Many times I have heard people say... "Cartouche would be nice if there were no vote outs" or "Cartouche is more like an Architecture Test"...
This test idea addresses those thoughts...
The concept would be a test with 7 rounds, each round everyone who failed to build would be eliminated first and then the smallest 1/7th of the people who built would be eliminated.
Everyone who was signed up for the test would be in one giant group for each cycle of the test. Once the current round ended a new round would start after the one day rest period. This would continue through out the tale. Since all people who fail to build are eliminated in the first round prior to anything else, we probably do not need an opt out.
I would like to see a 2 day build cycle with the random ending similar to cartouche, and a one day rest period between builds. With a new test cycle starting about every 3 weeks.
Similar to Cartouche a tab with the status of each round would be opened and made available to each player. I would however suggest that this tab be like the Immigrants channel and that people could close it and if need be reopen it via their test menu. Also, similar to the Immigrants channel, this would be an informational only tab, no chatting.
The first 3 builds would we pretty looking, static Architectural elements, taken from other places in the game and from historic real Egyptian structures. This could be statues, towers, spires, obelisks, temples, arches, etc.
The 4th and 5th builds would be animated, pretty looking buildings similar to the current Cartouche buildings. Pretty, yet functionless.
The 6th and 7th builds would be functional buildings that augmented existing buildings, but would wear out in time. So long as you built, even if you were eliminated, your building would work until it wore out. A few possible examples could be...
A Watermine auto gem collector that would collect as many gems as the size that the collector was built to, if you build size 62, it collects the first 62 gems from the watermine it is attached to.
A Greenhouse auto harvester that harvests 100 grass every time there is 100 grass to harvest. This could have a small multiplier like 7, where it harvests 350 times for size 50 build size.
An auto miner, that would work a mine, with a larger multiplier like 49, where a size 40 build size would mine 1960 times before breaking.
We can certainly expand the suggestions here if this test is picked.
The idea is automation that wears out, and the multiplier being reasonable so that the benefits reaped are similar for similar sizes builds.
After the 7th round cuts are made, the top 21 people left, each get a progression. Three progressions to pass.
Passed people will not be able to participate after passing, BUT get a reward as follows...
Passed people can build any of the pretty, static Architectural elements (rounds 1,2 & 3 builds) any time that they choose, as often as they want and build them to any size they choose. These can be used to decorate their camps, CP, gardens, etc.
Passed people can build ONE of the animated, pretty buildings (rounds 4 & 5 builds) of their choice in every new cycle of the test, anytime during the cycle. These can be any size they choose. These can be used to decorate their camps, CP, gardens, etc.
Passed people can build ONE of the functional buildings (rounds 6 & 7 builds) of their choice in every new cycle of the test, anytime during the cycle. These can be any size they choose. These would be used to augmented their own buildings.
I am assuming that 30% of the unpassed people signed up will not participate in a new round.
I am assuming that 10% of the people participating will miss a build in the other rounds.
Round | Building Type | Starting People | Estimated No Builds Percentage | People Cut Due to No Builds | Pre Cut Number | 1/7 th Cut | People Cut Due to 1/7th Small Builds | Post Cut Number |
1 | Static Decorative | 300 | 30.00% | 90 | 210 | 14.29% | 30 | 180 |
2 | Static Decorative | 180 | 10.00% | 18 | 162 | 14.29% | 23 | 139 |
3 | Static Decorative | 139 | 10.00% | 13 | 126 | 14.29% | 18 | 108 |
4 | Animated Decorative | 108 | 10.00% | 10 | 98 | 14.29% | 14 | 84 |
5 | Animated Decorative | 84 | 10.00% | 8 | 76 | 14.29% | 10 | 66 |
6 | Functional | 66 | 10.00% | 6 | 60 | 14.29% | 8 | 52 |
7 | Functional | 52 | 10.00% | 5 | 47 | 14.29% | 6 | 41 |
Top 21 get progressed, 3 progressions to pass