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Bastion Lords
  • Links
    • Discord
    • Website
    • OpenSea
  • Introduction
  • Roadmap
  • Mission Statement
  • Tokens
    • Gold
    • Resources
      • Wood
      • Iron
      • Stone
      • Food
  • NFTs
    • Tiles
    • Heroes
    • Items
    • Serfs
  • Gameplay
    • Rank
      • Emperors & Empresses
      • King / Queen
      • Dukes & Duchesses
      • Barons & Baronesses
      • Knight
    • Skills
      • Mining
      • Woodcutting
      • Stonecutting
      • Farming
      • Tactics
    • Events
    • Harvesting
    • Clan
    • Crafting
    • Taxes
    • World
      • Tiles
        • Tile Objects
          • Forest
          • Quarry
          • Mine
          • Farm
          • Buildings
            • House
            • Barracks
            • Stable
            • Siege Workshop
            • Market
            • Bank
            • Harvesters
          • Settlement
            • Capital
      • Region
    • Battles
    • Storage
      • Tile Storage
      • Army Storage
      • Treasury
    • Armies
      • Units
        • Heroes
        • Villagers
        • Militia
        • Spearman
        • Swordsman
        • Archers
        • Cavalry
        • Scouts
  • Miscellaneous
    • Premium Features
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On this page
  • Rewards
  • Why only 80% Gold and No Resources?
  1. Gameplay

Battles

Battles are events that occur on the World Map between Armies - they always occur on Tiles, and can include multiple armies.

Battles are a core part of the game play in Bastion Lords, while being the only source of earning Gold in the game, it also acts as the mechanic in which players can steal already harvested resources from players, and also protecting said resources from players.

Rewards

Raising Armies and training Units is an costly process that must be worthwhile for players. In this, when a battle occurs, 80% of the Gold used to recruit fallen units in the battle is awarded to the victor - this gold can then be used on anything in the game, or cashed out!

Why only 80% Gold and No Resources?

In order to keep the game balanced and our tokenomics stable, the game needs to be constantly removing items from game play, while ensuring players have incentive to interact with these systems.

By making combat rewarding and also acting as a sink in the game, we achieve both of these goals simultaneously.

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Last updated 6 months ago