Ikariam: 23 postulates – an open letter to the Gameforge AG
Tier A1: changes that interfere with the game mechanics and gameplay significantly
Tier A2: changes that are noticeable but does not interfere with the game mechanics
Tier A3: changes that are non-invasive or cosmetic
Tier B1: changes that are entirely crucial
Tier B2: changes that are important but can be implemented as secondary
Tier B3: changes that can potentially improve the gameplay but not very crucial
Dear Gameforge,
We, the community, demand some major modification in the game as a whole to be made. Ikariam used to be a worthwhile one, but due to negligence and improper policy both the quantity of players worldwide and the quality of the gameplay has significantly dropped. Concerned about its future, we present you the list of 23 suggestions aiming not only to improve some aspects of the game, but also to add some new functionalities. Although you may not find them all interesting enough to be implemented, it is vital you take as many of them as possible under consideration.
Following postulates are dually categorised: A – on the grounds of the level of integration in game mechanics, B – on the grounds of its salience.
We, the community, demand some major modification in the game as a whole to be made. Ikariam used to be a worthwhile one, but due to negligence and improper policy both the quantity of players worldwide and the quality of the gameplay has significantly dropped. Concerned about its future, we present you the list of 23 suggestions aiming not only to improve some aspects of the game, but also to add some new functionalities. Although you may not find them all interesting enough to be implemented, it is vital you take as many of them as possible under consideration.
Following postulates are dually categorised: A – on the grounds of the level of integration in game mechanics, B – on the grounds of its salience.
Tier A1: changes that interfere with the game mechanics and gameplay significantly
Tier A2: changes that are noticeable but does not interfere with the game mechanics
Tier A3: changes that are non-invasive or cosmetic
Tier B1: changes that are entirely crucial
Tier B2: changes that are important but can be implemented as secondary
Tier B3: changes that can potentially improve the gameplay but not very crucial
Postulate 1 /introduction/
It is absolutely vital this game undergo some major modifications and noticeable improvements, which have to be significant and revolutionary enough to call the future version “Ikariam 2” or “Ikariam v8.0” in all good conscience. Potential “Ikariam 2” must also guarantee the continuity of already existing accounts. Any prospective minor update still has to implement various new developments, bugfixes and cosmetic changes, assuming that their content and incidence need to keep existing players and attract some new.
Postulate 2 /A1:B1/
Great server merging is necessary to be held. Its main purpose is to change numerous deserted servers into a few lively ones. It would be also worthwhile to consider establishing servers based on old game engine version (the most desirable of which are 0.3.2 and 0.4.5), so-called Classic, Retro or Vanilla servers (in this case it is acceptable to set it pay-to-play, that means getting access by paying some kind of subscription costs), or dedicated international servers.
Postulate 3 /A1:B1/
The players that do not invest real money in inner-game premium currency (Ambrosia) shouldn’t be put in noticeable worse position. In the terms of game development they also weigh when it comes to the total income (because of large playerbase being a massive group of responsive instances, which allows to have relatively high game immersion, while having low quantity of “no player control” facilities). Purchasing the premium currency shouldn’t give players unjust superiority, which causes widespread loss of trust in game mechanics. Meanwhile, Ikariam PLUS shop is full of pathogenic premium functionalities being the explicit denial of the fair play game, especially in the terms of piracy or the early days of servers. Ambrosias must be way more balanced and the prices should be better adjusted.
Postulate 4 /A1:B1/
In the case of using vacation mode it is crucial to differentiate players on the grounds of their total gold balance at the moment of activating this mode. Players with positive balance should obtain some exact fraction of that income. Meanwhile, the remaining ones are subdivided into next two groups: players that has to pay some charge and those who don’t. The only factor here is the Military (Generals) score. Everyone below a strictly set threshold (high enough not to bother the majority of the honest, average players) are treated just like nothing has changed on the field of vacation mode, that means they pay nothing. The others (those who exceeded the threshold of Military score) have to pay a progressive charge (depending on how big that overstepping is), that is an appropriate fraction of their negative income (of total balance). Being aware of the possibility of occurring some unexpected affairs, that functionality should permit the user to choose the way of regulating their payment after their return from the leave with gold resources or/and reducing the amount of units/ships – assuming that a fair algorithm doing so would be developed. When vacation mode ends without player’s involvement (when its maximum duration is exceeded), the payoff would go ahead automatically. In all cases other that gold resources there would be no changes at all.
Postulate 5 /A2:B3/
Black Market and its functionalities has to be subjected to some kind of minor restrictions which main purpose is to diminish the scale of malpractices related to the misusing of this building’s functionalities. That potential restriction might possibly be an increase of corruption and/or a drop in material production and/or elongation of the time needed to recruit new units and/or construct new ships in the cities that participates in the process of troop and fleet trade for an exact deal of time. That negative effect is progressive and depends on how many troops and fleet (represented by the amount of Military score they generate) are being traded in one series of that transactions; that means: if such a deal takes place when mentioned negative effect is already active in the city, the quantity of military forces being taken under consideration to establish new effect is a sum of the previous value and the current one – that value is overwritten and the timer is reset.
Postulate 6 /A3:B3/
Having a cultural goods treaty signed, the research points we can obtain should be accessible via more than one form of government (however, for democracy bonus should stay the highest, for a few ones – quite smaller, and for the others – nonexistent) and depend on both players’ actual Scientist score proportion (for democracy: minimum – 1 point per for a treaty with inferior player in the terms of the ratio above, maximum – 5 points per hour for a treaty with superior player in the terms of the ratio above). That bonus is dedicated to the lesser and beginner players (especially on the old servers) to help them forward their accounts faster – those are the main beneficiary. Moreover, only democracy allows the player to benefit from a treaty with inferior players (on the grounds of the Scientists’ score ratio), so that for the best ones there is just a little space for exploiting that functionality.
Postulate 7 /A1:B2/
The duration of rounds in both overland and naval battles has to shorten along with the passing of time. Every 4 hours, the round’s length should shorten by one minute, eventually reaching the ceiling – the 5-minute-long rounds after 40 hours of combat. Alternatively, instead of being related to the passage of time, the duration of the rounds may be shortened after some strictly set numbers of rounds. What is more, in the case of battles in which there are vast amounts of troops and fleet involved (that is, after exceeding a threshold by both sides of the conflict), it is essential to additionally extend the capacity of the slots.
Postulate 8 /A2:B2/
Charging the miracles has to be individualised for every player. However, every alliance should assure a feature that allows to choose one out of two modes for their members: ally individualisation (within an island miracles are being charged as a common goal of the allies), full individualisation (allies are being ignored). The main purpose here is to erase numerous pathological situations and optimise miracles towards players’ own way of playing.
Postulate 9 /A1:B3/
On some islands within the world limits, there could be located some kind of “no player control” facilities – cities (strongholds), with no landlords, lying on a dedicated place within an island. Those strongholds can be captured (both using overland and naval forces) by individual players or alliances, what brings the occupiers some bonuses (maximally for 5 players at the same time) determined by the size of a stronghold – there are a few big and numerous small ones. Strongholds have following buildings on their premises: the Town hall, the Town wall and the Trading port (or two). Every building there is permanent (cannot be upgraded nor demolished) and their levels are fixed at some relatively high values from the beginning (bigger strongholds have significantly higher levels of buildings – up to 35-40).