Showing posts with label bonus cashtowns. Show all posts
Showing posts with label bonus cashtowns. Show all posts

Thursday, February 28, 2013

Important upgrade



1) all buildings must be in the area of the required maintenance buildings in order to be renovated. Up until now, many upgraded the houses, demolish all administrative buildings and build other buildings in their place.

2) all towns that have houses that are NOT in the area of their required administrative buildings will loose happiness points. This measure was taken because there are some towns that have the initial 5-6 houses at q10 and no administrative buildings surrounding them. Since the initial buildings do not require renovations, the first rule would not affect them.

3) all towns must have 100% happiness in order to sell workers/soldiers.

4) Also starting today the population bonus is increased from 0.001/citizen to 0.005/citizen. This will help small towns to grow.

5) also a bug that required q10 roads in order to renovate q10 houses was fixed.

6) also the school's display bug is now fixed (the images were not accurate)




In order to sign up click here






Friday, February 22, 2013

Market update + 2 new bonuses


In the last 5 weeks, the players number grew from 900 to 10.233 ....yesterday. 
Today we are talking about 11.000 players and the number is growing every hour. 
The nice graphics and the addictive gameplay payed off. 
The game is growing fast but we have a problem!!!

This huge number of new players that started to produce tons of raws collapsed the markets in the wrong way. From an average of 50 wood / gold we have reached an average of 1500 wood / gold. 

The never ending stream of free players that sell raw materials for gold and never sell gold to buy raws are affecting players that invested time and money to build their towns.

In our initial design notes, the market was NOT build to bring profit to players. 

It was a nice and easy way to EXCHANGE STONE FOR WOOD. But in the same time we need to protect the investments of our paying members.

We have received a big number of requests from those members to limit the access of free-players on the market. This is the full list of measures to stabilize the raws prices: 

1. Only players with a happiness of 100% can sell raws for gold

2. The players that sell raws for gold are limited to an ammount of n=Pop*10 raws / day, where Pop means population. 

A town with a population of 1000 citizens will allow you to sell up to 10.000 resources / day (combined !!!). So, its not enough just to have an 100% happy town. You also need a balance between the population and the number of factories. 

3. On level up there is a bonus of 0.1 gold (for beginers up to level 5 the bonus is bigger). 


Also introduced 2 new bonuses:

-The population bonus (0.001 gold / citizen / day) 
-The occupied towns bonus. 

Those 3 measures will push the market down on the long run.

4. All production increase advantages (+25%, +50%, +75% and +100%) are suspended.

5. Energy is growing with 1 point / hour for everyone. This will also limit the production output.

On the left we have a large mass of players with small quantity of gold that can only SELL the gold. On the other hand we have a smaller group of big towns that will sell raws. 

On our simulations, those measures will stabilize the markets in the next 2 months.

The most important aspect is that actual free players have a GOAL and a real REASON to have a "happy town"....





Saturday, February 2, 2013

School


Starting today, frebruary 02,2013, specialists can be trained only in schools. 

They have made this change because a lot of new players don't have 2 gold for buying an initial specialist.

From now, You can't train specialists in services buildings, anymore. 

Devteam said that It was a game design error from the start, but in the last weeks, we have received a big number of complaints regarding this issue. 



Cashtowns school



A school can train 1 specialist / 24 hours. In case of all your doctors or firefighters die, you can train others using only resources (not gold). Get ready to build 4/5 schools.

Building requirements to upgrade the school:

Level 2 - Police
Level 3 - Firehall
Level 4 - Hospital
Level 5 - Restaurant

Schools use unskilled workers as employees. 


Saturday, January 5, 2013

International Wars Contest - epic final or epic fail?


On 23 december, after the first war contest, countries presidents has received a prize depending of the number of countries that their country has conquered.


Number 1 : 500 gold plus and 50 gold / country 
Number 2 : 300 gold plus and 40 gold / country 
Number 3 : 100 gold plus and 30 gold / country

The winners were:

- Hungary, 12 occupied countries, +1100 gold for shaoko
- Greece, 10 occupied countries, +700 gold for SirDiman 

devteam said: "Congrats to all fighters. The war module is 5 days old, and we had a lot of bugs to solve. We are sorry for that, but this is the only way to a solid software. Testing."
 

This is a small review of the first Europen War


- Russia conquered over 10 countries in the first 4 days. 
but...

cashtowns



- 12 hours before contest end, Russia was conquered by Portugal and we were sure that we have a winner.

cashtowns



- 4 hours before the end, Portugal was conquered by Italy and lost all occupied countries in Italy's favor. We again had a winner with 15 occupied countries.

cashtowns



- 2 hours before end, in a smart move, Greece occupied Spain, which was a key country. Without Spain, Italy lost the link to ALL conquered countries. Not one, not 5 but all of them, because they were ALL linked with Spain, by sea. Spain was the only link between Italy and Atlantic Ocean. All 15 countries became FREE countries. 

2 hours before the end, Italy lost everything, while Hungary and Greece presidents received a much bigger prize.

EPIC FINAL.
After the success of the Europen contest for countries presidents, they have decided to make it a permanent weekly worldwide contest. The contest will begin every monday. It will end every saturday, at 24:00 (Bucharest hour, GMT +2). The strategic rules are unchanged from the European contest. The contest is won by the top 5 countries by the number of conquered countries. The prizes are :


1 st place - 1000 gold and 25 gold / occupied country. 
2 st place - 750 gold and 20 gold / occupied country. 
3 st place - 500 gold and 15 gold / occupied country. 
4 st place - 250 gold and 10 gold / occupied country. 
5 st place - 100 gold and 5 gold / occupied country. 

The prizes are received by country presidents and it can further split the prizes. The first contest began on 7 january, 2013.
You can attack any country in the world.

Cashtowns Resources


In Cashtowns you have six different resources or raw materials: Vegetables, Meat, Iron, Wood, Stone and Clay.






Vegetables were used for meat production only. In this moment vetetables are the most important raw in cashtowns. They don't required other raw materials in the production process.






Meat is used to recruit new citizens or to train specialists . Meat is produced by farms and requires large amounts of vegetables in the process.









Iron is one of the four resources used in any Construction. 
It is also used for weapons production and soldiers recruitment/training.
Iron production requires Vegetables, Meat, Wood and Stone to be produced.







Wood is the main resource used in construction. Every buildings need wood in order to be built. Wood production requires meat and vegetables.

  




Stone is used extensively in the costruction of roads and buildings. Stone is produced by stone quarries and require Meat, Iron, Wood and Vegetables in the process.









Clay is used in the costruction of road and buildings over q4. It is produced by claypits and require wood, iron and stone in the process.






Vegetables Farm, Farm, Stone Quarry, ClayPit, BlackSmith, Wood Factory are the buildings that you use to generate raws. All these buildings can have 5 different levels, from Q1 to Q5.



For example, Level 1 Wood factory produces 6 Wood in 3 Hours, the Q2 Wood factory produces 24 wood in 6 hours.
If you want to upgrade your buildings, you have to keep in mind this 2 things:



  • road connection, between city hall and that building, must be upgraded at the new level of that building
  • you need one free unskilled workers

For example if you want to upgrade a building from level 2 (Q2) to level 3 (Q3) you must have upgraded the roads to Q3, between that building and city hall.




Taxes



Every towns pay taxes when they collect the production from RAW MATERIALS buildings (vegetablrs, meat, wood, iron, stone ans clay). The receivers of "Production Tax" are :


- State Budget (0%-15%, the president can set this tax. By default is 10%).

- The town that conqured your town (if your yown has been conquered but if you have a free town, no taxes will be paid). The tax varies from 5% to 20% depending on the happiness level of the "master town".

- If your country is under military occupation by another country, the fighters who helped the attacker to conquest your country will receive 25% from your production. Each of them will receive a fraction depending on the influence they had in the war.

- If you are a memeber of an organization, the organization will receive up to 10% (the tax is set by organitation owner)

So, in the worst case, you will pay 65% of your production. In the best case (free town, free country, no org. member) you will pay up to 15% from your production (state budget). We will DOUBLE the production of all raw materials buildings starting today.
This is the list of taxes that only President can change:

Production tax:


-Wood Production Tax  
Apply wood production. Has a value between 0% and 10%, gold 0.01 minimum.  
-Iron Production Tax  
Apply iron production. Has a value between 0% and 10%, gold 0.01 minimum.  
-Stone Production Tax  
Apply stone production. Has a value between 0% and 10%, gold 0.01 minimum.  
-Meat Production Tax  
Apply meat production. Has a value between 0% and 10%, gold 0.01 minimum.  
-Vegetables Production Tax  
Apply vegetable production. Has a value between 0% and 10%, gold 0.01 minimum.  
-Clay Production Tax  
Apply to the production of clay. Has a value between 0% and 10%, gold 0.01 minimum.   unskilled n skilled workers tax:


-Transfer fee unskilled workers
Apply to transfers of unskilled workers. Is paid by the seller. It has a value between 0 and 1 gold / worker.  
-Transfer fee skilled workers  
Apply to transfers of skilled workers (doctors, teachers ...). Is paid by the seller. It has a value between 0 and 2 gold / skilled worker.  
share tax:
-Shares Sales Tax Game  

The sale of shares aplicatranzactiilor game. Has a value between 0% and 10%, gold 0.01 minimum.  
-Shares Dividend Tax Game
Applies to dividends from holding shares in the game. Has a value between 0% and 10%, gold 0.01 minimum.


-Earnings Tax Band  
Apply to gains from wars (influence). Has a value between 0% and 10%, gold 0.01 minimum.  
-Income Transfers  
Gold applies to all transfers made ​​between players or organizations. Has a value between 0% and 10%, gold 0.01 minimum.  


Troops tax:

-Archers 
Transfer fee  

Apply to transfers of archers. Is paid by the seller. Has a value between 0 and 3 gold / soldier.  
-Infantry soldiers 
Transfer fee  

Apply to transfers of infantry. Is paid by the seller. Has a value between 0 and 3 gold / soldier.  

- Cavalry 
Transfer fee
Apply to transfers of cavalry. Is paid by the seller. Has a value between 0 and 3 gold / soldier.

 
-Special Troops 
Transfers fee  

Apply special troop transfers. Is paid by the seller. Has a value between 0 and 5 gold / soldier.  

-Regular cannoons sale tax
Apply to transfers of conventional guns. Is paid by the seller. Has a value between 0 and 2 gold / gun.  
-
Special Guns Transfer Fee  

Apply to transfers of unskilled workers. Is paid by the seller. Has a value between 0 and 5 gold / gun.  
-
Regular bombs sale tax 
Apply to transfers of unskilled workers. Is paid by the seller. Has a value between 0 and 2 gold / bomb.  
-
Special Bombs Transfer Fee

Apply to transfers of unskilled workers. Is paid by the seller. Has a value between 0 and 5 gold / bomb.  
-Special 
Bands Research Tax

Payable when investigating a new type of troops. Has a value between 0 and 100 gold / soldier.  
-Special guns Research Tax 
Payable when investigating a new type of cannon. Has a value between 0 and 100 gold / gun.  
- Special bombs Research Tax 
Payable when investigating a new type of bomb. Has a value between 0 and 100 gold / bomb.

Friday, December 21, 2012

LOAD BONUS And WITHDRAWALS


This is the FINAL list of bonuses that the system generates every time a player BUYS gold with real cash :

- War bonus (if the country is under occupation the towns that have sent trups to fight for the winner will receive a bonus depending on their influence) : 25%
- Town bonus (if your town is under occupation, the "master town" will receive a bonus) : 20%
- State budget bonus (received by the state budget) : 15%
- Referrer (the user who brought you into the game) : 15%

This is the FINAL list of bonuses that the system generates every time a player SELL gold for real cash :

- Referrer bonus : 10%
- Town bonus (if your town is under occupation, the "master town" will receive a bonus) : 10%
- State budget bonus (received by the state budget) : 10%



WITHDRAWALS


there are 2 options:
a) admin: 100 euros minimum ammount, bank transfer and western union as payment options
b) resellers: 10 euros minimum ammount, any payment options u want (same as for loading)
exchange rates: a) 20 gold=1 euro; b) 21-22 gold=1 euro (not yet defined)
timeframe: a) max. 1 week; b) instant