller alliances would be able to take as many temples as bigger and better alliances
Hello John Smith,
I see what you mean, but for some larger worlds the amount of temples can get quite high, and I dont think it would be healthy for the world if one or two major alliances conquer too many of them stacking all the buffs. But all the numbers will be adjustable and if we find out its better to increase the limits it will be an easy change. Also notice that the limits will be per ocean, so Alliances will be able to conquer a fair number of these temples, as long as they spread their cities a bit more.
Thanks for the feedback.
Hello again, good sir
Zeus seems kinda lackluster/niche in what buffs he offers, which won’t make him that much sought after if only for the general objective; light ship one is good but still not as much value as the others apparently. Maybe change it to something like ” + X% bonus to attacking units” (and similarly make Athena defensive respectively). Just my 2 cents.
Cheers
Hey again,
Yea we are reviewing the possible buff to make them more special.
Thanks for the feedback, I will bring an update soon.
Cheers