City battles: completely rebalanced

04.05.2019
Game information

Greetings Admirals!

Based on the numerous and in-depth feedback of the first round, a number of changes were made to city battles for the second round of our Open Beta.

Damage Calculation

The way damage is calculated in city battles has been completely reworked. There were some bugs in the old system that prevented the balancing we intended.

We've therefore revised the background calculations and developed a new balancing.

This primarily encompasses hit probability and the amount of damage caused by a city's successful hits. Small cities are now easier to conquer, whereas more developed cities pose a greater challenge.
Some configurations had leveraged this (rather logical) development in the past.


More Cannons and Stronger Walls

Since damage is now calculated differently, the cities need more cannons and stronger walls that you can build for each city upgrade.

This enables more increments for balancing. The cities now feel more different depending on the upgrade level.


City Maneuvers and 'Let us pray'

Cities can increase their damages using city maneuvers and the 'Let us pray' upgrade.
These effects were incorrectly applied in the previous version. Thanks to our changes, these two mechanics now keep their promise and noticeably strengthen your city.


Critical Hits

Did you know?
When a city lands a critical hit, the stricken ship is sunk. No matter how many hitpoints it still had.

After reviewing the situation, we realized this wasn't fair. Cities (like ships) now cause bonus damage when they manage to get a critical hit.


Other Changes

Defense fleets are now slightly smaller, since cities have in turn become stronger. But cities at a high level will still only reach the maximum size of 20 ships (+ royal protection), as was the case previously.

In the past, as the city walls were gradually destroyed, so too were the cannons. This may sound realistic, but it's difficult to follow and punishes the city twice. Cities now fire with all cannons until fully destroyed.

The mortar technologies (bonus damage against cities) have been removed for trade ships and scout ships.

Depending on their city level, neutral cities start with higher training levels and now pose a greater challenge.

The starting buildings of some neutral cities have been adjusted so that they start with better defenses.


Summary

By reworking battle calculations, we have completely overhauled a substantial part of the game. We have simulated many 100,000 battles – but things will be especially interesting when we get to see your battles under real competition conditions in the Open Beta 2!

Respectfully yours,
Your Admirals: Caribbean Empires Team