Race Conflicts

Free MMORPG web browser-based game

http://www.raceconflicts.ro

Getting started
For playing Race Conflicts you are required to create an account. You can create an account easily by clicking the Register Button on the main page.

1.1. Step 1 You are next required to enter a username and e-mail account, and a password. Your username is the name under which the players of the Race Conflicts will recognize you. The e-mail password is required for registering, in the next 30 min after registering you will receive a message that will announce that your account was created and that you must activate your account before starting to play. The password is for securing your account so no one will access the account but you.

1.2. Step 2 Next you must fill the required fields with your name, gender, birth date and country, this information is for statistic purposes only.

1.3. Step 3 If you are to play the game you MUST agree to the Terms of Use and the Rules. Please read them before you start playing.

1.4. Activating your account Your membership information has been mailed to your email address. Please check it and follow the directions.

Choosing your race and hero
Raceconflicts provides you with 8 types of races. The only thing that defers between races is the maximum STATS that your hero can have.

The Maximum Hero Stats of each race are as follows:

Human : The Humans are fairly balanced but they do excel in relations. Maximum stats they can reach: ST:10 IN:10 AG:10 EN:10 PE:10 CH:10 LK:10

Dwarf : A strange race, living underground and extracting metal and minerals. There is little known about them. Maximum stats they can reach: ST:15 IN:7 AG:7 EN:5 PE:25 CH:8 LK:5

Elf : Protectors of the Nature and the Trees these immortal souls have dedicated their lives to protecting the Nature. Maximum stats they can reach: ST:6 IN:12 AG:12 EN:6 PE:12 CH:12 LK:10

NightElf : Mysterious race, descending from the elves, they are more specialized in the art of war than the elf. Maximum stats they can reach: ST:10 IN:12 AG:12 EN:8 PE:10 CH:10 LK:8

Orc : The orcs, once under the power of the DarkLord have finally escaped his rule of chaos and once free they established a new society. Maximum stats they can reach: ST:17 IN:8 AG:6 EN:17 PE:7 CH:5 LK:10

Goblin : A supposed descending race from the orcs, the goblins specialized in building machines and other contraptions. Maximum stats they can reach: ST:5 IN:17 AG:17 EN:5 PE:9 CH:5 LK:12

Undead : Once living creates, they return to the living planes as nothing but flesh and will. Maximum stats they can reach: ST:15 IN:9 AG:7 EN:17 PE:9 CH:5 LK:9

Demon : Once the orcs left him, the DarkLord summoned upon his personal army an, army made of warriors and creatures long dead, but recalled with both flesh and soul. Maximum stats they can reach: ST:19 IN:5 AG:9 EN:19 PE:5 CH:5 LK:5

TIME
Time has a very important role. 4 in game days means one real day so one in game day lasts 6 real ours. One day has a day period and a night period. Day and night duration varies with seasons so longer days in summer season and shorter days in winter seasons.
 * Below is a table with day - night duration:
 * winter: 7:00-17:00 (10h day - 14h night)
 * spring: 7:00-19:00 (12h day - 12h night)
 * summer: 6:00-20:00 (14h day - 10h night)
 * autumn: 6:00-18:00(12h day - 12h night)

YEARS
One year has 12 month, from month 1 to month 12. Each year gives various bonuses.

Year of the snake - +50% spy offence Year of the boar - +50%-food bonus Year of the rabbit - +50%-population per turn Year of the Horse - +50%-wood bonus, +50% stone bonus Year of the rat - -30%health, +50% spy defence Year of the cat - +50% health Year of the Ox - +50% income, +50% trade Year of the Ant - -50% weapon price, -50% building cost Year of the tiger - +50% offence Year of the turtle - +50% defence Year of the fox - +50% more experience Year of the pig - -50% soldier price, -50% mercenary price, -30% mercenary cost less gold

SEASONS
Each year has 4 seasons and they give smaller bonuses to various asspects:

spring - -10% offence, +20% population bonus, +20% stone mining summer - +10% food, -10% health, +10% trade autumn - +30% income, +30% food, +30% trade, +20% spy offence winter - -20% offence, +20% defence, -10% income, -20% food, +30% health, -20% trade, -20% population per turn, +10% wood bonus, -10% stone mining, +10 spy offence, -10% spy defence

WEATHER
Each day can have different weather from calm days to windy days and even storms and blizzards.


 * clear day - It's a good day for battle(no penalties)
 * stormy day - Archers cannot aim properly because of the wind(-50% offence and defence of all archers, -30% to crossbowman)
 * windy - Archers cannot aim properly because of the wind(-20% to all archers)
 * cold - All soldiers except spearman, skirmisher, pikeman have reduced damage(-20% offence and defence)
 * blizzard - This is not a good day for battle. Mercenaries refuse to even go out on the battle field(all soldiers -50% offence and defence, mercenaries -80% offence and defence)

(pikeman, Two handed swordman, champion, knight cannot fight well because of the heat)
 * hot day - Heavy armored soldiers can't even breathe in their tank armor

Nobility Titles
The nobility of a person might be either inherited or earned. Have one of this six titles: Knight, Baron, Duke, Lord, Count, Taioseach and gain permanent bonuses to offence, defence and other aspects of your kingdom.

This titles will be given only to the most worthy among rulers to offer prestige and as a sign of recognition of the ruler's deeds.

Bonuses: income +10%, food +10%, stone +30%, wood +30%, pop per turn +10%, trade transactions +10%  Bonuses: income +20%, food +10%, stone +40%, wood +40%, pop per turn +10%, trade transactions +10%, soldier price -10% Bonuses: spy offence +10%, spy defence +10%, income +30%, food +20%, stone +50%, wood +50%, pop per turn +20%, trade transactions +20%, building price -10%, weapon price -10%, soldier price -10%, mercenary price -10%, mercenary maintainance -10%, number of spy missions +10% Bonuses: offence +10%, defence +10%, spy offence +15%, spy defence +15%, income +40%, food +30%, stone +60%, wood +60%, pop per turn +30%, trade transactions +20%, health +10%, building price -10%, weapon price -10%, soldier price -10%, mercenary price -10%, mercenary maintainance -10%, number of spy missions +20% Bonuses: offence +20%, defence +20%, spy offence +15%, spy defence +15%, income +50%, food +40%, stone +80%, wood +80%, pop per turn +40%, trade transactions +30%, health +15%, building price -15%, weapon price -15%, soldier price -15%, mercenary price -10%, mercenary maintainance -10%, number of spy missions +25% Bonuses: offence +30%, defence +30%, spy offence +20%, spy defence +20%, income +60%, food +50%, stone +100%, wood +100%, pop per turn +50%, trade transactions +50%, health +20%, building price -20%, weapon price -20%, soldier price -20%, mercenary price -20%, mercenary maintainance -20%, number of spy missions +50%
 * Knight - Knighthood is recognition of achievements, for those who proved themselves loyal to the kingdom, by their actions raising the kingdom's status and earning appreciation from it's realm.
 * Baron - first step raising from the crowds; passionate of kind and beauty, aspiring for better.
 * Duke - consequent in actions, bold and intelligent, the duke is someone admired by local rulers, favored by 		priests and respected by military councils
 * Lord - the Lord is a title desired by those who prove outstanding valor, untainted judgement, and compassion for all living creatures, as well as their rights and possessions.
 * Count - as years go by, one's actions and words become more and more appreciated, and power no longer is measured, in strength of body and possessions, but strength of mind.
 * Taioseach - it is said that the rulers of this world, and many others, left behind instructions and knowledge to a few wise men. since then, they are respected throughout the world, and only few of the elders become such governors.

HEALTH
Low health can only bring diseases to your kingdom. There are 2 diseases:weakness and plague.


 * Weakness - All soldiers will feel to weak to fight(-50% offence and defence).You need to have under 70% health to have a chance to get weakness
 * Plague - Dead animals and corpses everywhere. People are dieing in the streets.(20% of your population will die). You need to have under 35% health to have a chance of getting plague.

IMPORTANT: If your hero level is under 10 you cannot have any diseases.

First you need to build some buildings. There is no limit to how many buildings you can have but their cost will rise every time a new building of the same type is built. To reduce their cost you need to increase your Build hero skill(this reduction is applied on the already increased price so the price will not necesary be lower but will certantly be lower then what could have been without this skill). You will notice "built:20/6": means you have 20 buildings but only 6 are enough to reach maximum efficency so the other 14 have no point. After your structures are built you need to hire some employees. Your goal is to have efficency:100% for each type of building. Even having efficency:100% this dosen't mean that your overall health must be 100%. Actually will be less then 100% because there are other factors that will influence health like seasons, years and not all of your population will have access to this facilities no matter how hard you will try.
 * Getting Started:

Aqueduct Stone: 25            An aqueduct is an artificial channel through which water is conducted Wood: 0              to the place where it is used. Most aqueducts of ancient times were built Gold: 15000          of stone and bricks. They are used for bringing fresh water to cities. employees: 8
 * Buildings:

Bath Stone: 40            Only rich people afford to have a private bath in their home but most Wood: 0              people go to a public bath for cleaning. Gold: 20000 employees: 4

Barber's Shop Stone: 15            People who want to have their hair cut or their beards trimmed or curled and Wood: 15             scented with costly essences, come to this shops. And, incidentally, they come Gold: 6000           to discuss the news of the day, because the barber shops are the headquarters employees: 4                                           for social, political, and sporting news.

Fountain Stone: 5             Clean water for drinking Wood: 5 Gold: 3000 employees: 2

Holes Stone: 0             Dead rats, dirt, dead beggars must go somewhere and not laying in the streets Wood: 15 Gold: 8000 employees: 4

Hospital Stone: 50            Built mainly for soldiers but even the poor people can receive services at these Wood: 50             hospitals. They receive free medical treatment. Gold: 40000 employees: 30

RELIGION
There are 4 gods: God of War - gives permanent bonus to offence and defence.

- He dosen't give any bless or curse Goddess of Love 

- permanent bonus to population per turn.

- bless & curse - she gives or takes population or gives extra houses God of Craftsmen 

- permanent bonus to weapons price. - bless & curse - he gives free weapons or takes them away if you angry him God of Wealth

- permanent bonus to income.

- bless & curse - gives or takes money or land ( the money go directly in the bank ) The gods can be : angry( -10% ), upset ( -5% ) , neglected ( -2% ), content ( 0% ) , pleased ( +2% ) , happy ( +5% ) , joyful ( +7% ), exalted ( +10% ) An exalted god will give a 10% bonus to his domain but an angry god will cripple you with -10%.

The gods give blesses only if they are exalted, and gives curses only if they are angry. To get the gods exalted you can hold festivals or sacrifice people. A sacrifice of 120 people is equal with a grand festival.

You wil need 1 temple at each 4000 population. After you build some temples you need to hire some priests to serve your people. Depending of your temple efficency the gods mood will deteriorate harder :

100% temple efficency - A god will need 100 turns to change his mood and he will never get below contenent

0% efficency - A god's mood will deteriorate quicker(only 10 turns will be needed)

Temples
Temple of War Stone: 500 Wood: 50     People pray here for death and destruction of their enemies Gold: 30000 employees: 16

Temple of Love Stone: 500 Wood: 50     People pray here to be happy and heatlhy Gold: 30000 employees: 16

Temple of Craftsmen Stone: 500 Wood: 50     Nothing is better than a good sword forged from a blessed iron Gold: 30000 employees: 16

Temple of Wealth Stone: 500 Wood: 50     Pray here you greedy ruler Gold: 30000 employees: 16

SPIE
 Spie comander  You can hire 3 spie comanders. Evry comander has a specialization that gives a extra bonus in the spie missions. To make a spie mission you need at least 1 comander. That comander must be at least at the same level with the dificulty of the spie mission wich he wants to make.  Spies  To make a spie mssion you need at least the number of spies that the mission requires ( between 15 and 75 ). If you have more spies you have a biger chance of a succesfuly mission. A mission can faile even if you have more spies than your enemies anti spies. To reduce the cost of spies you can improve your hero mercenary cost.

 Spie missions  You can spie 10 times evry enemy in 24 hours. You spie missions on turn is equal with the number of players in your range X 0.10 .To have more spy missions you can make the reasearch "Spy Missions Research" .Your maximum spy missions is qual with spie missions on turn X 10 turns. You can spie only the players that are in your range ( 6 levels below or above you ). At the spie menu you can find descriptions about any spie mission. If you spy a enemy you may recive 3 mesages :

1. mission failed - this means that he has the spy defence biger then your spy offence + a% ( depends about what comander you have and what it's his level )

2. Bad luck is all your spies can say - this means that was a thing about luck, this mission had a chance of being a succesful mission.

3. Spies found nothing to steal ( this message aplies only a Tech Raid ) - this means that your enemy wasn't making any reasearch in that moment.

 Tech raid  You can stil a tehnology from somebody only if that person has that technology at a higher level then yours. ( this kind of information you can see with Tech Angent ). To still a part of that tehnology you must first make that reasearch. Then you give Tech raid and you still a part of that technology.

REASEARCH
 Geting started  First you need to hire some scientists. Each scientist will cost 1000 gp. Each scientist will bring you research points every turn. Higher your level - more efficent a scientist will be. You can have only a limited amount of scientists(a procentage of your current maximum population you can have) To increase this limit buy the next level of your research center. Your reasearch center can be a maximum level 3.

 Reasearch center  - there are 3 levels available - each one will increase the upper limit of your scientists(how many scientists can work for you):

level 0 - 10% of your maximum population can be hired as scientists

level 1 - 20% of your maximum population can be hired as scientists level 2 - 30% of your maximum population can be hired as scientists

level 3 - 40% of your maximum population can be hired as scientists

 Scientists  - each scientist will cost you 1000gp and will provide research points according to your hero level. Every scientest must be payed with gold \ turn. The scientest will be payed every turn with 5 gold X your_level. You don't have to pay them the sum they ask but they will work less efficent. To pay with the max money you aford click the SET MAX button.

- more scientists you have more research points per turn you will get and faster the reasearch will be done

- you need to have population available to hire them

 Reasearch  -click buy to get the next level for your research

-each research has costs gold, wood, stone, research points this cost is in direct connection to your research level and NOT with your hero level so no matter what hero level you are all researches will cost the same

- if you are level1 teoretical is posible to have a research level 60 but will take you years to research one yourself if you are level 50 probably you will need only one turn to get a research level 1 but many days to get a research level 30 and maybe even more to have research level 50.

 Types of reasearches 

- bow training, sword training , pike training. Evry weapon reasearch will give you a +1% offence and defence bonus to the soldiers that are using that weapon.
 * Weapon Improvments


 * Phisical Training :

- Soldiers offence ( Strenght training, agility training ). Evry reasearch will give +1% to the offence of soldiers

- Soldiers deffence ( Agility training, endurance training ). Evry reasearch will give +1% deffence to the deffence of soldiers.

- Mercenary - evry reasearch will give +1% offence and deffence to mercenaries. maximum level : 60

- Monster slayer - evry reasearch will give +1% to the bonus in the batles with monsters.

- Spy offence : evry reasearch will give +1% to spy offence bonus.
 * Spy reasearch :

- Spy deffence : evry reasearch will give +1% to spy deffence bonus.

- Spy missions reasearch : evry reasearch will give +2% to the nr of spy missions per turn.

- Monster Scouting : evry reasearch will give +2% to the precision of scouting informations about the monster. A monster scouting with a low reasearch level isn't very acurate.


 *  Economy Improvments 

Mining    -     evry reasearch will give you +1 to all mines. maximum level : 3

Agriculture-    evry reasearch will give you +1 to productivity of your worker per turn. maximum level : 3.

Trading     -   evry reasearch will give you +2% more transactions per turn, what means you can sell and buy more.

Coins       -   evry reasearch will give you -1% to the comission of evry bank transaction. maximum level : 3

Landowner  -    evry reasearch will give you +2% to the land seling price and will make the land you buy to be cheaper. maximum level : 50

Woodsman   -    at evry reasearch you can extract with +2% more wood evry turn.

Masoning   -    at evry reasearch you can extract with +2% more stone evry turn.


 *  City Improvments 

- Man at Arms : evry reasearch will give you a +1% to the deffence of unarmead population.

- House Construction : evry reasearch will bring you +1 residents in evry house you got. maximum level : 30

- Health     : evry reasearch will give you +1% health. maximum level : 30

 Reasearch queue 

You can put a max 2 reasearches in the reasearch queue. You must have the money for the reasearches in the moment you put them in the queue. If you wan't to cancel a reasearch from the queue that hasn't started yet you wil get all your money back.

 Spie missions that influence reasearch 

Tech sabotage- will destroy a part of the target's curent reasearch. If the enemy isn't making any reasearch in that moment you won't have what to destroy

Tech agent - Aquire top secret information about enemy research. It will tell you what reasearch your enemy is making in that moment, and what reasearches he is already having

Tech raid - You can stil a tehnology from somebody only if that person has that technology at a higher level then yours. ( this kind of information you can see with Tech Angent ). To still a part of that tehnology you must first make that reasearch. Then you give Tech raid and you still a part of that technology. You can also still a entire technology, but it is very hard , and depends about what specialization and level is your comander.

ATTACKS
Attack kindoms
 * To attack a kindom you need at least 6 soldiers.


 * You can attack any kindom that is in your range ( maximum 6 level above or below you )


 * In evry attack you can win money, land and experience . The money you win in a fight is influenced by the difference between your offence and your enemies deffence . For example if you have the offence 5 times biger then your enemyes deffence is very probile that after the attack he will remain with only 20% of his initial money. But if the difference between you and your enemy is very little then you will winn a small sum of money.

Fatigue and morale


 * Your number of attacks are influenced by your fatigue . When you reach a fatigue of -100 then your soldiers will be to tired to attack . Also you can't attack when you have less then -75 fatigue and less then -50 morale.


 * Your fatigue and your morale are influenced only by the results of the batles in the next way :

- if you win when you attack you will gain +2 morale -2 fatigue

- if you lose when you attack you will gain -3 morale -3 fatigue

- if you win when defending you will gain +1 morale -1 fatigue

- if you lose when defending you will gain -1 morale -1 fatigue - Also the fatigue and the morale have a big influence on the bonus. If you have a fatigue of 100 (fresh) then you will have a +20% bonus, but if your soldiers have a fatigue of -100 then you will have a -20% bonus. The same influence has even the moral : if you have a perfect morale of 100, then you will have a +20% bonus, but if your morale is 0 you will have a -20% bonus.

Experience
 * There are 2 methods to gain experience :

1. to attack kindoms, and then you gain experience at evry attack. The experience you win in a fight is influenced by the number the soldiers you got - you winn more experience if you have more soldiers. But this isn't valible for mercenaries, it was before but it isn't any more.

2. Also you can get experience \ turn, if you have a small army , and you have a big economy and many reasearches. A big number of mercenaries is reducing very much your experience per turn. You can't advance a level only with the experience per turn. When you reach exp needed - 1, then you will have to attack somebody to advance to the next level. Also you can't advance wih a defencive batle won.


 * Advantages of gaining experience:

With the experience you gain, you can advance by levels. Any level you advanced gives you the posibility of :

- building 3 more houses, population upgrades , Woodcutters and Quarrys.

- gaining 15 hero points

- you can build offence buildings, deffence buildings , and upgrades ( mines )

Attack monsters

 * The monsters will spawn evry day


 * You can attack only 3 monsters evry level


 * You can attack only once the same monster, because your soldiers will be to afrade to attack him again.


 * You can't attack a monster that is already dead.


 * You can attack only the monsters that are the same level with you.


 * You will attack with your offence + deffence


 * In a victorious attack against the monster you will win money and experience.


 * If in a attack you won't kill the monster, you will still wound him . But he will regenerate slowly over time.


 * To see your chances about defeating a monster you can give Scout Report but this is only 60% accurate, so the information that the scouts are giving you could be a false one . To make the scouting more eficent you can make the Monster Scouting research . At level 50 the your Monster Scouting will be perfect, and will give you a perfect report.


 * To be more powerful in the fights with monsters you can make your Monster Slayer Reasearch . With this reasearch you will get a random bonus to your attack power vs monsters depending on your level of research