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Battle Dawn Catch UP Guide
Welcome back to Battledawn! Some of you might have been gone for a long time, and in the meantime there have been quite some changes. That is why we have created this summary. These changes are what we believe to be the most important changes in gameplay since 2010. We have also included a full list of changes, and if there is anything you still are wondering about there is always the wiki at http://wiki.battledawn.com/.

SPIES
Spies have been changed a lot. Before it all changed, you used to have 1 spy, which you could keep on an OP and it would gain infiltration. However that is not the case anymore. You now have one main spy that costs 25 energy and 1 worker to recruit. This spy you can move around, and use to plant agents. Planting an agent costs 25 energy and 1 worker per agent, the max you can have at any given time is 10. Each agent planted will raise your worker upkeep by 1. Spies now relocate with your colony

An agent behaves like your spy used to. It builds up infiltration, and you can use it to do spy operations. However, this agent can not move around, and it will disappear after using it once. Another part of spies that has changed is the ability to lock down your own OP. To do so, the OP must have full control ticks (24 or more) and your agent must of course have at least 6 infiltration ticks. This can be a very powerful weapon in wars, since this way you can lock down your enemy right when they land on your OP.

Infiltration points will work as spy protection on alliance’s outposts and colonies. If we imagine that A (40), B (30), C (20), D (100) and E (40) have agents on A’s outpost that has 20 protection ticks as well and A, B and C are in the same alliance(numbers within the parentheses is their infiltration ticks). Let’s say that D tries to spy attack the outpost. D has 100 infiltration points and will first go against the spy protection. 100-20=80, it will then fight the owner of the outpost (A) (if the owner does not have an agent in this place, skip this step), 80-40=40 infiltration points for D. D will then fight the one in the alliance with the highest infiltration points (B), 40-30=10 infiltration points, and then it will fight the last person in the alliance (C) 10-20=-10, meaning that D’s agent will have failed and died, while C got 10 infiltration points left. E who is not in the alliance, does not participate in the spy battle at all.

When an outpost or colony is hit by a nuke, all agents in the target disappear. This means all, not only the ones owned by the alliance that holds the OP. Another thing to remember is that when any agent on the outpost or colony performs a spy operation, all other agents’ infiltration will be halved.

Nukes
Nukes as you all know are one of the most powerful weapons in Battle Dawn and now they have become even more powerful.
Squads that leave ETA 1 from a target are also affected by nukes meaing their hp is reduced to 1 and 10% of the units are destroyed. Now when a nuke hits a target and you have squads that left it 1 tick before you will receive an event stating that you lost 10% of your units and your squads were lowered to 1 hp. Delayed nukes are no longer displayed until delay has ended. Wreckages cannot be nuked anymore. Also you cannot nuke targets owned by the admin(relics, garrisons etc).Nukes now kill all agents on a target . It will downgrade any upgraded op and also reset its control ticks. Also now a target hit by a nuke will have radiation on it.

Radiation
When a nuke hits an op it will have 6-12 ticks of radiation, while colonies will have 3-6 ticks of radiation. Relics are immune to radiation.Radiation stacks, meaning if an outpost has been hit by 2 nukes it could have anywhere from 12-24 ticks of radiation. The maximum ticks of radiation that can stack up on a target is 72. Outposts and colonies will have a radiation counter that anyone in the world can see.
For each tick that a unit stays on a target with radiation, it will lose 1 HP. Radiation will not kill, the lowest it can bring a unit down to is 1 HP.

STRUCTURES
The building time of the level 4 and level 5 structures has been increased to 12 hours for level 4 and 24 hours for level 5. Another change is that you are now no longer able to build level 4 and level 5 structures while ticks are paused.
The final change in structures is that to attack you now need level 3 metal mine, oil well and farm.

TOKENS AND BOOSTING
Now you have a chance of getting bonus tokens from UFOs. You can get 5-10 bonus tokens from UFOs. Wreckages also have a chance of getting bonus tokens and can give up to 10x times the tokens a UFO gives. Achievements give tokens too nowadays, some give 25 while some give 50. The amount of tokens from voting has been lowered to 3 per vote, meaning you can get a total of 27 tokens per day from voting.
If you purchase a 1000 token (or higher) boost, you will get a 200 blue tokens bonus! Any boost of 1000 or more red tokens will include 200 bonus tokens. Just to be clear, if you purchase 3000 supporter tokens, you will still get 200 bonus tokens (same as a 1000 token purchase). A final way to get tokens is by installing the battledawn toolbar, which gives you 10 tokens daily.

BOOSTS
It is no longer possible to purchase worker boosts when you are over the 1000 worker limit . Also, an emergency energy boost is available now. A change in cost for both energy boosts has been introduced, the energy boosts now cost 50 tokens for small energy boost (50 energy) and 100 tokens for a large energy boost ( 100 energy). A new limitation is that it is no longer possible to trade resources gotten from boosts. A new minor boost is the daily gift. The daily gift can be found in the boosting screen. The resources you get from one daily gift are the same as from a UFO, and you can use this daily gift once per day and on only one world.

OUTPOSTS
You can no longer attack from resource outposts, also the resource outposts add +0.5 to the worker growth of all the alliance members of the owners alliance and now they carry the flag of their owner and also any special markings for ally/enemy or the special purple/orange colours. Another update to resource outposts is that every outpost adds 0.2 power to every alliance member’s power.

Op farming rule
The amount of outposts you are able to build is related to your power.
10 power = 6 outposts max
20 power = 9 outposts max
30 power = 12 outposts max
40 power = 15 outposts max
50+ power = no limits
This is just for OPs you build. Of course you can capture OPs as usual.

TRAINING BASE
Now you can train a maximum of 30 units on your training base ( 30 infs, 15 vehicles, 10 tanks) When a training base is conquered and has units training on it the units will no longer be owned by the new owner they will just be deleted.

UNITS
It is now impossible to disband units while they are in flight. You can still disband them, but only when they are stationary.
There has been a large update to unit experience, the new formula for unit experience is numberOfSoldiersDead*10 + enemyXP*0.05 = XP gained i.e you gain 10 xp for every unit you kill. The experience gained will be evenly distributed between all attackers, and you will also gain 5% of the experience of the units that you killed. For example, you killed 3 soldiers who each had 100 exp, you get 3*10 exp for the soldiers and 0.05*300 from their experience for a total of 30 + 15 = 45 experience. Infantry level up at 30 exp, vehicles at 50 exp and tanks at 70 exp. There are 12 levels.
Level 1 + 1/2/3 HP
Level 2 + 1/2/3 HP
Level 3 + 1/2/3 Damage
Level 4 + 1/2/3 HP
Level 5 + 1/2/3 HP
Level 6 + 1 Range
Level 7 + 1/2/3 HP
Level 8 + 1/2/3 Damage
Level 9 + 1/2/3 HP
Level 10 + 1/2/3 HP
Level 11 + 1/2/3 HP
Level 12 + 1 Range
As you can see it is now possible to get a unit with Range 5.
The current unit stats are:
UnitsInfantryVehiclesTanks
Armour8 hp 2 damage 1 range16 hp 4 damage 1 range24 hp 6 damage 1 range
Damage6 hp 7 damage 2 range

12 hp 14 damage 2 range18 hp 21 damage 2 range

Range4 hp 4 damage 3 range8 hp 8 damage 3 range12 hp 12 damage 3 range
Xp needed to level up3050

70



CONQUERS
Conquer income has been decreased. Rather than max metal income from conquers being 20, it has been decreased to 8. Maximum oil income from conquers has been decreased from 14 to 6. Other changes related to conquers are that you now when you force relocate a conquer the place where his colony was will now have an OP owned by the conquer, with any units on it that were on the colony. You can now force relocate a conquer regardless of the status of incoming/outgoing squad so if your conquer has any outgoing or incoming squads you can still force relocate them.

SQUADS
Squads now auto-return after taking a wreckage instead of floating.
Rollback of multiple squads is now possible meaning you can shift-select squads from the orders menu and rollback all of them in one click.
Max delay of squads & missiles you can set is reduced to 24 ticks from 55 ticks with the reason given that coordinating attacks doesn't need such a long delay time.
Cannot attack self/allied anymore - now the incident of killing your own/allied troops cannot happen anymore.

COLONY
The main base in your colony has been reduced in size. Whereas before it was unlimited, the maximum amount of soldiers you can have in your main base is now 60. This means 60 infantry, or 30 vehicles, or 20 tanks. Of course any mix is also possible.
Colonies now get a crystal when they reach 30 power instead of 20. This is to give players more time to expand and build an army to be better able to protect the crystal they receive and to make it harder to "crystal farm".

OTHER UPDATES
Wreckage spawn rates are 1 wreckage per hour on all worlds regardless of tick speed.

A new feature called Alliance Orders has been added. This adds the ability for the alliance leader to place markers on the map to plan the strategy of the alliance. Only visible to the alliance members. Another new feature are the ministers, you can assign minister roles in your alliance and those assigned as minister can place and delete alliance orders.

Relics now have a radar range like radar outposts and will be jammable.

Ion cannon cost raised to 250 energy

An advisors feature is added, occasionally you will get an advisors event (lightbulb icon) in your events which when clicking on it will give you 3 advisors who will give you different recommendations on building, attacking, etc.

Alliance sizes have been adapted a few times over the last few years. We started with 24 member alliances, however nowadays the norm is 10 member alliances on all servers.

Conquer power had been removed for a while, however it is back in its original form. You get 1 power per conquer.

Starting resources have been adapted several times, the current starting resources are 4550 metal, 2950 oil, 100 energy and 315 workers.

Missions have been added. Missions are primarily a way for new players to get to know the game, they are the flashing yellow icons on the left side of your screen. Doing a mission successfully will reward you with some metal and oil.

Full list of changes:
- Ignite thrusters on your spy no longer creates a spy battle.
- Downgrade bonus changed to 400 metal and 200 oil
- Settlements removed from the game, you can now relocate to any basic outpost.
- When force relocating a conquered colony the outpost used will become owned by the conquered colony and any squads they had on their colony before being force relocated will stay behind on the new outpost they own.
- Whenever you own a target or have squads there you will receive events for spy attacks, nukes or ion cannons that hit that target and affect your squads; Spies however do not count as a squad.
- When a nuke hits a target and you have squads that left 1 tick before it you now get an event stating that your squads were lowered to 1hp and that you lost 10% of your units.
- UFOs will now have a chance to give bonus tokens as well as metal, oil, energy or workers. You can get between 5-10 bonus tokens per UFO capture!
- Wreckage will also now have a chance to get bonus tokens and can give up to 10x the amount that a UFO does!
- Wreckage spawn rates are at 1 per hour, regardless of tick speed.
- You can no longer attack from resource outposts.
- Squads will now auto-return after taking wreckage instead of floating.
- Conquering a training base when it has training units will just see the units deleted, they will no longer become owned by the new owner.
- Resource outposts updated to add +0.5 to all alliance member's worker growth for the owner of the outpost.
- Worker boosts can't be purchased when going over the 1000 worker limit.
- Increased bonus tokens from wreckage to 50-100 bonus tokens.
- Achievements now give bonus tokens once achieved.
- Delayed nukes/dragons no longer display until the delay has ended.
- There is now a block to trading for new alliance members. You cannot receive or give resources to your alliance until you have been in the alliance for 100 ticks. This is in place to help prevent exploitation.
- Nuking wreckage no longer produces an outpost and also you cannot nuke wreckages anymore.
- Changes to training and relocation, you can only train a maximum of 60 soldiers(20 tanks, 30 vehicles or 60 infantry, or a mix) at a time in your colony. You can train a maximum of 30 soldiers in your Training Base. You can now also relocate with a full squad of units in your colony/castle.
- New advisors feature added, occasionally you will get an advisors event(Lightbulb icon) in your events which when clicking on it will give you 3 advisors who will give you different recommendations on building, attacking, etc.
- Added in a battle calculator into the game, it can be accessed via the statistics page or from any battle report.
- Resource outposts now carry the flag of their owner and also any special markings for ally/enemy or the special purple/orange colours.
- Lowered wreckage from battles from 10 metal per soldier to 8 metal per soldier.
- Taxation from conquers lowered.
You now get:
Metal: (Workers / 500 ) * 4
Oil: (Workers / 500 ) * 3
- Ion cannon cost raised to 250 energy
- Removed limitations on Force Relocation (you can now force relocate a conquer regardless of the status of incoming/outgoing squads)
- you can no longer disband units in squads that are flying (only while parked on friendly targets is allowed)
- Mini-games are now live, please report any feedback here! Also a note that the Fantasy themed worlds do not have any new mini-games yet! You can earn resources once a day for the 2 new games, Colony defence and Air defence as well!
- Colonies will get a crystal when they reach 30 power now instead of 20. This is to give players more time to expand and build an army to be better able to protect the crystal they receive and to make it harder to "crystal farm".
- Level 4 and 5 structures have had their building times increased. Level 4 structures will take 12hrs and level 5 will take 24hrs. You are also unable to build level 4 and level 5 structures while ticks are paused.
- Coordinate saving - you can now save coordinates in a list for easy quick recall.
- Rollback multiple squads now possible - Can shift-select squads from the order menu and rollback all of them in one click.
- Cannot attack self/allied anymore - the incident of killing your own/allied troops cannot happen anymore.
- Max delay of squads & missiles: 24 ticks - reduced max delay time from 55 to 24 ticks as coordinating attacks doesn't need such a long delay time.
- Alliance Orders - new feature. Ability for the alliance leader to place markers on the map to plan the strategy of the alliance. Only visible to the alliance members.
- Relics will have a radar range like radar outposts and will be jammable.
- Added Emergency Energy boost
- Increased cost of Energy boosts by 10 tokens each
- The Spy ship will generate +1 Spy Protection to owned targets while it is parked on them.
- New spies mechanics - spies now work like in the old client with one exception. You can plant a spy only where your spy ship is.
- You can have maximum of 10 spies
- Each planted spy costs 1 worker in upkeep.
- Each spy planting costs 1 worker and 25E
- A spy gains 1 infiltration point each tick
- When a target is conquered all spies in it lose all infiltration
- A spy is consumed once it commenced a spy operation.
- To protect against spy attacks you have to place Spy Protection on the target. Spy protection ticks are reduced 1 per tick.
- If the spy has more infiltration than protection ticks, he succeeds in his operation. otherwise - captured.
- When a spy is captured the player who captured the spy gets an event telling him who did that spy belong to (interrogation ftw!)
- You can plant spies everywhere except your own colony and allied colonies.
- When joining an alliance all allied spies on your colony or your spies on allied colonies are removed to maintain the above rule.
- The spy (black) ship cannot be lost
- You will not be able to trade resources gained through boosts.
- cannot launch spies & nukes on admin controlled targets (no more attacking of relics and garrisons by nukes and spy attacks)
- nukes will kill 10% units also of "running away" squads up to 1 tick away from the target radius (increasing their damage potential and making them more lethal)
- Spies now relocate with the colony
- Building time for structure is now tweaked according to tick speed
- Highscores system - will be updated each time a world enters havoc
- Damage soldiers get +1dmg, Vehicles +2, tanks +3
- In order to send an attack you must have now level 3 farm, lvl3 metal and lvl3 oil structures built (to fight multi spamming abuse)
- Surveys have been added
- We did a small update to fight outpost farming.
The amount of outposts you are able to build is now related to your power.

0 power = 6 outposts max
20 power = 9 outposts max
30 power = 12 outposts max
40 power = 15 outposts max
50+ power = no limits
This is just for OP's you build. Of course you can capture Op's as usual.
- Time needed to raze an OP increased to 24 ticks.
- Voting will give slightly less tokens. This is due to large scale abuse and imbalances of this feature.
- Missions have been introduced, doing missions will give you (small) rewards in the form of metal and oil.
- If you purchase a 1000 token (or higher) boost, you will get a 200 bonus (blue) token booster! This is a new feature, so we will be working to make it more dynamic in the future, but for now, any boost of 1000 or more red tokens will include 200 bonus tokens. Just to be clear, if you purchase 3000 supporter tokens, you will still get 200 bonus tokens (same as a 1000 token purchase).
- There has been a large update to experience. For every soldier you kill you get 10 experience. The experience gained will be evenly distributed between all attackers, and you will also gain 5% of the experience of the units that you killed (for example, you killed 3 soldiers who each had 100 exp, you get 3*10 exp for the soldiers and 0.05*300 from their experience for a total of 30 + 15 = 45 experience). Infantry level up at 30 exp, vehicles at 50 exp and tanks at 70 exp. There are 12 levels.
Level 1 + 1/2/3 HP
Level 2 + 1/2/3 HP
Level 3 + 1/2/3 Damage
Level 4 + 1/2/3 HP
Level 5 + 1/2/3 HP
Level 6 + 1 Range
Level 7 + 1/2/3 HP
Level 8 + 1/2/3 Damage
Level 9 + 1/2/3 HP
Level 10 + 1/2/3 HP
Level 11 + 1/2/3 HP
Level 12 + 1 Range
- Bounties have been removed from the game.
- Radiation has been added. When an outpost is nuked, 6-12 ticks of radiation will be added. When a colony is nuked, 3-6 ticks of radiation are added. Being on a radiated OP or colony will make your units lose 1 HP per tick. They will however not die from radiation, the lowest it can go is 1 HP.
- Nukes reset control ticks on an outpost and destroy all agents present.

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