Monsters Wrath



General
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Monsters Wrath is a online turn/text based strategy game, very simular to games like Kings Of Chaos and War Of Hell, 
but with a supernatural theme. The gameplay remains just as simple but there are more elements added to it. 
This game is heavily based on strategy.

Key Factors
- 15 minute turns (10 minutes is to short, 30 minutes is way to long)				
- 96 Turns in a day
- No Recruiter, No Credits, for fair gameplay
- Events occur, effecting everyone or a single race

Every 15 minutes (1 Turn)
- Player recieves Income
- Player recieves 1 Attack Turn (can gain upto 3)
- Player recieves Mana (upgradedable)
- A portion of players Income is Banked (upgradedable)

Every 30 Minutes (2 Turns)
- An Event will run

Every Hour (4 Turns)
- Player recieves Unit Production

Head Start Every player starts with the following
- 1,000 Men
- $1,000,000 Banked Gold
- 100 Turns

Miltitary Stats

Attack Force
- For attacking other players

Defense Force
- For defending attacks from other players

Stealth Force
- For spying on other players
- For defending spies from other players
- For hiding your gold from players
- For revealing other players gold amounts

Magic Power
- For destroying other players weapons
- For killing other players soldiers
- For preventing loss of weapons
- For prevent loss of soldiers
	
Supernatural Power
- For Cursing other players
- For gaining bonuses
- Simular to War of Hells Monster Power
						
Races
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There are 6 Races to choose from, that specialize in specific Stats:
Alphas - Income
Vampires - Attack
Werewolves - Defense
Reapers - Stealth
Travelers - Magic
Archangles - None

Each Race has its own subtle colour scheme
Alphas - Blue
Vampires - Red
Werewolves - Brown/Beige 
Reapers - Green
Travelers - Purple
Archangles - Orange

- Every Race comes with different bonuses, there are 2 types of bonuses, Main and Secandary.

- Alphas, Vampires, Werewolves, Reapers and Travelers, give you a Main Bonus and a Secondary Bonus.
Archangles don't come with any bonuses, the player gets to choose them. 

Bonuses

- Main Bonuses: Can only be applied to your Income, Strike, Defense, Spy or Magic. (just like War Of Hell).
- Secondary Bonuses: Are smaller bonuses that dont effect your Stats, but give you advantages over other races.

- All Bonuses increase by a percentage.
						
Bonuses
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Race Bonuses:

Alphas:
- 25% Income
- 10% Unit Production

Vampires:
- 25% Attack
- 12% Casualty Conversion (Attacking)

Werewolves:
- 25% Defense
- 20% Casualty Conversion (Defending)

Reapers:
- 25% Spy
- 8% Bank Interest

Travelers:
- 25% Magic Power
- 8% Cheaper Weapons

Archangles:
- 35% Players Choice

Every Race comes with a set of Bonuses, but more bonuses can be applied to your stats via theBonuspage using Bonus Points to buy them, 
which Bonus Points you will gain through out the game. This is so that players can gain other bonuses if they want, 
since when a players selects a race then its final.


Other Bonuses:

Commander Bonus: 15% Income
- As a Officer, you will get 15% of your Commanders Income
- Commanders have to accept Officers before both players get their bonuses
	
Officer Bonus: 5% Unit Production
- As a Commander, you will get 5% of your Officers Unit Production
	
Alliance Bonus: 20% Income
- Alliance Income is every members Income added up, divided by the amount of members.
- Alliances must have atleast 3 members to qualify for the Alliance Bonus.
- Alliance Leader(s) have to accept membership requests before you get the Alliance bonus


Main Bonuses Explained:

Income
- Increases the amount of gold a single Soldier will give your per turn.

Strike
- Increases the amount of Strike Action a single Trained Attack Soldier will give you
- Increases the amount of Strike Action a single Attack Weapon will give you

Defense
- Increases the amount of Defense Action a single Trained Defense Soldier will give you
- Increases the amount of Defense Action a single Defense Weapon will give you

Spy 
- Increases the amount of Spy Action a single Trained Spy Soldier will give you
- Increases the amount of Spy Action a single Spy Weapon will give you

Magic
- Increases the amount of Magic Action a single Trained Magic Soldier will give you
- Increases the amount of Magic Action a single Magic Weapon will give you
	
	
Secondary Bonuses Explained:

Unit Production
- Increases the amount of Soldiers you gain per turn, rounded downwards to the nearest whole. (10.2 = 10, 10.9 = 10)

Bank Interest
- Every 24 hours, players will get interest paid to their banks. So the amount of gold sitting in the bank at that time will be increased.

Cheaper Weapons
- All weapons are cheaper to purchase. When you want to buy weapons, they will be slightly cheaper.

Sell back
- All weapons are worth more. When you buy weapons, you can choose to sell them, but of course you cant get all of your gold back. But
having this bonus allows you to get more gold back then usual.

Attack Casualty Conversion
- When you attack another player, you will convert a small percentage of soldiers that they loose. Those soldiers will become Untrained 
Soldiers in your Army. This means that you can gain small amounts of soldiers while attacking for gold.

Defence Casualty Conversion
- When another player attacks you, you will convert a small percentage of soldiers that they loose. Those soldiers will become Untrained
 Soldiers in your Army. This means that you can gain small amounts of soldiers when other players are attacking you and stealing your gold.
	
When Player A attacks Player B, they will both loose soldiers. Player A looses Trained Attack Soldiers, while Player B looses Trained Defense Soldiers.

Archangles

Players who choose Archangles get 
- 35 points
- Can only choose from Income, Strike, Defense, Spy or Magic
- 1 point = 1% bonus
There is no limit so a player can choose to spend it all on 1 Stat, or divide it between all the stats.
ex. 35% Strike or 10% Income, 10% Strike, 10% Defense, 5% Spy.

Archangles are the worst of the Races, because you dont get any of the Secondary Bonuses, but Archangles can take all game to choose their bonuses, which thats a big advantage, some players might find that worth it, others won't.
						
Training
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Training
Name TBG per men Cost to Train Stat Gained per men Description
[Race Name] $30 - - Untrained Soldiers
Farmers $100 $50,000 - Income Soldiers
Warriors $25 $2,000 +60 Attack Soldiers
Fortifiers $40 $4,000 +20 Defense Soldiers
Spies $20 $6,000 +100 Spy Soldiers
Explorers - $20,000 +50 Supernatural Explorers (WoH Monster Hunters)
Witches -$20 $10,000 +10 Magic Soldiers
Fallen - - - Soldiers Died (Casualties)
						















Main Points: - Untrained, Warriors and Fortifiers make up your Total Fighting Force (TFF) - Army Size which is displayed on the Battlefield, is your TFF plus the amount of Farmers you have trained. - Soldiers are UNTRAINABLE, once trained soldiers can not be untrained - When you train soldiers to Spies, Explorers or Witches you loose TBG. So you can train farmers to get TBG back - Witches and magic weapons are more costly to prevent early sabotages Clones (Mercenaries): - Clones can be purchased to prevent army casualties, when you loose soldiers in battle, clones will die instead - Clones are only used to prevent casualties, so they can not hold weapons - Clones have a limit to how many you can purchase, you can only hold 10% of your TTF. - Clones cost $10,000 each to purchase - Only a certain amount of Clones can be purchased within a turn, there is a global pool, when I player buys clones, that amount is taken out of the pool. Once the pool is empty no more Clones can be bought until the turn ends, in which the pool is refilled. Other Points: - Attack, Defense and Magic are gained by buying weapons, training soldiers doesn't add much - Spy is mainly gained by training spies, you can buy weapons but the weapons dont add much (so its like the opposite of attack/defense, you spend alot of gold for a small boost in spy) - All weapons require a soldier to hold it, in order for the weapon work. Weapons without soldiers to hold them wont do anything - Supernatural Power is gained by training Exlporers and Seeking Legends
Armory
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Main Points:

- Attack, Defense, Spy and Magic have multiple purchasbale weapons, the cheaper the weapon the more efficient it is, 
but you need more men to hold them and the sell value is less

- This means that buying cheaper weapons, will give you higher stats then if you spend the same amount of gold on more expensive weapons

- The Weapon Efficency is displayed as the 'Difference', all weapons are compared to the most expensive and is displayed as a multiplier

- The multiplier resembles how much more stats you get buying the cheaper weapons compared to the most expensive one

- Legendary Weapons are hidden until they are unlocked by seeking all the Legends
						
Upgrades
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Main Points:

- The first Attack and Defense Upgrade; boosts the stat by 10%, every upgrade the boost increases

- Every Spy and Magic Upgrade; boosts the stat roughly by 50

- The right column shows when you can recieve Bonus Points, for adding more bonuses
						
Unit Production:

- Unit Production starts off as 0
- Unit Production increases by 1 unit every upgrade
- The first Upgrade costs $100,000 and increases by that much every upgrade
- The Max Unit Production is 10,000
- To Upgrade Unit Production from 1 to 1,000 costs $5,000,000,000
- To Upgrade Unit Production from 1 to 10,000 costs $5,000,000,000,000

1 UP costs $100,000
2 UP costs $200,000...
5 UP costs $500,000...
10 UP costs $1,000,000...
100 UP costs $10,000,000...
1,000 UP costs $100,000,000...
10,000 UP costs $1,000,000,000...
						
Attack
#NameCostStrengthPoints
1Level 1$40,000x1.1 
2Level 2$80,000x1.2 
3Level 3$160,000x1.4 
4Level 4$320,000x1.8 
5Level 5$640,000x2.2 
6Level 6$1,280,000x2.8 
7Level 7$2,560,000x3.4 
8Level 8$5,120,000x4.0 
9Level 9$10,240,000x4.8 
10Level 10$20,480,000x5.6 
11Level 11$40,960,000x6.4 
12Level 12$81,920,000x7.2 
13Level 13$163,840,000x8 
14Level 14$327,680,000x9 
15Level 15$655,360,000x121
16Level 16$1,310,720,000x15 
17Level 17$2,621,440,000x20 
18Level 18$5,242,880,000x26 
19Level 19$10,485,760,000x361
20Level 20$20,971,520,000x50 
21Level 21$41,943,040,000x72 
22Level 22$83,886,080,000x100 
23Level 23$167,772,160,000x1501
Legendary
24Level X$400,000,000,000x3001
25Level XX$800,000,000,000x9002
26Level XXX$1,600,000,000,000x2,8004

Bank
#NameCostB-TBGPoints
1Level 1$400,0001% 
2Level 2$800,0002% 
3Level 3$1,600,0003% 
4Level 4$3,200,0004% 
5Level 5$6,400,0005% 
6Level 6$12,800,0006% 
7Level 7$25,600,0007% 
8Level 8$51,200,0008% 
9Level 9$102,400,0009% 
10Level 10$204,800,00010%1
11Level 11$409,600,00012% 
12Level 12$819,200,00014% 
13Level 13$1,638,400,00016% 
14Level 14$3,276,800,00018%1
15Level 15$6,553,600,00020% 
16Level 16$13,107,200,00022% 
17Level 17$26,214,400,00024% 
18Level 18$52,428,800,00026%1
Legendary
24Level X$150,000,000,000+6%1
25Level XX$300,000,000,000+8%2
Defense
#NameCostStrengthPoints
1Level 1$40,000x1.1 
2Level 2$80,000x1.2 
3Level 3$160,000x1.4 
4Level 4$320,000x1.8 
5Level 5$640,000x2.2 
6Level 6$1,280,000x2.8 
7Level 7$2,560,000x3.4 
8Level 8$5,120,000x4.0 
9Level 9$10,240,000x4.8 
10Level 10$20,480,000x5.6 
11Level 11$40,960,000x6.4 
12Level 12$81,920,000x7.2 
13Level 13$163,840,000x8 
14Level 14$327,680,000x9 
15Level 15$655,360,000x121
16Level 16$1,310,720,000x15 
17Level 17$2,621,440,000x20 
18Level 18$5,242,880,000x26 
19Level 19$10,485,760,000x361
20Level 20$20,971,520,000x50 
21Level 21$41,943,040,000x72 
22Level 22$83,886,080,000x100 
23Level 23$167,772,160,000x1501
Legendary
24Level X$400,000,000,000x3001
25Level XX$800,000,000,000x9002
26Level XXX$1,600,000,000,000x2,8004

Mana Production
#NameCostM/ptPoints
1Level 1$400,000+10 
2Level 2$800,000+20 
3Level 3$1,600,000+30 
4Level 4$3,200,000+40 
5Level 5$6,400,000+50 
6Level 6$12,800,000+60 
7Level 7$25,600,000+70 
8Level 8$51,200,000+80 
9Level 9$102,400,000+90 
10Level 10$204,800,000+1001
11Level 11$409,600,000+120 
12Level 12$819,200,000+140 
13Level 13$1,638,400,000+160 
14Level 14$3,276,800,000+1801
15Level 15$6,553,600,000+200 
16Level 16$13,107,200,000+220 
17Level 17$26,214,400,000+240 
18Level 18$52,428,800,000+2601
Legendary
24Level X$150,000,000,000+1001
25Level XX$300,000,000,000+2002
Spy
#NameCostStrengthPoints
1Level 1$100,000x1.5 
2Level 2$200,000x2 
3Level 3$400,000x3 
4Level 4$800,000x5 
5Level 5$1,600,000x7 
6Level 6$3,200,000x12 
7Level 7$6,400,000x18 
8Level 8$12,800,000x25 
9Level 9$25,600,000x40 
10Level 10$51,200,000x58 
11Level 11$102,400,000x86 
12Level 12$204,800,000x130 
13Level 13$409,600,000x2001
14Level 14$819,200,000x300 
15Level 15$1,638,400,000x450 
16Level 16$3,276,800,000x700 
17Level 17$6,553,600,000x1,0001
18Level 18$13,107,200,000x1,500 
19Level 19$26,214,400,000x2,222 
20Level 20$52,428,800,000x3,333 
21Level 21$104,857,600,000x5,0001
Legendary
24Level X$300,000,000,000x7,5001
25Level XX$600,000,000,000x15,0002

Magic
#NameCostStrengthPoints
1Level 1$100,000x1.5 
2Level 2$200,000x2 
3Level 3$400,000x3 
4Level 4$800,000x5 
5Level 5$1,600,000x7 
6Level 6$3,200,000x12 
7Level 7$6,400,000x18 
8Level 8$12,800,000x25 
9Level 9$25,600,000x40 
10Level 10$51,200,000x58 
11Level 11$102,400,000x86 
12Level 12$204,800,000x130 
13Level 13$409,600,000x2001
14Level 14$819,200,000x300 
15Level 15$1,638,400,000x450 
16Level 16$3,276,800,000x700 
17Level 17$6,553,600,000x10001
18Level 18$13,107,200,000x1500 
19Level 19$26,214,400,000x2222 
20Level 20$52,428,800,000x3333 
21Level 21$104,857,600,000x50001
Legendary
24Level X$300,000,000,000x7,5001
25Level XX$600,000,000,000x15,0002


Legends & Legendary
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- Legends are Myths based heavily on speculation, very well hidden that most deny their existance. 

- A Legend is a dangerous supernatural creature or being. 

- Every Legend holds secrets, secrets which can only be revealed if they are found. These secrets are hidden bonuses or curses

- Legends can be seeked, by sending Explorers on a Expedition to search Places which have remained unvisited for centuries

Main Points:

- Each Legend gives a bonus of some sort once it's been seeked

- Each Legend requires mana and explorers in order to seek it

- There are 6 Legend Tiers, the 1st Tier starts off unlocked, to unlock the next Tier all previous Tiers must be completed

- For every Tier completed, extra bonuses are given

- Legendary Upgrades and Weapons remain locked until all Legends of been seeked


Legendary Upgrades:

- When unlocked Legendary Upgrades will show up after the normal upgrades

- The idea behind Legendary Upgrades is that they are highly unlikely to be Upgraded

- Legendary Upgrades provide very big bonuses, this is the reason they are high priced

- Legendary Upgrades are locked until the requirements are fulfilled (All Legends must be seeked)

- These upgrades have a huge impact on an Alliance, in overall Score and Rank.

- There are 6 upgradable Upgrades, all have a couple Legendary Upgrades
- For every upgrade that is completely maxed, all Alliance members get +1% of the Alliance Income
- Every member has the ability to add 6% to the Alliance Income

Legendary Weapons:

- Legendary Weapons are better then normal weapons

- When unlocked Legendary Weaopns appear underneath the normal weapons
						
Events
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Events:
	- Events start every half an hour
	- Events last for 15 minutes each
	- Events are synced to the games Turn, so a event will run from the start of a new turn, tuntil the end
	- 15 minutes break inbetween events
	- An Event occurs every 2nd turn
	- 24 Events in total, 2 Events every hour
	- 48 Events are cycled randomly everyday
	- Some events only affect specific races
	- When an Event is active, a noticted will show up at the top of the page with the name of the Event
	- There are no notices prior to an event, on which event it will be.
	- Events that give extra TBG, is purely based on your TBG and not your TBG Bonuses (Commander/Alliance)
	
(?x) - The amount of times that Event occurs in a day
	
: Alphas
	(2x) - Supreme Rush: Alphas gain 15% TBG every minute, 25% if online
: Vampires
	(2x) - Overcast: Vampires gain 25% Strike
	(2x) - Blood Thirst: Vampires steal 50% extra gold
: Werewolves 
	(2x) - Full Moon: Werewolves gain 25% Defense and gold is harder to steal
	(2x) - Backlash: Werewolves gain 80% banked gold when attacked
: Reapers
	(2x) - Nightmare: Reapers gain 30% Spy
	(2x) - Helltime: Reapers inflict 100% more casualties
: Travelers
	(2x) - Colateral Damage: Travelers gain 40% Sabotage Damage
: Archangels
	(2x) - All-Round: Archangels gain 15% of each stat
: Everyone
	(4x) - Gold Rush: Everyone gains 10% TBG every minute, 20% if online
	(2x) - Multiplication: Everyone gains 10% Unit Production every minute, 20% if online
	(2x) - Turn-Around: Everyone gains 1 turn every 5 minutes, 5 if online
	(2x) - ShadowFall: Everyone steals 50% extra gold
	(2x) - No Limits: Army size limits are ingnored
	(1x) - Loot: Everyone gains 1% bank interest every minute, 2% if online
	(2x) - Halloween: All operations are anonymous (attack, recon, sabotage)
	(1x) - Trade-In: 100% sellback
	(2x) - Kashies: 10% off weapons costs, Travelers only get 5%
	(2x) - Upperhand: Everyone gains 25% Strike
	(2x) - Mayhem: Everyone gains 25% Sabotage Damage
	(2x) - Manslaughter: Everyone inflicts 50% more casualties
	(2x) - Smuggler: 50% gold banked from steals (when you attack half the gold stolen is banked)
	(2x) - Re-Animate The Dead: Fallen gain 50 gold every minute
						
Gold
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Gold is split into 3 Categories

Stash
- Most of your Income is placed in your Stash
- Your Stash is whats visible on the Battlefield, players can only steal from your Stash when attacking.

Vault
- The Vault is your Bank
- Gold can not be put into your Vault or Taken out
- There are only 2 ways, to increase the gold in your Vault
	- By adding some of your Income every turn into your Vault
	- Every 24 hours your Vault will get interest
	
Deposit
- When you sell weapons, the gold goes into your deposit
- Upgrades can not be purchased by gold in your Deposit
- Your deposit is cleared every 24 hours, whiped clean. So you have until the end of the day to spend the gold.


Main Points:

- When purchasing anything with gold, the gold will be taken in the order of your Stash > Vault > Deposit
Apart from Upgrades which can't use gold from your Deposit

- Vault Balance can be seen in a Spy mission

- Players can send 10% of their Vault to a single player per week.

Having a Stash, Vault and Deposit, allows players to 
- Keep a portion of their income safe from other players
- Slowly and safely save up gold for the more expensive upgrades
- Sell their weapons, without other players being able to take it, which promotes Sell Offs 
(multiple players selling their inventories and giving it to a single player)
- Gold in the Deposit can't be used to purchase Upgrades, to prevent players from selling their Inventories
to quickly and easily buy the higher upgrades.
						
Battle
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There are 5 Battling modes

Attack
- Attack the player with full power, for stealing all their gold
- Attacks cost 10 Attack turns
- Full Casualties, can be converted (Secondary Bonus)

Probe	
- Attacks the player with very little power, used for retieving their Defense Force when you can't spy on them
- Probes cost 1 Attack Turn
- Steals only 20% of their gold		
- Full Casualties, can't be converted. Probes can be used to further hurt the player

Recon
- Recons the player, and retrieves their stats
- Recons cost 1 Attack Turn

Sabotage
- Player can choose which weapon to Sabotage
- Sabotage cost 1 Attack Turn

Curse
- Every Legend has a Curse, which you can give to the player
- Players can only give 1 curse to a single player within a 24 hour period
- Players can only give 5 players a curse per day
- A Player can't recieve the same curse twice.	

Main Notes:

- All battle limits are reset every 24 hours
			
Attack
- Players can only Attack the same player 3 times
- Players can only be Attacked 10 times
			
Probe
- Players can only Probe the same player 5 times
- Players can only be Probed 15 times
- Are also logged

Recon
- Players can only Recon the same player 5 times
- Players can only be Reconed 15 times

- Failed Recon attempts on a player will show up in their logs with your name
- Successful Recon attempts on a player will show up in their logs but with no name

Sabotage
- Players can only Sabotage the same player 10 times
- There are no limits to how many times a player can be sabotaged
- Players can choose which weapons to sabotage
- Every successful attempt, will destroy 0.5% of the choosen weapons
- Each player can sabotage a max of 5% per day.


- Failed Sabotage attempts on a player will show up in their logs with your name
- Successful Sabotage attempts on a player will show up in their logs but with no name

Gold Vision
- Players who have less then 1/3 of your Stealth can't see your gold
- If a player has more then 3 times your Stealth, you can't see their gold

Defending:

- The Player can only be hit a max of 25 times in a day
  (If a player gets attacked 25 times in a day, they will not be able to be attacked for the rest of the day)
  YOU GET TO KEEP ALL YOUR TBG


Spying:

- The Players Spy needs to be at least 75% of other players Spy in order to see their gold

- The Players Spy needs to be at least 125% of other players Spy in order to hide their gold from other players

- The Player can only Spy on the same player on the same day, 10 times


Sabotaging:

- When Sabotaging, you choose which weapons to sabotage and enter in the amount you want to sabotage. 
  You can only sabotage 0.5% of the players weapon count per Sabotage attempt
  
- The Player can only try 10 Sabotage attempts per player, per day
						
Battle Simulator
Players Attack Upgrade
Targets Defense Upgrade
 
Players Army Size
Targets Army Size
 
Upgrade Level Difference
Army Size Difference
Amount of Gold Stolen
















Alignment (Good/Evil)
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Main Points:

- The Alignment setup is to create pros and cons for being the good guy or the bad guy.

- Your Alignment Points range from 1,000 to -1,000

- If your Alignment Points are above 0 then they become Good Points
- If your Alignment Points are below 0 then they become Evil Points

- You start off with 0 Alignment Points

- You recieve 2 Alignment Points every turn (pulls towards Good Alignment)
- Every spy mission adds on 5 Alignment Points (pulls towards Good Alignment)

- Every attack mission takes off 60 Alignment Points (pushes towards Evil Alignment)
- Every sabotage attempt takes off 6 Alignment Points (pushes towards Evil Alignment)

- Depending on your Alignment Points your; TBG and the amount of gold you steal, are increased and decreased

- If you have 0 Alignment Points; TBG (x1.00) and Gold Stolen (x1.00)
- If you have 1000 Alignment Points; TBG (x1.20) and Gold Stolen (x0.80)
- If you have -1000 Alignment Points; TBG (x0.80) and Gold Stolen (x1.20)
						
1000 Alignment Points
500 Alignment Points
0 Alignment Points
-500 Alignment Points
-1000 Alignment Points
Ideas
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Additional Ideas:

- Knowledge Upgrade effects all stats very slightly (Merge Witches with a specific Magic Weapon), 
merges give x1.005 (0.5%) everytime and gets more expensive

- Daily Lottery, min and max amount of gold to buy ticket, the more gold you spend the higher the chance of winning 
  (1st, 2nd, 3rd, 4th, 5th place)
  
- Daily Battle Arena, min and max amount of gold to place bet, choose between 2 Monsters (make a list of supernatural bosses/gods), 
  the winning side gets a share of the bets, the more you better the higher percentage of winnings you gain

- Rock/Paper/Scissors type scenerios like mrmcfatty mentioned, maybe
   > Reapers have more impact on a Vampire, Travelers have more impact on Werewolves
   > Vampires have more impact on Alphas, Werewolves have more impact on Archangels

   > Archangels have higher impact on all races but just not as much
   
(Not certain, I like a handicap on larger armies but the handicaps on RoC are just annoying, 
this also gives you a good reason to upgrade ahead)
- Army sizes dont matter by default, (changable by upgrades)
   > Seige and Fort upgrades affect the amount of gold stolen
   > The higher your seige is compared to your opponents fort, the higher your TFF can be then 
   your opponents to steal as much as possible
   > How much gold you can steal will be displayed as a multiplier when you attack someone, (x0.0 to x1.0, 1 by default). 
   x0.8 means you will only steal 80% of their gold.
   > The idea is if you want to steal as much as you can, upgrade seige as much as you can,
   if you want to keep as much gold when someone attacks then upgrade fort as much as you can
						
Created by Johnny_3_Tears