The release of Country vs Country feature (CvC) later this week will add an interesting community and tactical level to the game, and finally give a deeper meaning and a goal to countries and how each player contributes.

Country Vs. Country front battles

Country Vs. Country front battles

We’ve designed CvC battles to be based off countrymen decisions, strategy, and some speculation of what the opponent will do. It was also important for us to ensure a country can become stronger, but also to be beatable no matter how strong it is! Additionally we want to promote „smart decisions“ and teamwork, but also add an element where an individual decision can add some personal benefits, and add a new way a country can accumulate gold with.In this post, we want to focus on how the rewarding system will work, and how we are also reworking the spoil points rewards, which will also affect/improve the existing Country Invasion rewards.
CvC Front rewards Each front the country will fight on (one attacking, and 0-X defending) will reward each of the sides with a set base amount of gold, multiplied with a scaling factor for country’s active users (similarly upgrade costs and Break The Line (BTL) rewards work).
Based on how well each of the sides fight (for defending side indicated by % of Headquarters (HQ) health left, for attacking % of HQ damaged), this gold reward will receive an additional 0-100% bonus.
 
Gold rewards are paid to the Country Treasury – even if a front is lost the reward is still paid, just that the better the country does on the front, the more gold it will

receive.

Similarly for gold, each front will have a certain „Spoil Points“ reward for each of the sides. This will be based off the power (clicking force -CF) of all soldiers at the front.
 
*Any numbers in this post will be adjusted/improved over the following weeks, based on our CvC data, users’ experience to, how users/countries fight, averages etc., and might still slightly change before CvC release.
sp_per_cf_multiplier = 25For attackers = (80% of attacker power + 20% of defender power) * sp_per_cf_multiplier
For defenders = (80% of defender power + 20% of attacker power) * sp_per_cf_multiplier
 
As for gold the spoil points reward for each front will at the end be multiplied by front performance at the end, and distributed to the countries’ „CvC spoil points pool“ (In case if there is no soldier defending a front, SP from it will NOT be added to the pool, but gold will still be added to the treasury)
 
The reward for the user will be a share of the CvC spoil points pool. The share will be based off users’ ratio of clicking force, vs country’s overall sum of CF/power at all fronts during that day. IF user didn’t participate on any front, no Spoil Points (SP) will be awarded to this user.
 
This share will be multiplied by „user decision bonus“, which is a sum of small bonuses based off how the user suggested the battle strategy, no matter how the battle actually ended up happening based on the overall country decision. These small bonuses will comprise of airstrikes hitting the opponent, avoiding air strike with your own units, well-placed mines…
This means that a user could decide to suggest a strategy based on presuming that the opponent will do something else, then what the rest of the country opts in for, in order to try and get a bigger decision bonus. However, it’s a risk to take, as if country isn’t coherent on making a good strategy, and too many players making „rouge“ suggestions it could result in a sub-par strategy to being chosen, negatively affecting the rewards of everyone.
This above structure ensures that countries (AND players!) are always encouraged to try to win as many fronts, prioritizing the ones against tougher opponents. It also encourages countries to attack stronger countries, which in turn will help balance strength of countries, as weaker countries will pile up on a stronger country, increasing their chance to win. But no matter the case, via the ensured base rewards everyone will get a fair share of rewards, how big of an optimal reward it will be, will depend on strategy, teamwork decisions and also how the rest of the countries fight between each other!
 
On average CvC will bring each user an additional 50-200% Spoil Points per day, compared to Country Invasion.
 
Reworked Spoil Point rewards – Spoil Points always presented us with a great opportunity to introduce interesting rewards to the game, which we will with release of CvC finally have a chance to add! It will allow us to resolve some of game’s scaling issues in unique ways, and generally make things more dynamic for you, especially at late game.
 
We are starting off with the addition of the following rewards in exchange for Spoil Points:
Battle Stars – convert SP into fixed amount of Battle Stars, based on your current Army Setup HQ upgrades costs.
Reduced Privatization Attempts – reduce the next privatization milestone – i.e. If your latest privatization required 1e110 Power Points, you can reduce it back to 1e100. This will make lategame more dynamic and fast, more often, allowing you to get higher Amount of Support Units created via deploys
Increase amount of support units gained from every deploy, when deploying with a higher than 100% deploy gain. The bonus is doubled (additively) every 10x increase of deploy gain. This will help reduce overreliance on „quick spam deploys“ and make the experience more smooth for users, and help make lategame support unit production „keep up“ better.
 
But here’s a few quick other mentions, that we are not adding yet but might find a way to the list in the near future: Production multipliers, DPC multipliers, „Privatization like effect“ (no privatization points given, but allows you to farm for support units more often) , increased number of support attacks given, reset/reduce 10% fuel/30s 2x DPC upgrade cost, reduced support units’ losses,…
 
The current Spoil Rewards system uses up all spoil points once you use it, which has many negative attributes, such as that Spoil Point stacking is pretty much useless, and we can’t really make „more valuable“ rewards.
 
So with the rework, each of the rewards will have a set price, and a few limits in place. The limits ensure that the rewards are not blown out of proportion or cause excessive „pay to win“ issues. The base prices are set at such a level that our average late game player should be able to regularly get all of the rewards, and those weaker can still make strategic decisions to stock up on points for some of the higher rewards.
 
Battle Stars – Base cost is 300 SP, gives 20% BS of current overall War Zone HQ DPC upgrade costs. Price x4 on every use. Price resets to base cost every day.
 
Increased amount of Support Units created via deploys – Base cost is 300 SP. Adds 10% bonus to support units created on deploys above 100% overall production boost. This bonus is additively added for every 10x increase in deploy production boost over 100% (1000% – 20% bonus, 10k% – 30% bonus, 100k% – 40% bonus…). Price x10 on every use. Price resets to base cost every other day.
 
Reduce Privatization Attempts (extra privatization) – Base cost is 5000 SP – no further attempts until price reset optional. Reduces privatization times/requirement by 1 – i.e. If latest requirement to privatize was 1e110, this upgrade would reduce it to 1e100 (essentially a free privatization). Price/upgrade resets to base every 30 days.

Example of Spoil Point Convert tables

Example of Spoil Point Convert tables

As a lot of how various CvC numbers will play out depends on user participation, behavior and strategy optimization, we will be looking at all the numbers in the following weeks and see if we need to adjust anything. Similarly, we will be looking at improving certain voting percentages, and fight dynamics in existing Country Headquarters and Invasions, country upgrades, country upgrade costs etc. The next few weeks in general we will be working on various general game improvements, bugfixes, and late game progression. Lately, we haven’t clearly updated our current task focus, so we will try to update that list properly as well for you all to have a clear overview of what we are working/focusing on!
 
For any other questions/clarifications/suggestions feel free to post below :)