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

Deamon : 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
SECTION UNDER CONSTRUCTION