Author Topic: Guilds Merging Logic  (Read 2011 times)

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Oton

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Guilds Merging Logic
« on: June 30, 2010, 04:44:20 PM »
Guild Merge Module is about to knock on our doors soon.
There are several rules and details worth mentioning.

 - Upon merge the two Guilds’ gold and diamonds will merge.
 - All the upgrades in both Guilds’ HQ are compared and the higher ones will remain for the new merged Guild HQ.
 - If the Guilds have Outposts in a province their upgrades are compared as well, as the higher ones will remain for the merged Guild Outpost.
 - If one of the two guilds has a Castle and the other one has an Outpost in the same province, the Castle remains for the merged Guild.
 - Enough free slots have to be provided for the members upon merging, meaning – the Guild Administration research must be sufficiently upgraded (the merged Guild cannot have more than 100 members).
 - Merging Guild is active only after the two Guilds announce a vote in which their members vote with their own experience points.
« Last Edit: June 30, 2010, 05:16:54 PM by Oton »

Oton

  • Guest
Re: Guilds Merging Logic
« Reply #1 on: July 14, 2010, 10:44:42 AM »
Critical Bug Fix, dated July 15th, 2010

Multiplying Guild Outposts bug has been fixed. Meaning – if the both Guilds’ Outposts amount is higher than the host’s “Guild Management” research level, there cannot be a Guild merge.
Guilds will have to choose between upgrading the "Guild Management" research or destroying the excessive Outposts in order to meet the requirements. During merge elections Guilds will not be able to erect Outposts or siege Castles.
« Last Edit: July 15, 2010, 04:50:07 PM by Oton »