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The How To Guide In Understanding 100+ Area - Pluton - 04-08-2012

by Brazen

The How To Guide In Understanding 100+ Area

(a.k.a. The Areas we can occupy after defeating Apollo from Burning Sky)

Centers

Note: The FOR% amount are outdated!

a) Political - No Area Battles (ABs) can be launched from Political Centers. Nor can they be taken from rival Factions. Though it has been discussed that with the arrival of the new update, any player that loses a battle with a rival faction player, FOR will be reduced in all other 100+ areas that are in possession of the losing faction. But until then, those that occupy a square in a Political Center are safe from disrupting/lowering Faction Occupation Rate(FOR) in that or other areas.

b) Economic - Investing into this area doubles the amount of FOR it receives. If investing 10 prosperity would normally give the area +1%, then it would increase to 2%. The area can be attacked and another faction can control it. Keep in mind that another Faction cannot launch a Area Battle onto any other area that has 4 or less players in that area. Just a reminder.

c) Trade - Players in a Trade Center can invest in another Center to increase FOR. While occupying a Trade Center is imperative to help control other areas, attacking players will increase the FOR in any area that is attacked. Investing in a Trade Center raises FOR normally for that area.

d) Military - Military Centers allow players to attack any other area occupied by rival factions.The rate of FOR of the attacked area is raised from 0.5% to 1%.

e) Cultural - These centers can be occupied by any Faction, regardless of the amount of FOR of each faction.

F.O.R.
a) Faction Occupation Rate or FOR, is a description of the amount of percentage any Faction may have of any Area/Center.

b) Poseidon, Zeus, and Athena factions each get a percentage of any Center, other than the Political Center. That percentage is based on a combination of investment and attacking percentages, up to 100%.
(For example if Athena has 50% of Olympia, and Poseidon has 40% FOR, Zeus would only have 10% FOR in that area.)

Movement

1.Moving to a 100+ area requires defeating Apollo in Burning Sky. Once moved to any 100+ area, there is a 24 hour relocation cooldown period. After the initial 24 hours is completed, movement between other 100+ areas only requires a 3 hour cooldown.

2.While in a cooldown period, a player cannot participate in any Area Battle.
If you already occupy a 100+ area and wish to join a AB of another Area, you only need to move 3 hours in advance. If you move from a 80+ or lower Area, you must move 24 hours in advance of the upcoming Area Battle.

(Usually, moving up requires a player to move BEFORE a Silver Mine Wrestle(SMW) the day before.)


Area Battles

1.Area Battles, or AB for short, is when one Archenemy of one faction, declares a battle on another area. All ABs take place in Autumn and almost always after any Farm Battles. That is not always the case, but something to remember.

2.Area Battles cannot be declared on a area that has fewer than 5 players and can never be declared on a political center.

3.Area Battles gives the winner or loser an amount of prestige depending on the number of wins in the battle. Anyone attending a Area Battle receives prestige.
The successful win of an Area and the amount of FOR in a area determines which flag is raised on that area.

4.As a rule of thumb, gain as much FOR from attacks/invests as possible before you launch an attack, and/or invest in the area just claimed or defended to raise the Factions FOR.
Many times an Area is lost after a Battle because a) The defending Faction invested like crazy to re raise FOR or b) attacking Faction FOR was not high enough required for flag change.



Strategy - Claiming Areas

Under normal circumstances, each Faction has 5 Centers to occupy, once defeating Apollo in the Burning Sky map progression. Each area is unique, in that certain benefits apply to each as described earlier.

Military Center

Stronger players usually want to move to the Military Center, because attacking players can double the rate of FOR that they wouldn’t get otherwise, from attacking in another area. Military Centers are best defended by the Factions strongest players.

Political Center

Currently, any number of players may occupy a Political Center, without threat of the area being occupied by another Faction. Weaker players and non active players may wish to occupy this area indefinitely.

Cultural Center

Since any player from any faction may move to a Cultural Center, regardless of which Faction is in control of the area, makes for a great area for players to move to and not disturb the FOR of another area.
Some members feel it is necessary to move to cultural centers to chat with other players from other faction; refine when the Price Level is high; or otherwise avoid hurting the FOR of another area in control of its own Faction. These areas are good to park if gone for any length of time.

Economic Center

These centers recover the quickest from having been occupied by a rival Faction. Seeing as how the investment of Prosperity is doubled, it usually can be reclaimed quickly, if all members move to its area after being claimed or upon moving to 100+area.
Keep in mind that whenever any area has more than 4 players in that area, another Faction may launch on that area to control it.

Trade Center

The occupation of a trade center, while important to control, is not always necessary. The ability to invest in another center is invaluable, but not completely discouraging if it isn’t in a Factions control.

Strategies

Strategies are endless and best undertaken by a committee and/or agreement of its players. If some players choose not to follow a plan or unaware of one, that player can be omitted from effecting any FOR outcome by having a [Spy] tag placed on him. But that comes later in the game, once a Basileus is appointed in the Spring of 208.

It is always best to move slowly when attempting to control a area. If a Faction jumps out early and attempts to occupy too many areas, another Faction, with the proper strength will easily re-occupy an area.

The undertaking of occupying any area not in control of a Faction proceeds as this:
Move to a Military Center if at all possible and attack the area you wish to occupy.
If no military center is available, then a Economic Center to attack from is best.
While attacking from a Political Center is safest, the double bonus from investments
in a Economic Center serves dual purposes.

You want to encourage an Area Battle to claim an area. Once the offending Faction has more than 4 players in the area you wish to possess, have your Archenemy status player that is available, and launch an attack on that area. Otherwise, continue to attack the area you wish to possess, raising your FOR until at which time you can attack.

Conclusion

Until any one Faction is strong enough , or has enough members to occupy and hold a 100+ area, it is best to not attempt to control a area. It would probably be best to stay in a Cultural Center until such time that a Faction can undertake an occupation.
Only drawback to that is that if the area is not in your control, you won’t be able to refine.

It is always best to have your strongest players attempt to raise FOR in a trade center. That has the fastest method to controlling more areas, but is not necessary. Yet if the rival Faction has even stronger players, then it is best to set aside any attempt to control an area until such time that sheer numbers can beat an area with fewer, but stronger rivals.
It is not the end of the world if one Faction jumps out and attempts to control all the areas.

What wins ultimately is the NUMBER of players a Faction has that actively plays and gets stronger.
a.) If the heavy hitter doesn’t help its other members, that Faction is sure to fail in any attempt to get stronger.
b.) Do not isolate yourself and set yourself apart from the lower level players.
c.) Do not harass or otherwise besmirch the lower level player, that may or may not be as far or as strong as you.
d.) Always help another Faction Mate. He or she may one day be your Basileus.

P.S.
If anyone has anything to add, please do so.
Comments Welcome.

We are Legion.
We do not Forgive.
We do not Forget.
Expect Us.