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	<title>itch: Kings of Babylon</title>
	<description>itch: Kings of Babylon</description>
	<link>http://itch.com/index.php</link>
	<pubDate>Fri, 20 Nov 2009 17:41:02 -0500</pubDate>
	<ttl>5</ttl>
	<item>
		<title>Starting Cf hours</title>
		<link>http://itch.com/index.php?showtopic=17872</link>
		<description><![CDATA[I see that CF is set to end for me at 15:00 today system time. Will this be adjusted with the restart as we did not really start til the 19th?<br />]]></description>
		<pubDate>Fri, 20 Nov 2009 04:19:07 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17872</guid>
	</item>
	<item>
		<title>Bounty not working</title>
		<link>http://itch.com/index.php?showtopic=17868</link>
		<description><![CDATA[When I try to give out the bounty I get this:<br /><br />500 - Internal server error.<br />There is a problem with the resource you are looking for, and it cannot be displayed.<br />]]></description>
		<pubDate>Fri, 20 Nov 2009 00:19:50 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17868</guid>
	</item>
	<item>
		<title>world and global maps not working</title>
		<link>http://itch.com/index.php?showtopic=17864</link>
		<description><![CDATA[I get an error message "Invalid XML Data" when I try to access the global map and on the world map I can see nothing but trees. The global map does work periodically, but not the world map. This is true on both IE and Firefox. Anyone else having these issues?<br />Oh, btw, I'm using the name "Corruption" this round.]]></description>
		<pubDate>Thu, 19 Nov 2009 22:27:57 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17864</guid>
	</item>
	<item>
		<title>Abolish the CAPTCHA</title>
		<link>http://itch.com/index.php?showtopic=17860</link>
		<description><![CDATA[Should the CAPTCHA (the 6 alphanumeric characters you have to type in on login) be abolished? Or should it be replaced with reCAPTCHA? (a CAPTCHA designed to read books, one word at a time) (reCAPTCHA.net)<br /><br />I personally would rather have the CAPTCHA completely removed or put in if you type the wrong password (even once). If not that, then switch to reCAPTCHA.]]></description>
		<pubDate>Thu, 19 Nov 2009 21:16:19 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17860</guid>
	</item>
	<item>
		<title>colors</title>
		<link>http://itch.com/index.php?showtopic=17856</link>
		<description>I have a hard time telling the difference between pink and purple on the global map. does anyone else feel that way? can we make pink moore pink looking?</description>
		<pubDate>Thu, 19 Nov 2009 19:56:39 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17856</guid>
	</item>
	<item>
		<title>tavio</title>
		<link>http://itch.com/index.php?showtopic=17866</link>
		<description><![CDATA[<!--quoteo(post=175004:date=Nov 19 2009, 10&#58;19 PM:name=NateDog)--><div class='quotetop'>QUOTE (NateDog &#064; Nov 19 2009, 10&#58;19 PM) <a href="index.php?act=findpost&pid=175004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When using IE try the latest download: <a href="http://www.microsoft.com/windows/Internet-explorer/default.aspx" target="_blank">http://www.microsoft.com/windows/Internet-...er/default.aspx</a><!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />When can i play again?<br />i got banned last round <img src="http://itch.com/style_emoticons/default/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> <br />i got carried away im sorry<br />can i please play again]]></description>
		<pubDate>Thu, 19 Nov 2009 18:33:55 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17866</guid>
	</item>
	<item>
		<title>Log In trouble?</title>
		<link>http://itch.com/index.php?showtopic=17851</link>
		<description><![CDATA[Does onyone have this problem, they use their itch log in info form when they first played the game almost 2 years ago and they have come back and now just get redirected to the register page? any suggestions? <br /><br />I know my login info works because i easily log in at itch.com]]></description>
		<pubDate>Thu, 19 Nov 2009 15:52:42 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17851</guid>
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	<item>
		<title>Newest KoB Round</title>
		<link>http://itch.com/index.php?showtopic=17846</link>
		<description><![CDATA[i started where i started yesterday, and i started with the same income i had with merchants, by that i mean i have 0 merchants but im still making 210 gold per hour with 0 merchants...plz fix it if u can <img src="http://itch.com/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />]]></description>
		<pubDate>Thu, 19 Nov 2009 15:02:21 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17846</guid>
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	<item>
		<title>KoB Facebook Logins</title>
		<link>http://itch.com/index.php?showtopic=17845</link>
		<description><![CDATA[All players are playing in the same world, but for now you need to choose to login EITHER through facebook or on the main site.  You can't login from both.<br /><br /><br />]]></description>
		<pubDate>Thu, 19 Nov 2009 14:58:41 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17845</guid>
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	<item>
		<title>KOB Membership Transfers</title>
		<link>http://itch.com/index.php?showtopic=17844</link>
		<description><![CDATA[I'll be correcting and extended memberships tonight.  If you had a membership it will be extended to make up for the down time between rounds.  <br />]]></description>
		<pubDate>Thu, 19 Nov 2009 14:57:24 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17844</guid>
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	<item>
		<title>Facebook and Itch KoB</title>
		<link>http://itch.com/index.php?showtopic=17837</link>
		<description>How is it going to work? If I sign up on facebook when KoB starts...can I also be able to get into my account from Itch?? Or do I just have to pick to either sign up in itch or facebook when the game starts? It would be nice if I could get into my account through both of them.</description>
		<pubDate>Thu, 19 Nov 2009 13:52:09 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17837</guid>
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	<item>
		<title>Issue with Jan changes</title>
		<link>http://itch.com/index.php?showtopic=17813</link>
		<description><![CDATA[So I have one slight issue with the change to jans. Swordsmen are now totally useless. Even more than they were before. They have a higher support than jans, and provide less HP and less Def. <br /><br />Not only that, but they provide less def/hp per unit time. <br /><br />I would say jans should stay at 3 mins TT. They still provide awesome defense per support, but swords provide slight more HP per TT and comparable def/TT. At least this way there is some tradeoff. With 2 min jans, there is no reason for swords. <br /><br />]]></description>
		<pubDate>Wed, 18 Nov 2009 15:52:48 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17813</guid>
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	<item>
		<title>map</title>
		<link>http://itch.com/index.php?showtopic=17810</link>
		<description><![CDATA[map needs re centered all quads are now coming up north something<br /> west east]]></description>
		<pubDate>Wed, 18 Nov 2009 15:34:15 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17810</guid>
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	<item>
		<title>Iron,</title>
		<link>http://itch.com/index.php?showtopic=17805</link>
		<description>Ironminers are the only workers still making 5.... everything else makes 10... is it by mistake?</description>
		<pubDate>Wed, 18 Nov 2009 15:17:53 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17805</guid>
	</item>
	<item>
		<title>Log in Issues</title>
		<link>http://itch.com/index.php?showtopic=17853</link>
		<description>I get to the log in page and enter my info, but when I click submit, I get sent to the register page. Do we all need to reregister?</description>
		<pubDate>Wed, 18 Nov 2009 15:17:40 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17853</guid>
	</item>
	<item>
		<title>The Next Round Table</title>
		<link>http://itch.com/index.php?showtopic=17794</link>
		<description>Any ideas as to whether this will be continued and if so, when we might be having another vote. We only have a 3 month round and i would like to see the next round table be in place at least a month before the round ends. By then we should be able to see what is working and what isnt.</description>
		<pubDate>Wed, 18 Nov 2009 13:54:54 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17794</guid>
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	<item>
		<title>KoB Merged 1</title>
		<link>http://itch.com/index.php?showtopic=17790</link>
		<description><![CDATA[Starts: 11/18 @ 15:00<br />Ends: 2/12 @ 14:00<br /><br /><br />1) Change Plaid back to white<br />2) 3 month round (ending before Valentines day)<br />3) Change Rec production from 5/h to 10/h<br />4) There is a fixed schedule for wars (see below)<br />5) Merchants speed and Capacity significantly increeased<br />6) Warehouse Capacity increased by about 4x<br />7) Griff's Conquer Protection Rules<br />8) Troops Build Times: Swords to one minute jannis, & archers to 2 minutes. <br />9) Troops Travel Time: *1.5 for all troops except Jannis which will be *3  <br />10) Smaller Map (1600x1600) with stars more condensed in the middle area<br />11) Troop Maintenance: jannis to 1g,2f<br />12) RS and offense/defense points lasting the whole round vs. 30 days<br />13) Only Royals and Digs contribute to Realm rank.<br />14) Catas do building damage<br />15) Conquer Protection logic is now based on how long a vill has been owned:<br />	CP Hours = DaysHeld/14 * 48<br />	Max CP = 48 hours. There is no CP if you held it less than 1 day.<br />	When a vill is conquered, the delay before it can be razed uses this same formula but the delay 	before a village can be raised is never decreased, only increased.<br />16) Royal court size is 11<br />17) There is an in-game market for specials but it does not open until after day 7 of the round.<br />18) No points for attacks on banished players.<br />19) Barracks and Stables troop caps increased.<br /><br />War Schedule<br />============<br /><br />11/18 - 11/22 : All Neutral<br /><br />11/23 - 11/29 : War Week 1<br /><br />11/30 - 12/6 : All Neutral<br /><br />12/7 - 12/13 : War Week 2<br /><br />12/14 - 12/20 : All Neutral<br /><br />12/21 - 12/27 : War Week 3<br /><br />12/28 - 1/3 : All Neutral<br /><br />1/4 - 1/10 : War Week 4<br /><br />1/11 - 1/17 : All Neutral<br /><br />1/18 - 1/24 : War Week 5<br /><br />1/25 - 1/31 : All Neutral<br /><br />2/1 - 2/7 : War Week 6<br /><br />2/8 - 2/12: All Neutral]]></description>
		<pubDate>Wed, 18 Nov 2009 13:09:19 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17790</guid>
	</item>
	<item>
		<title>Changes for this round?  What are they?</title>
		<link>http://itch.com/index.php?showtopic=17787</link>
		<description><![CDATA[It's nearly game time and there has been no word of the changes (fixes) for this round.  It sure would be nice to hear about them.  Anybody?<br /><br /><br /><br />edit:  <a href="http://itch.com/index.php?showtopic=17790" target="_blank">Here is Nates announcement of changes.</a>]]></description>
		<pubDate>Wed, 18 Nov 2009 12:16:32 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17787</guid>
	</item>
	<item>
		<title>Facebook servers</title>
		<link>http://itch.com/index.php?showtopic=17761</link>
		<description><![CDATA[Whats with the facebook servers? <br /><br /><br />When was the end of the round? Where did i finish <img src="http://itch.com/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> i thought it was to end later in the day. HELP!!!!!!!!]]></description>
		<pubDate>Tue, 17 Nov 2009 12:16:51 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17761</guid>
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	<item>
		<title>KOB is the best game</title>
		<link>http://itch.com/index.php?showtopic=17752</link>
		<description><![CDATA[I really really love playing Kob. I think it is by far the best game of it's class. This past week, not being able to play has been torture. I turn on the computer and just stare at the Google logo. Because outside of KOB the only other thing to do on the internet is porn. and you can only do that so many times in a day. I tried other games similar to it but they are all annoying. most of them are so complicated that they become confusing. What i like about kob is that it's for the most part simple, yes their are many complexities, but their aren't any lame side quests and annoying streaming chat. I think what makes it the most fun for me is the different realms. I hope this game continues to grow in popularity, so that i can keep playing well into the future. So whoever created this game i wanna say thank you.]]></description>
		<pubDate>Mon, 16 Nov 2009 19:55:24 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17752</guid>
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	<item>
		<title>Class System</title>
		<link>http://itch.com/index.php?showtopic=17745</link>
		<description><![CDATA[Because I keep referencing it I might as well right it up. Should of probably have called the tile the tier system.<br /><br />You keep the R,D,C,P<br /><br />But when you join you have an option to join one of three tiers<br /><br />Tier 1(beginner) for newer players or players who want to play without conquers<br />Rules: No conquers, Half of the current troop caps maximum of 20 in comings per week and 40 outgoings per week fakes included<br /><br />Tier 2:(intermediate): For experienced players who want to play with troop caps and conquers<br />Rules: Current or double troop cap levels, Conquers<br /><br />Tier 3:(expert players) Players who want to play a war game<br />No troop caps and conquers<br /><br />Rules for tier jumping:<br /><br />Can jump once every seven days<br /><br />Rules for tier attacking:<br /><br />Beginners vs Beginners,Intermediate<br /><br />Intermediate vs Intermediate,Expert<br /><br />Expert vs Expert<br /><br />For attacking it would be kinda like the reverse of sending RS you can only attack up.<br /><br />Might need tweaking but its just a general idea.]]></description>
		<pubDate>Mon, 16 Nov 2009 13:50:39 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17745</guid>
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	<item>
		<title>Raze town on bonus star + plus</title>
		<link>http://itch.com/index.php?showtopic=17740</link>
		<description><![CDATA[Last round alot of people being raze the town/fort/castle on bonus star in small cluster.....<br />Alot of of nice bonus star, fullfill w/ town been raze by big players.<br />example 1 town stand in bonus star the other 2 or 3 been raze...<br />I know is we call some strategy, but other call scare way or selfishess....<br />I like to bring this to discuss and please bring to the round table....<br /><br />1. perhaps those town build in bonus should have extra hours to raze....<br />2. When U conq. those town, more hours to raze it if U dislike the town.<br />3. those great bonus such 15%, 20%all sources, 35% and 50% Food and Gold or 30% wood,Stone and Iron. should not able to be raze except if U conq. from some-1...<br /><br />extra<br />4. when ever the size of map get smaller the star should much more in 3 or 4 "cluster"<br />5. maybe need new bonus star as 20%-30% stable and barrack production...]]></description>
		<pubDate>Mon, 16 Nov 2009 03:43:55 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17740</guid>
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	<item>
		<title>Early Bird Log In</title>
		<link>http://itch.com/index.php?showtopic=17732</link>
		<description>Hey Nate...Could we have an early bird login for the day before like in OE? All you can do is pick quadrant and realm. Build first buildings with starting resources and set up unit queue. You would make no resources and no units would build until the round actually starts. Maybe not this round but next round?</description>
		<pubDate>Sun, 15 Nov 2009 16:49:03 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17732</guid>
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	<item>
		<title>Ideas for Future Round Table Discussion</title>
		<link>http://itch.com/index.php?showtopic=17726</link>
		<description><![CDATA[I thought I would start this thread so that anyone with any ideas could post them for future rounds. I also thought that I would start it out with a couple.<br />This one is carried over from a different thread:<br />"The only possible way to change something like that would be to base it on Kingdom Spirit. The village limitations now are there to protect new players. If we based it on Kingdom Spirit, we could still protect new players and we could possibly get seasoned players to build more villages. Here is how it could work.<br />If you only have the spirit for 2 villages, then anyone with the spirit for 1-4 villages could attack you whether you had 1 or 2 villages and you could attack anyone with 1-4 villages . It would be just like you had 2 villages in the current format. <br />If you have the spirit for 8 villages, then you can be attacked by anyone with 4-15 villages and you could omly attack anyone with 4-15 villages. And you could have anywhere from 1 to 8 villages. It would be just like you had 8 villages in the current format. "<br />Another idea of mine:<br />We need a new unit that can be trained anywhere, only defends in a conquer, and cannot ne reinforced. The defense wouldnt have to be more than 30-50 and the cost to train and maintain needs to be high. I would say 15-20 gold and food to maintain. Noy sure of teh training cost. That way, someone couldnt build 10k of them in a mediocre village and be able to maintain them. This would help make conquers harder. maybe forcing realms to do joint conquers on well built villages. <br /><br />These are a couple of my ideas. I hope some others out there have more. I have others, but I will save them in case I ever make the Round Table. <img src="http://itch.com/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br />]]></description>
		<pubDate>Sat, 14 Nov 2009 21:16:47 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17726</guid>
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	<item>
		<title>Attacks within village size</title>
		<link>http://itch.com/index.php?showtopic=17724</link>
		<description><![CDATA[Last round i noticed that a lot of players would purposely build only 4 towns so that they wouldn't be attacked by people their own military size. I say we get rid of this rule and make it to where you can attack anyone within the same military power as you. because if you have only 4 towns but 50k you can wreak havoc on players with the same amount of towns and not have to worry about being attacked with some one with the same size army as you. I think doing that is cheap. I was in green last round and found it very frustrating that the leader of mint furion had only 4 towns. So he got to attack all our weak players yet he was ranked 20! Their was nothing our realm leaders could do about it because they all had too many towns to attack him.]]></description>
		<pubDate>Sat, 14 Nov 2009 18:11:10 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17724</guid>
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	<item>
		<title>Hussars</title>
		<link>http://itch.com/index.php?showtopic=17723</link>
		<description><![CDATA[I researched hussars and they come from the 15th and 18th century. Also they we're meant as light cavalry, and wouldn't really have much of a defense. Furthermore they come from Hungary. Plus the art work on them is clearly from a different time period then the rest of KOB  units. I do like the speed stats of the units i just don't think we should call them hussars. also what time period are we supposed to be in?]]></description>
		<pubDate>Sat, 14 Nov 2009 17:42:11 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17723</guid>
	</item>
	<item>
		<title>Formula In The Game</title>
		<link>http://itch.com/index.php?showtopic=17711</link>
		<description><![CDATA["Part of the suggestion that I used "starting over" to over-state, is the fact that without stepping back a bit, a kludge here and a tweak there, end up in a mess.<br /><br />We are looking at VS, CB, CP, Conquer, Raze, Destroy, etc. as separate entities and it's going to end up just horrible looking (of course, a lot of the formula will disappear in the Code... until someone asks Why the Hell? that is).<br /><br />Let's start with Village Strength as the base. It's Villages that are the heart of the Game, the source of everything and the prizes.<br /><br />Village Strength= Total Building Levels/36, rounded normally.<br />-giving a number between 0 and 25, for BL 1-17 and 882-891. Based entirely on the build-up in the Village.<br /><br />Combat (Cluster) Bonus is the sum of all the Realm VS's in the four adjacent rings, capped at 200. I'd prefer something I mentioned elsewhere to "lace" up Clusters, CB is the sum of 0.33x Realm VS's in the second ring, 0.66x Realm VS's in the third ring, the Realm VS's in the fourth, and 0.33x the Realm VS's in the fifth ring. This might require some CB-Buildings to beef things up, but I want those anyway.<br /><br />Conquer Protection can be VSxVS/AvgVS hours. If an average village, was say 471BL (say, one with 11/11's and 70/5's or an 81/11's with a new 10/5's next to it), Conquering the 81/11's would give you 48 hours of CP, the mid-one 13h, and the new one roughly 4.5 minutes. Maybe make it 3xVSxVS/AvgVS, I like that better.<br /><br />Time To Raze would be Length of Previous Ownership, minimum of 3xVS hours, maximum 168h (well, I'd go 180h for 3's and 6's).<br /><br />Time To Destroy Buildings would be half the Time to Raze, maximum 24h (well, 30h)."<br /><br />"Oh, hmm, totally forgot griff's idea...<br /><br />Conquers automatically get x2D and x0.5A (or did and should again).<br /><br />They also get an additional +(6xVS)% to D and a -(3xVS)% reduction in Conquering Morale."<br /><br />]]></description>
		<pubDate>Fri, 13 Nov 2009 10:41:23 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17711</guid>
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	<item>
		<title>Question for the round table</title>
		<link>http://itch.com/index.php?showtopic=17684</link>
		<description>What is currently being discussed? Could you possibly start a sticky topic and update it every 2-3 days so we know what ideas are being thrown around at least?</description>
		<pubDate>Tue, 10 Nov 2009 12:22:07 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17684</guid>
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	<item>
		<title>Points for attacking banished</title>
		<link>http://itch.com/index.php?showtopic=17679</link>
		<description><![CDATA[I know this has been brought up many times, and I'm not sure if it was resolved.<br /><br />But another reason to not allow attack points on banished is to eliminate the exploit of sending a load of resources to a realm mate, having one or the other go banished, and then farming them with Camels, then rejoining the realm.<br /><br />They get tons of offense and tons of RS (which they get back), but not really for playing the game.]]></description>
		<pubDate>Mon, 09 Nov 2009 19:12:38 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17679</guid>
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	<item>
		<title>Proposal for a New Defend Action</title>
		<link>http://itch.com/index.php?showtopic=17664</link>
		<description><![CDATA[I didn't come up with this, but I think it is a great idea.  We won't have time to get it into this round, but I would like to see this make it into the next round along with synch attacks.<br /><br />I would propose that we add a new action, separate from reinforce - that is "Defend".  When you defend another player, your troops are there just for the moment and will participate as synched defense along with the person's troops you are defending. After that moment, they return to you.  Bascically, the defense equivalent of an attack.  You get your share of any defense points and losses. <br /><br />I think this would make the game more exciting and less frustrating.  You won't have to worry about whether the person you are defending has enough gold and food when you defend rather than reinforce - or troop cap to send them back.  You get the points you deserve for helping teammates.  This will make swinging the realm defense stack a rewarding job and encourage teamwork on the defense side.<br /><br />It also makes the decision whether to reinforce or defend a strategic decision. Since defend ties up the defense for the travel time, it won't always be the best idea. Sometimes reinforce would be better.  But reinforce can be used to support offense and defense now - it's not really a defense action.  There is really a missing defense capability in the game now.]]></description>
		<pubDate>Sun, 08 Nov 2009 11:45:40 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17664</guid>
	</item>
	<item>
		<title>catapults</title>
		<link>http://itch.com/index.php?showtopic=17651</link>
		<description><![CDATA[Catapults.<br />Make them expensive to build, time expenditure, make the  hits count, and make them a one time use and they are destroyed. In  real war I believe they were burned on the field after use, not hauled  back home like we do now. Troops accompanying the cats return home at a  quicker speed. Realistically I don't think there has ever been 1500  catapults at a town, castle or fort ever. I would guess less than 50  have ever been on a field of war. I could be very wrong.<br /><br />I know  this would mess up the current use of cats to lower morale in conquers,  and this use I think is bunk anyway. Multiple emissaries or successive  emissary should fulfill this purpose. A conquer by emissary is supposed  to undermine the loyalty and talk the people into switching sides.<br /><br />This way we could use cats that work the way they are supposed to work and every ROE wouldn't have to exclude them, and they wouldn't be <b>exploited</b> to be used in conquers.]]></description>
		<pubDate>Fri, 06 Nov 2009 12:54:32 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17651</guid>
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		<title>this is why we need to speed up travel times</title>
		<link>http://itch.com/index.php?showtopic=17647</link>
		<description><![CDATA[Troops Incoming<br />attacker 	attack type 	Village Targeted 	Arrives in<br /> endofyou 	Attack 	Countryside Ranch 	11h 47m 49s<br /><br />I have time to move my res out by merchant and move in every speck of defence I have]]></description>
		<pubDate>Fri, 06 Nov 2009 11:58:22 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17647</guid>
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		<title>Conq Protection Exploit</title>
		<link>http://itch.com/index.php?showtopic=17623</link>
		<description><![CDATA[Ok, ever since CP has came into play its been exploited. Sometimes funny and some times not. Well now we have several realms just setting around putting each other into CP. For this round I have laughed and dont really care. Orange was taking peoples cites outside of a cluster almost at will. So great idea guys. BUT going forward in the future this is bad for the game. How do we fix it?<br /><br />WH]]></description>
		<pubDate>Wed, 04 Nov 2009 17:24:21 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17623</guid>
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		<title>What Are We Trying To Do???</title>
		<link>http://itch.com/index.php?showtopic=17616</link>
		<description><![CDATA["Are we trying to make the Game more fun for US, the current Players? Or are we trying to attract NEW Players?<br /><br />This is actually the zeroth issue, above the Combat System. "<br /><br />I have this one the Round Table, too.  I'd like to open it up to a larger audience.]]></description>
		<pubDate>Wed, 04 Nov 2009 11:48:34 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17616</guid>
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		<title>Consolidated Servers/memberships</title>
		<link>http://itch.com/index.php?showtopic=17605</link>
		<description><![CDATA[With the implementing of a consolidated server, as this post states<br /><br /><a href="http://itch.com/index.php?showtopic=17526&pid=169850&st=0&#entry169850" target="_blank">servers per nate</a><br /><br />what will happen to people that will still have membership active at this time. Will they carry over to the new server?]]></description>
		<pubDate>Tue, 03 Nov 2009 17:37:05 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17605</guid>
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		<title>KoB facebook 1 and 2 game ideas</title>
		<link>http://itch.com/index.php?showtopic=17582</link>
		<description><![CDATA[So, i figured since facebook has quite a bit faster production, and the players are different than on the standard servers, i would make this topic for a place  where FB users can post what they would like to see change, or added that we can present to nate. <br /><br /><br /><br /><br />We all know that the combat should be changed, so lets not dwell on that one for now, standard topics are working that line that can easily transfer to facebook. <br /><br /><br />Post ideas about round length, build, production, travel, conquers, spying (this one sucks now) ect. All will be itemized and brought to nate when we can.]]></description>
		<pubDate>Mon, 02 Nov 2009 23:12:17 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17582</guid>
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		<title>Hybrid Attack system Idea</title>
		<link>http://itch.com/index.php?showtopic=17581</link>
		<description><![CDATA[<br /><br />I know I mentioned it in the forums in one of my posts, and this is in hopes of balancing Offense and Defense. What if we did a mixture of the system now and the old system. The first wave of every unique realm member would be combined. Then the second waves of uniques would be combined. Meaning if Mari, WH and RBM all attacked Wareasy (<img src="http://itch.com/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />) with 2 waves each of 5k palis and 10k Archers. Then wave one would be 15k palis and 30k archers. Then wave 2 would be the same. It would encourage realm attacks again and not totally overload another realms D.<br /><br />WH]]></description>
		<pubDate>Mon, 02 Nov 2009 22:57:54 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17581</guid>
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		<title>Attack Systems</title>
		<link>http://itch.com/index.php?showtopic=17568</link>
		<description><![CDATA[I'd like some of the people (BiNX, mrobinso200 for two) to explain why they figure the current system makes it harder to "gang rape" (to quote BiNX) someone).  It makes no difference numbers-wise at all.  In fact, with the removal of the ODM it should be easier to mercilessly Attack.<br /><br />Is it just a perception thing?  Is it possible that it's only because the system is new and no one is used to it that it looks that way?  Is it possible that the fact Attacks don't add means no one cares enough to hit together anymore?  Or that there are less Players and those that remain know their Defense which hasn't _drastically_ changed AND has been made easier better than a completely changed O system?<br /><br />Anything that hurts teamwork is BAD for the Game, and this change is the Death Blow for the KoB that we were all playing.  We might make a good game out of this mess but it will NOT be The Game.  Do you think this community would have developed under the current system?  Take a look at OE.]]></description>
		<pubDate>Mon, 02 Nov 2009 10:59:15 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17568</guid>
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		<title>KoB round table final results</title>
		<link>http://itch.com/index.php?showtopic=17562</link>
		<description><![CDATA[Here is the final list of members. Once As soon as possible the round table will narrow down the changes for next round and post them for open discussion. <br /><br /><br />Whitehorse 59 votes<br /><br />rbm33 55 votes<br /><br />Biancamaria 54 votes<br /><br />Enygma 53 votes<br /><br />mariyana 53 votes<br /><br />mrobinso200 52 votes<br /><br />wareazy 49 votes<br /><br /><br /><br />Congrats to all.]]></description>
		<pubDate>Sun, 01 Nov 2009 18:56:25 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17562</guid>
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		<title>IE login issue problem</title>
		<link>http://itch.com/index.php?showtopic=17560</link>
		<description><![CDATA[where is the solution to this I can't find it?]]></description>
		<pubDate>Sun, 01 Nov 2009 12:23:49 -0500</pubDate>
		<guid>http://itch.com/index.php?showtopic=17560</guid>
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		<title>KoB Round Table Vote 2</title>
		<link>http://itch.com/index.php?showtopic=17549</link>
		<description><![CDATA[Ok, here it is, vote for your top 6 choices. I'll will be the 7th member of the round table for at least the first term since i came up with the idea, was approached with setting it up and have worked on getting it in place. <br /><br /><br />This topic will be open to all discussion on the round table. I suggest that if you want to suggest ideas, that we make a new thread on that, or post in whitehorses top 5 ideas thread. <br /><br /><br />I will also add that the names are in the order of when they posted they wanted in. <br /><br />I'll leave this topic open till i see no activity on it. Probly throught sunday.]]></description>
		<pubDate>Fri, 30 Oct 2009 14:40:35 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17549</guid>
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		<title>KoB Round table VOTE!!!</title>
		<link>http://itch.com/index.php?showtopic=17548</link>
		<description><![CDATA[Ok, Vote is live, vote for your 6. My name is up, but i'm automaticly included since i started the idea and spent the time getting it all set up. I will be the 7th member.]]></description>
		<pubDate>Fri, 30 Oct 2009 14:03:25 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17548</guid>
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		<title>Game change thoughts</title>
		<link>http://itch.com/index.php?showtopic=17542</link>
		<description><![CDATA[I want to be as transparent as possible about the amount of change that can realistically get accomplished and with that goal in mind, here's a realistic way to look at change requests:<br /><br />LOW = 3 hours of effort<br />MEDIUM = 10 hours of effort<br />HIGH = 30 hours of effort<br /><br />The total number of hours that I can commit for this next round is 30-40 hours. If the Round Table decides that more hours are really needed to get the game to where it needs to be, then we'll have to discuss moving the start date of the round back.  That's not a direction I'd be excited about (because the more change all at one time, the more stability risks), but I'm open to it.  <br /><br />Estimates on some of the things I see being discussed or had already assumed I would be fixing/changing:<br /><br />LOW:<br /><br />1) Fixing catapults so they actually work<br /><br />2) Changing attack logic so Emissaries die when 50% of attackers die.<br /><br />3) Changes to unit availability (e.g. a unit is available in a castle, or once you have a level 4 building, etc.).<br /><br />4) Changes to building stats.<br /><br />5) Adding fixed realm war schedule.<br /><br />6) Banished as enemies, score for banished attacks, etc.<br /><br />7) Resource rates and travel times.<br /><br />MEDIUM:<br /><br />1) Adding new buildings (assuming the effect of the building is "reasonable").<br /><br />2) Eliminating starvation in favor of locked down vills with negative gold/food.<br /><br />3) Rework of conquer protection rules.<br /><br />4) Rework of TiM limitations/rules.<br /><br />5) Adding a dynamic realm war schedule (any schedule other than a fixed one).<br /><br />6) UI overhaul esp on the build/upgrade and home screens.<br /><br />HIGH:<br /><br />1) Adding new units.<br /><br />2) Supporting joint attacks.<br /><br />I won't be able to think through and provide estimates on everyone's ideas and changes.  But, when the Round Table comes up with their list, then I'll give some estimates for them so they can decide which are worth doing or not doing.]]></description>
		<pubDate>Fri, 30 Oct 2009 12:38:16 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17542</guid>
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		<title><![CDATA[help i just cant figure out  f'n how]]></title>
		<link>http://itch.com/index.php?showtopic=17541</link>
		<description>ive built buildings recruited soldiers and workers but wat must i do?!?!?!</description>
		<pubDate>Fri, 30 Oct 2009 12:17:09 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17541</guid>
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		<title>Top 5 subjects the Round Table should debate</title>
		<link>http://itch.com/index.php?showtopic=17536</link>
		<description><![CDATA[I figure since we have a little momentum around the round table we should use it for more than just Campaigns <img src="http://itch.com/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /><br /><br />First things I think the Round table needs to find out is how much time is Nate really going to put into this. If its not a lot then we need to reduce expectations and look to easy things for him to solve vs tackling the larger issues.<br /><br />1) Combat system: Is there any chance he will review the code to even think about bringing back joint attacks. He has said their not coming back, but I feel I should ask again anyway <img src="http://itch.com/style_emoticons/default/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><br /><br />2) Does he have a complete list of weird bugs that exist in the game and does he have an update of if or when they will be fixed?<br /><br />Now as for the 5 things I think the group should discuss if he is making time available and will do WHAT EVER WE WANT <img src="http://itch.com/style_emoticons/default/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> (I know I am dreaming but hey its a post)<br /><br />   1- How to attract and retain more players: This should be top consideration<br />   2- TiM: Is troops in movement here to stay (I am ok but I do miss Alpha)<br />   3- Defense vs Offense: No matter what the attack system it needs balance<br />   4- Player types, upgradeable city sizes and fun new buildings!<br />   5- Attack system: I love the new units and the death order but I miss joint attacks<br /><br />Easy steps that shouldn't take much time<br /><br />   1- Janis: Swords and archers now have a real place in the game but we lost Janis<br />                    They Die first, can only be built in Castles and will never make you<br />                    any money. The fastest idea to me is just to drop the maintenance cost<br />                    to 1 and 1. This will help Defense minded players and should be a <br />                    simple change.<br />   2- Map size and bonus Stars: I think the map is to large for the player count<br />   3- Conquers: I do conq's and feel they are a great part of the game. But some <br />                         players don't. So CP needs to be discussed and see Capitols below.<br />   4- Capitals: Make Capitols conq proof no matter your size but<br />                         they can never be changed. (Assuming that is easy) But I think<br />                         that there is a lot more than can be done with the Capitols and<br />                         think there should be a long discussing just on this piece alone.<br />   5- War Schedules: Bring them back on a 3 week basis and then reshuffle<br />                                        based on the idea of "Super Realms"<br />   6- FARMING BANISHED SHOULD NEVER GIVE OFFENSE POINTS (I know I said 5 but this was fixed and then lost for no reason <img src="http://itch.com/style_emoticons/default/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />)<br /><br />I know we have all talked ourselves to death on fun ideas and what ifs, but maybe with some hope here we can revive some ideas.<br /><br />WH<br />]]></description>
		<pubDate>Thu, 29 Oct 2009 14:56:28 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17536</guid>
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		<title>Downtime Refund/Adjustment</title>
		<link>http://itch.com/index.php?showtopic=17532</link>
		<description><![CDATA[S2 members will be gameless for almost a month! Will the membership length/end-time be extended?  I paid for a game this month.<br />aming<br /><!--quoteo(post=169850:date=Oct 28 2009, 06&#58;58 PM:name=NateDog)--><div class='quotetop'>QUOTE (NateDog &#064; Oct 28 2009, 06&#58;58 PM) <a href="index.php?act=findpost&pid=169850"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After looking at the player numbers and reading through the forums, I've come to the decision that for now at least, KoB is best served by having just one consolidated server.<br /><br />The playerbase on each server is just barely enough to support the game, but if we combine all the servers, I think we will have a much more competitive game.<br /><br />It also has the benefit that I'll be able to manage just one environment much easier than 4 separate environments.  And, I think it also ties into the round table for player driven feedback better.<br /><br />So, the next KoB server will launch on November 18th.  This is after all existing servers have ended and it should give me a solid week to incorporate the top priorities that come out of the player round table.<br /><br />Thanks,<br />Nate<!--QuoteEnd--></div><!--QuoteEEnd--><br />]]></description>
		<pubDate>Thu, 29 Oct 2009 06:48:47 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17532</guid>
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		<title>KoB - Single Merged Server</title>
		<link>http://itch.com/index.php?showtopic=17526</link>
		<description><![CDATA[After looking at the player numbers and reading through the forums, I've come to the decision that for now at least, KoB is best served by having just one consolidated server.<br /><br />The playerbase on each server is just barely enough to support the game, but if we combine all the servers, I think we will have a much more competitive game.<br /><br />It also has the benefit that I'll be able to manage just one environment much easier than 4 separate environments.  And, I think it also ties into the round table for player driven feedback better.<br /><br />So, the next KoB server will launch on November 18th.  This is after all existing servers have ended and it should give me a solid week to incorporate the top priorities that come out of the player round table.<br /><br />Thanks,<br />Nate]]></description>
		<pubDate>Wed, 28 Oct 2009 13:58:52 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17526</guid>
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		<title>KoB Round Table</title>
		<link>http://itch.com/index.php?showtopic=17523</link>
		<description><![CDATA[Ok, So nate has said we can go ahead and set up a "round table" to help decide game changes to be made for KoB. There are to be 7 players including me in this table. <br /><br />Each player will state why they should be and why they want to be in this group. There will be no comments allowed in this topic other than those who are posting that they want in. <br /><br />After a few days i will post a vote with the players names who volunteered for this group. Then it will be voted on who will be included on it. These players do not have to be active forum people. We want players who care about how the game progresses. Please tell everyone you know about this and get them here if they want part of it, or to even cast a vote.<br /><br />So go ahead and start posting a clear and concise post of why you should be in this panel. Again, i will delete any posts that are not players volunteering for this, or any comments on a prior post. <br /><br />You can post in the other topic and discuss who and why and whatever you feel about this.]]></description>
		<pubDate>Wed, 28 Oct 2009 12:58:34 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17523</guid>
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		<title>Archer Changes</title>
		<link>http://itch.com/index.php?showtopic=17520</link>
		<description><![CDATA[This is a change that I think is long overdue, and needed regardless of whether or not the attack system stays the way it is. <br /><br />Under the old rules, archers were a virtually useless unit. Their power/training time, power/support cost, and power/troop cap were all inferior to mams and even pals (I think), so there was no reason to devote valuable training hours to them when you could be making mams or pals. <br /><br />Under the new rules, the same applies, and even if they are used as suicide units, they still lose out to sultans on training time. <br /><br />The one time I have seen archers used effectively was in the last 2 rounds of kobx, when they were reduced to the same TT as workers (and so were swords), and the troop capacity of barracks were doubled. <br /><br />This meant that an archer army of 40k became a reasonable alternative to cavalry armies in terms of time and overall power. I don't remember the exact numbers, but archers produced the highest Attack/TT of any unit, followed by mams and elephants.<br /><br />The fact that they are more expensive to support keeps the unit balance, since when you are at max cap cavalry is cheaper to support for the same power. <br /><br /><br /><br />Thoughts?]]></description>
		<pubDate>Wed, 28 Oct 2009 00:53:54 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17520</guid>
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		<title>conquer protection</title>
		<link>http://itch.com/index.php?showtopic=17508</link>
		<description>cp needs to go back to village value at least based on morale, currently it is an automatic 24 hours if any ville gets taken which is clearly being abused *cough******cough****** not to mention a limit on how many times the same village can be conquered by the same people in a week...</description>
		<pubDate>Mon, 26 Oct 2009 21:49:00 -0400</pubDate>
		<guid>http://itch.com/index.php?showtopic=17508</guid>
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