*Edited: The Battle*
About what a player can do and how he does it:
Things that costs AP: (AP is restored after one day, which means a round lasts 24 hours)
+Quests
+Defending (1AP)
+Attacking (2AP)
+Moving (includes walking, teleporting, fleeing--not from a siege) (1AP)
+Trading--sets of walking when out of your empire’s territory, and teleporting when inside it.
Things that costs Stamina: (Stam is produced every hour)
+Teaming
+Buying, selling, auctioning
+PvP in Arena
+Fleeing--from a siege (60% of Stamina Capacity), counted as 1 loss, can be used during fight.
+Spying (60% of Stamina Capacity)
Things doesn’t cost anything but you can only do it limited times a day:
+Donating and banking (resource, cards, electrum) x2
+Retreat x1
Quests
They can be: PvE at certain level, win against a kind of element, win a set 3 of successive victories, complete another quest from a lower Part several times; or PvP; trading.
Quests give EXP, Electrum, Resource--used for Cultural Victory, and an amount of score.
Although you can do quests alone, multiple players can team up and do the same quest (depending on the number of player the quest allows). This helps reduce AP consumption of the whole empire. For example, A has a trading quest, he needs 2 men to escort him--B and C. B and C have killing-monster quest. On the route, A gets attacked by NPCs, B and C get his back and the winning will still count for the three men. Moreover, B and C lose only half the AP as when they spend it on following their quest alone.
Whatever quest you do, remember that Conquest/Cultural Victory is the most important.
Defending v.s. Attacking v.s. Bonuses (what kind of bonuses?) and the Battle
There are two types of defending: Guarding and Defending, using 1 AP against each attacker.
Guardians are players who are assigned to protect cities, towns, wonders--the number of Guardian depends on Garrison of the defended target. This type always gets bonuses.
Defenders are normal players who are doing quests, PvP, PvE, or on trading route. Gain defending bonuses against the attacker who has more than 25% upgraded cards in use when the defender has none.
Attackers are players, npcs. There are two types of attacking: Assaulting and Sieging, using 2 AP. Gain attacking bonuses when the defender has more than 25% upgraded cards in use and the attacker has none.
The Battle
Small group assaulting:
The group who has won more than 50% of the total fights wins. The number of fights = the biggest group.
Group 1 assaults group 2, e.x. Group 1 has 10 and Group 2 has 4 => Reach 5 wins to win.
Fight 1: 4 players from each group fight once. Each can use Flee once if he has enough Stam or dies (Flee or Die is counted as one loss, Die is counted as one casualty). Call X the higher number of win.
Fight 2: n players from each group fight each other (n = 5 - X)
Rule: if a player has used Flee, his next battle is skipped once.
Siege:
The King has to declare war with the rival empire one round before the siege.
Attackers can start a siege by sending army from maximum 3 towns which are next to one another and next to the border line of the declared-war empire, most importantly, one of the attacking towns must be next to the defending one. Players from these three towns are counted as one army as a whole.
An army from both side contains:
+A commander--appointed by the King. He has the right to assign players’ job and position.
+60% of players chosen on purpose by the Commander (Guardians for denfending side and Frontiers for attacking side)
+40% of players that still have any AP, chosen randomly from the rest citizen of the towns. (Ran-Defs for defending side and Ran-Atks for attacking side)
+One siege weapon for attacker’s side. (if any)
+One wall for defending side (if any)
A siege last one round (24 hours) and divided into 2 stages, 12 hours for each.
First stage is for the attacker to spy and launch the attack. This is assigned by the Commander.
Second stage is divided into 12 sets--1 hour for each, army from two side is split in 24 groups in total (see small group assault).
An email contains players of 12 groups is sent to related players immediately when stage 1 starts. If a player can't join the group that the system gives him, he can exchange it with another teammate once. He has 12 hours to respond to the Commander and to change his group. After 12 hours (stage 1 ends), if a player does not respond, his deck of card will be controlled by a npc.
Rule:
Two opponents won’t know about each other until they fight.
A player can fight the stage 2 twice and flee once (skip one set for the next fight if flee is used)
A player who wins once can use Retreat to rest and rejoin the battle AFTER the Wall collapses.
Siege weapon deals damage to Wall every hour as long as after a set of 4 (1-2-3-4;5-6-7-8; 9-10-11-12) casualties (died players) of attacking side is not double the defending side. If the attackers fail this task, all attackers are counted as fleeing or retreat (if one doesn't have any Stam left) and the siege weapon gets destroyed.
A died player is considered 1 casualty. A player who used Flee is considered 1 loss (not matter much in a siege--read rule above)
A successful siege must qualified:
+Wall collapses (if any)
+Defender's loss doubles Attacker's loss after the wall collapses (after the wall collapses, the battle continues until attackers double defends' casualty or until 12th set or the Commander chooses to Retreat all players)
I wrote this under one day, so all suggestion will be appreciated.