Difference between revisions of "Kingdom"
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− | A kingdom consists of a king and | + | A kingdom consists of a king and unlimited governors, two of which can be promoted to dukes. After a successful [[#union|kingdom union]], there are (up to) two kings and up to four governors can be promoted to dukes. |
=== The King === <!--T:5--> | === The King === <!--T:5--> | ||
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− | + | Dukes support their king with building treasuries and get tributes in return. They have the following special abilities compared to regular governors: | |
− | * | + | * They can activate treasuries in their villages to generate influence and victory points |
− | * | + | * They can collect [[Tributes|tributes]] from villages around their active treasuries |
− | * | + | * They can [[#grant_protection|grant protection]] to villages around their active treasuries |
− | * | + | * Reports from attacks and defenses are automatically shared between dukes and kings. |
<!--T:12--> | <!--T:12--> | ||
− | + | The king(s) can promote up to two (four after kingdom union) dukes without any prerequisites. | |
<ref name="blog_duketreasuryslot">https://blog.kingdoms.com/de/2017/08/29/anderungen-herzog-und-schatzkammer-slots/, 03.10.2019</ref> | <ref name="blog_duketreasuryslot">https://blog.kingdoms.com/de/2017/08/29/anderungen-herzog-und-schatzkammer-slots/, 03.10.2019</ref> | ||
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<span id="treasuryslot"></span> | <span id="treasuryslot"></span> | ||
− | == | + | == Treasury Slots == <!--T:13--> |
<!--T:14--> | <!--T:14--> | ||
− | + | Every duke and king can always activate the [[Treasury (Kingdoms)|treasuries]] of one village. To activate treasuries in further villages, the kingdom has to unlock treasury slots by collecting treasures. For each additional treasury slot, the kingdom needs 10,000 additional treasures. | |
<ref name="blog_duketreasuryslot" /> | <ref name="blog_duketreasuryslot" /> | ||
− | + | As soon as there are enough treasures, the king can assign one treasury slot, but has to do so evenly. This means, that every king and duke has to have two slots first, bevor the first can have three. Further slots act analogously. Slots can only be assigned while the maximum number of dukes is currently in position, to prevent bypassing that rule. | |
<!--T:15--> | <!--T:15--> | ||
− | + | As soon as a slot is assigned, the assigned player can decide freely which villages he wants to activate the treasuries in. Activating the treasuries activates all treasuries of that village but only consumes one slot. If the kingdom falls back below the treshold for a treasury slot, it persists and does '''not''' get automatically revoked. | |
<span id="union"></span> | <span id="union"></span> | ||
− | == | + | == Kingdom Union == <!--T:16--> |
<!--T:17--> | <!--T:17--> | ||
− | + | As soon as a kingdom reached an age of <math>\frac{30}{Serverspeed}</math> days, it can do a kingdom union, i.e. merge with another kingdom. The kingdom union can only be done once and cannot be undone. Requirements: | |
<ref name="kingdomunion">https://blog.kingdoms.com/de/2017/09/15/das-reich-zweier-konige-konigsbunde-im-detail/, 03.10.2019</ref> | <ref name="kingdomunion">https://blog.kingdoms.com/de/2017/09/15/das-reich-zweier-konige-konigsbunde-im-detail/, 03.10.2019</ref> | ||
− | * | + | * Both kingdoms have to be at least 30 days old (lower on speed servers) |
− | * | + | * Neither of the kingdoms did an union before |
− | * | + | * The capitals of both kings have to be in their own kingdom's territory (one king's capital being in the other's territory does '''not''' count) <ref name="king_capital_territory">https://forum.kingdoms.com/index.php?thread/17896-changelog-0-83-polishes-to-kingdom-unions/, 09.02.2022</ref> |
+ | * There must be a continuous path consisting of vertical and horizontal steps to get from one capital to the other without passing through foreign territory. Diagonal paths do not count. | ||
+ | * Note that it's '''not''' a requirement for the kings to have a treasury activated in their capital. | ||
<!--T:18--> | <!--T:18--> | ||
− | + | After accepting the kingdom union, the following effects come into effect: | |
<ref name="kingdomunion" /> | <ref name="kingdomunion" /> | ||
− | * | + | * The kingdom with less victory points is dissolved and all members are moved to the larger kingdom |
− | * | + | * The king of the dissolved kingdom becomes the vice king of the merged kingdom |
− | * | + | * The dukes of both kingdoms stay in their position |
− | * | + | * All treasuries stay activated |
− | * | + | * The victory points of the smaller kingdom are destroyed |
− | * | + | * All treasury slots persist and now belong to the merged kingdom |
− | * | + | * King and vice king cannot abdicate anymore and are tied to their position for the remainder of the game world |
<!--T:19--> | <!--T:19--> | ||
− | + | Miscellaneous: | |
− | * | + | * If a king of vice king deletes his account after the kingdom union, his position remains empty for the remainder of the game world. |
+ | |||
+ | === Known Bugs === <!--T:35--> | ||
+ | |||
+ | <!--T:36--> | ||
+ | * Vice kings can delete their account. | ||
+ | * A king can abdicate to become vice king. | ||
+ | |||
+ | === Changelog === <!--T:37--> | ||
+ | |||
+ | <!--T:38--> | ||
+ | * Patch 0.83 | ||
+ | ** Vice kings no longer produce tributes | ||
+ | ** Kingdom invitations now show which king sent the invitation | ||
+ | ** The capitals of both kings now must be in their respective own territory in order to initially perform the kingdom union | ||
+ | |||
+ | <!--T:39--> | ||
+ | * Patch 0.82: Introduced | ||
+ | |||
+ | == Königreichsgebiet == <!--T:21--> | ||
<!--T:20--> | <!--T:20--> | ||
Das geographische Königreich ist das Königreichgebiet auf der Karte, das von einem Königreich durch seinen [[Einfluss]] kontrolliert wird. Als geographisches Königreich wird, im Bezug auf einzelne Felder oder Dörfer, das [[Königreich]] bezeichnet, in dessen Gebiet ein Dorf sich befindet. | Das geographische Königreich ist das Königreichgebiet auf der Karte, das von einem Königreich durch seinen [[Einfluss]] kontrolliert wird. Als geographisches Königreich wird, im Bezug auf einzelne Felder oder Dörfer, das [[Königreich]] bezeichnet, in dessen Gebiet ein Dorf sich befindet. | ||
− | |||
− | |||
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− | [[Category:Travian Kingdoms Feature ( | + | [[Category:Travian Kingdoms Feature (EN)]] |
+ | [[Category:German]] | ||
</translate> | </translate> |
Latest revision as of 04:17, 9 February 2022
A (political) kingdom is a group of players, that are lead by a king. A kingdom stores treasures in active treasuries to generate victory points to win the gameworld in the end.
The (political) kingdom of a player or village usually refers to the kingdom a player joined and whose tag is visible in the player's profile. The geographic kingdom usually refers to the kingdom, in whose territory a village is located.
Contents
Structure
A kingdom consists of a king and unlimited governors, two of which can be promoted to dukes. After a successful kingdom union, there are (up to) two kings and up to four governors can be promoted to dukes.
The King
The king is the leader of the kingdom. He is responsible for the management of the kingdom and has the following special rights:
- He can promote and demote dukes
- He can assign treasury slots
- He can manage diplomatic relations with other kingdoms
- He can dissolve the kingdom
- He can kick members
- He can revoke granted protection
- He can collect 25% of the tributes, that dukes collect
Additionally, he has the same special rights as dukes.
The Vice King
After the kingdom union, there is a vice king. He has the same special rights as a duke and shares a few special rights with the king:
- He can revoke granted protection
- He can collect 25% of the tributes, that dukes collect. Both kings can collect the 25% of all dukes, whoever clicks first, gets them. Usually, the two kings discuss who gets which tributes.
The Dukes
Dukes support their king with building treasuries and get tributes in return. They have the following special abilities compared to regular governors:
- They can activate treasuries in their villages to generate influence and victory points
- They can collect tributes from villages around their active treasuries
- They can grant protection to villages around their active treasuries
- Reports from attacks and defenses are automatically shared between dukes and kings.
The king(s) can promote up to two (four after kingdom union) dukes without any prerequisites. [1]
King | Vice King | Duke | Member | |
---|---|---|---|---|
Can leave Kingdom | Not after Union | Not after Union | After abdicating | Yes |
Generates Tributes | Yes | Yes | Yes | Yes |
Can activate Treasuries | Yes | Yes | Yes | No |
Can fetch tributes around own treasuries | Yes | Yes | Yes | No |
Can grant protection to foreign governors | Yes | Yes | Yes | No |
Can fetch tributes from dukes' treasuries | Yes | Yes | No | No |
Can revoke protection from foreign governors | Yes | Yes | No | No |
Can promote/demote dukes | Yes | Yes | No | No |
Can assign treasury slots | Yes | No | No | No |
Can manage diplomacy | Yes | No | No | No |
Can kick members | Yes | No | No | No |
Can dissolve kingdom | Not after Union | No | No | No |
Treasury Slots
Every duke and king can always activate the treasuries of one village. To activate treasuries in further villages, the kingdom has to unlock treasury slots by collecting treasures. For each additional treasury slot, the kingdom needs 10,000 additional treasures. [1] As soon as there are enough treasures, the king can assign one treasury slot, but has to do so evenly. This means, that every king and duke has to have two slots first, bevor the first can have three. Further slots act analogously. Slots can only be assigned while the maximum number of dukes is currently in position, to prevent bypassing that rule.
As soon as a slot is assigned, the assigned player can decide freely which villages he wants to activate the treasuries in. Activating the treasuries activates all treasuries of that village but only consumes one slot. If the kingdom falls back below the treshold for a treasury slot, it persists and does not get automatically revoked.
Kingdom Union
As soon as a kingdom reached an age of days, it can do a kingdom union, i.e. merge with another kingdom. The kingdom union can only be done once and cannot be undone. Requirements: [2]
- Both kingdoms have to be at least 30 days old (lower on speed servers)
- Neither of the kingdoms did an union before
- The capitals of both kings have to be in their own kingdom's territory (one king's capital being in the other's territory does not count) [3]
- There must be a continuous path consisting of vertical and horizontal steps to get from one capital to the other without passing through foreign territory. Diagonal paths do not count.
- Note that it's not a requirement for the kings to have a treasury activated in their capital.
After accepting the kingdom union, the following effects come into effect: [2]
- The kingdom with less victory points is dissolved and all members are moved to the larger kingdom
- The king of the dissolved kingdom becomes the vice king of the merged kingdom
- The dukes of both kingdoms stay in their position
- All treasuries stay activated
- The victory points of the smaller kingdom are destroyed
- All treasury slots persist and now belong to the merged kingdom
- King and vice king cannot abdicate anymore and are tied to their position for the remainder of the game world
Miscellaneous:
- If a king of vice king deletes his account after the kingdom union, his position remains empty for the remainder of the game world.
Known Bugs
- Vice kings can delete their account.
- A king can abdicate to become vice king.
Changelog
- Patch 0.83
- Vice kings no longer produce tributes
- Kingdom invitations now show which king sent the invitation
- The capitals of both kings now must be in their respective own territory in order to initially perform the kingdom union
- Patch 0.82: Introduced
Königreichsgebiet
Das geographische Königreich ist das Königreichgebiet auf der Karte, das von einem Königreich durch seinen Einfluss kontrolliert wird. Als geographisches Königreich wird, im Bezug auf einzelne Felder oder Dörfer, das Königreich bezeichnet, in dessen Gebiet ein Dorf sich befindet.
Ein Königreich kann durch Schatzkammern Gebiete aufspannen. Dörfer, die im Gebiet eines Königreichs liegen produzieren Tribute, die die Könige und Herzoge des Königreiches abholen können. Oasen im Königreichsgebiet können mit Truppen unterstützt werden, um mehr Rohstoffe zu produzieren und alle Mitglieder des Königreichs bekommen eine Benachrichtung, falls Angriffe auf Dörfer im Gebiet gestartet werden. Außerdem kann ein König in seinem Gebiet einen Menhirstein aufstellen, um einen Spieler zur Umsiedlung einzuladen.
Es gibt besondere Interaktionen zwischen königreichsfremden Spielern und einem König in dessen Königreichsgebiet.
Spielerhass
Greift ein König oder Vizekönig ein Dorf an, das in seinem Gebiet liegt und nicht zu seinem eigenen Königreich gehört, so entwickelt der angegriffene Spieler bei Einschlag Hass auf ihn. Etwaiger gewährter Schutz wird dadurch ebenfalls widerrufen. Durch den Angriff verliert das Königreich des Angreifers sofort jeden Einfluss auf alle Dörfer des angegriffenen Spielers. Die Königreichsgrenzen verlaufen dann um das Feld herum, unter Umständen ist dann auch ein Loch im Königreichsgebiet. Falls ein anderer König (ohne Hass) ebenfalls Einfluss auf das Dorf hat, gehört es dann zu dem anderen Königreich - auch wenn es rechnerisch weniger Einfluss ausübt. Dörfer von Spielern mit Hass können gegebenenfalls Tributswege unterbrechen und die HD-zu-HD Verbindung beim Königsbund stören.
Angriffe von Herzögen können keinen Spielerhass auslösen. Angriffe gegen Statthalter des eigenen politischen Königreichs lösen ebenfalls keinen Spielerhass aus.
Um den Spielerhass Status loszuwerden, muss der König oder Vizekönig dem betroffenen Spieler ein Friedensangebot machen. Das kann er über das Radmenü auf der Karte tun. Wenn er das Angebot abgeschickt hat, erscheint im Hauptdorf des anderen Spielers ein Botschafter, der ihm das Angebot überbringt. Nimmt der Spieler das Angebot an, wird der Spielerhass aufgelöst und das Königreich kann wieder Einfluss auf die Dörfer des Spieler ausüben.
Schutz gewähren
Könige und Herzöge können fremden Dörfern im Königreichsgebiet Schutz gewähren. Sollte der Besitzer des Dorfes Hass gegen das Königreich haben, muss dieser erst aufgelöst werden. Eine Einladung in das Königreich gewährt automatisch Schutz und alle Mitglieder des politischen Königreiches stehen ebenfalls automatisch unter Schutz. Schutz gewähren hat folgende Auswirkungen:
- Das Königreich sieht die Tributskasse des Dorfes, falls eine vorhanden ist, und kann die Tribute abholen, falls der Spieler sie nicht verweigert.
- Das Königreich kann das Dorf nicht adeln - dieser Schutz hält noch drei Tage nach Zurückziehen des Schutzes an.
Um gewährten Schutz zurückzuziehen, muss der König oder Vizekönig das Dorf angreifen. Herzöge können gewährten Schutz nicht widerrufen.
Siehe auch
Quellen
- ↑ 1.0 1.1 https://blog.kingdoms.com/de/2017/08/29/anderungen-herzog-und-schatzkammer-slots/, 03.10.2019
- ↑ 2.0 2.1 https://blog.kingdoms.com/de/2017/09/15/das-reich-zweier-konige-konigsbunde-im-detail/, 03.10.2019
- ↑ https://forum.kingdoms.com/index.php?thread/17896-changelog-0-83-polishes-to-kingdom-unions/, 09.02.2022