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Credit System Design

This guide explains the rationale behind the credit and slot cost system defaults. Understanding these principles will help you decide whether to keep the defaults or customize them for your era.

The Core Philosophy

The credit system is designed to:

  1. Reward sustained activity - Regular participants naturally accumulate credits over time
  2. Create natural rotation - Top slots become accessible to different players each cycle
  3. Self-balance - Players who claim top slots return to low credits, making room for others
  4. Be fair - Active players earn the right to claim prestigious MGE slots

MGE Slot Costs

Medal Values

MGE (Mightiest Governor Event) awards hero medals based on final placement:

SlotsHero Medals
1100
280
360
440
530
6-720
8-1015
11-1512
16-2510
26-505

Default Slot Costs (5x Medal Value)

Slot costs are calculated as medal value × multiplier, rounded up to a whole number. The multiplier can be set in half-step increments (1, 1.5, 2, ... up to 20). The default is 5x:

SlotsMedalsCredit Cost (5x)
1100500
280400
360300
440200
530150
6-720100
8-101575
11-151260
16-251050
26-50525

At half-step multipliers, the 6-7 position (15 medals) produces a fractional cost that gets rounded up (e.g., 15 × 1.5 = 22.5 → 23 credits). All other positions produce whole numbers at every multiplier.

Why 5x?

With ~250 credits earnable per MGE season (see below), the 5x multiplier means:

  • 1st place (500 cr) requires exactly 2 full seasons of perfect attendance
  • Top-3 slots (300–500 cr) take ~1.2–2 seasons of saving — and because one season's earnings (250) fall just short of the cheapest top-3 (slot 3 = 300), a player who claims a top-3 cannot repeat it in the next MGE season
  • Slots 8-10 (75 cr) are accessible after ~2 MGEs of regular activity
  • Slots 26-50 (25 cr) are reachable within the first couple of weeks for new players
  • Mid slots 4-5 (150–200 cr) require roughly half a season to a full season

This creates a tiered accessibility where:

  • New active players can claim slots in the 26-50 range almost immediately
  • Slots 8-25 reward a month or two of consistent play
  • Top slots (1-5) are reserved for veterans with long-term commitment
  • Players who spend on a top slot need time to rebuild credits

Credit Earning

Season Structure

Activities run on a stellar season of 6 weeks — 5 weeks each with a headline primary activity, plus 1 off week. Two stellar seasons make up one MGE season (12 weeks ≈ 6 biweekly MGEs), during which the same unique hero is available. Players decide whether to spend on the current hero or bank credits for the next one.

Each active week, leaders activate:

  • One primary activity — the week's headline event (KvK, GEE, Desolate Desert, etc.)
  • The recurring weekly activities — smaller events claimable every active week (Wonder/Battle of Dawn, etc.)

Default Credit Awards

Awards are weighted by role. Opening a season seeds these defaults, adjustable per activity with /season set-credits:

RoleDefaultTypical activities
Primary15KvK, GEE, Desolate Desert — the week's headline event
Weekly5Wonder / Battle of Dawn — recurring small events

Leaders can also award discretionary bonuses on top for exceptional contributions.

Season Earning Potential

With perfect attendance across one MGE season (2 stellar seasons):

SourceCalculationCredits
Primary10 × 15 (5 weeks × 2 stellar)150
Weekly20 × 5 (2 weeklies × 5 weeks × 2)100
Total250

(plus any discretionary leader bonuses on top)

This 250-credit ceiling is deliberate: it sits just under the cheapest top-3 slot (300), so reaching a top-3 placement takes more than one season of saving — and claiming one resets a player below the threshold, preventing back-to-back top-3 finishes.

The Self-Balancing Mechanism

The system naturally prevents any single player from dominating top slots:

┌─────────────────────────────────────────────────────────────┐
│ THE CREDIT CYCLE │
├─────────────────────────────────────────────────────────────┤
│ │
│ Player A accumulates 500 credits over ~2 seasons │
│ ↓ │
│ Player A claims 1st place slot (spends 500 credits) │
│ ↓ │
│ Player A now has ~0 credits │
│ ↓ │
│ Player B (who was saving) now has highest credits │
│ ↓ │
│ Player B claims 1st place next cycle │
│ ↓ │
│ Player A begins rebuilding credits │
│ ↓ │
│ Cycle continues, naturally rotating top slots │
│ │
└─────────────────────────────────────────────────────────────┘

This ensures:

  • No permanent "slot owners"
  • Active participation is always rewarded
  • Everyone eventually gets a turn at top slots

Starting Credits

New players receive 25 credits by default when registering.

Why 25?

ConsiderationReasoning
Below lowest slot (50)Can't immediately claim any slot alone
Meaningful head startCombined with 1-2 activities, can reach slot 8-10
Scales with era size200 players × 25 = 5,000 credits (not enough to monopolize all slots)
Encourages participationPlayers need to participate to claim anything

Configuring Starting Credits

Leaders can adjust this in /era config. Consider:

  • Lower (0-20) for stricter "earn everything" approach
  • Higher (30-50) to help new members contribute immediately
  • Changes only affect future registrations (not retroactive)

The Warm-Up Period

Recommended: 3-4 MGE Events Without Reservations

When first adopting the credit system, we recommend tracking credits for 3-4 MGE cycles before enabling slot reservations. This allows credits to naturally accumulate and differentiate active players from casual participants.

Why a Warm-Up Period?

Day 1 Problem:

  • Everyone starts at 25 credits (or 0 if set lower)
  • No one can afford any slots yet
  • MGE still happens and needs to be filled

After 3-4 MGEs (~6-8 weeks):

  • Active players have 100-200+ credits
  • Clear differentiation between participation levels
  • Natural hierarchy based on activity has formed
  • System can now meaningfully allocate slots

How to Run the Warm-Up

  1. Enable credit tracking - Configure your season's activities with /season config
  2. Run activities normally - Players earn credits for participation
  3. Fill MGE slots manually - Leaders assign slots as before (no reservations)
  4. Communicate - Tell players they're building credits for future reservations
  5. After 3-4 MGEs - Announce that reservations are now active

What Players Do During Warm-Up

  • Participate in activities to earn credits
  • Watch their balance grow with /credits
  • Understand the system before it fully activates
  • Build toward their first slot reservation

Choosing the Right Multiplier for Your Era

TL;DR

The default 5x multiplier is balanced for ~117 registered players. Smaller eras should lower it; large or multi-alliance eras (200-300+ players) should raise it well above 5x. See the Quick Reference table below, then use /mge costs to set it.

How Era Size Affects the Credit Economy

For the credit economy to stay healthy, the total credits earned by all players each season must be enough to fill all 50 MGE slots across all 6 MGEs. With 680 total medals across all 50 slots, the credits consumed per season are:

Credits consumed per season = 680 × multiplier × 6 MGEs

The default 5x multiplier requires ~82 fully active players to maintain a balanced credit flow. "Fully active" means perfect attendance across all activities and earning available bonuses — which is unlikely for most players. Not everyone will receive discretionary bonuses every season, and even dedicated players will miss the occasional activity. This means a realistic per-player earning rate is closer to 70-80% of the theoretical 250, so you'd want ~117 registered players to sustain 5x comfortably.

With each fully active player earning ~250 credits per season, the minimum number of fully active registered players needed to sustain each whole multiplier is:

Multiplier1st Place CostTotal credits consumed/seasonFully active players needed
1x1004,080~16
2x2008,160~33
3x30012,240~49
4x40016,320~65
5x50020,400~82

Quick Reference: Multiplier by Era Size

The following table assumes 70% average activity and the default credit awards for all activities and bonuses. Use this to pick the right multiplier based on how many players are registered with the bot:

Registered PlayersRecommended Multiplier1st Place Cost
23-341x100
35-461.5x150
47-572x200
58-692.5x250
70-813x300
82-923.5x350
93-1044x400
105-1164.5x450
117-1395x500
140-1626x600
163-1867x700
187-2098x800
210-2329x900
233-25510x1,000
256-27911x1,100
280-30212x1,200
303+13x1,300

Above 5x the table steps in whole numbers for brevity; half-steps (e.g. 12.5x) interpolate between rows and can be set with /mge costs.

Large multi-alliance eras

A 300-player era split into two 150-player alliances that alternate MGE turns still balances at ~12.5x. The alternation doesn't change the math: all players earn into the shared credit pool, and all 50 slots are filled every MGE regardless of which alliance's turn it is — so you balance total earnings against 6 MGEs of slot costs either way. At this scale top slots become a multi-season goal (1st place ≈ 1,250 cr ≈ 5 seasons of saving), which is the intended effect when 150 players compete for 50 slots each turn.

Setting Your Multiplier

Use /mge costs to set or change the multiplier for your era. You can enter whole numbers or half-steps (e.g. 3, 4.5).

Keep Default Credit Awards

This table relies on the default credit awards for activities described above. If you adjust activity credit values with /season set-credits, these recommendations no longer apply — you'll need to recalculate based on your custom earning rate.

Interactive Cost Calculator

(1–20, half-steps allowed)
SlotsRangeMedalsCost at 5x
1Slot 1100500
2Slot 280400
3Slot 360300
4Slot 440200
5Slot 530150
6-7Slots 6-720100
8-10Slots 8-101575
11-15Slots 11-151260
16-25Slots 16-251050
26-50Slots 26-50525

When to Increase Costs

Consider higher multipliers (6x-13x) if:

  • You have a large or multi-alliance player base (~140+ registered players)
  • You want longer intervals between top slot claims
  • Top slots feel "too easy" to achieve

When to Decrease Costs

Consider lower multipliers (3x-4x) if:

  • Your era has fewer than 40 active players
  • Players are discouraged by unattainable costs
  • Lower participation means fewer credits earned
  • You want more turnover in top slots

Adjusting Activity Credits

Use /season set-credits to tune credit awards:

  • Increase for activities you want to emphasize
  • Decrease for less important activities
  • Remember: higher credits = faster slot access

Summary

SettingDefaultRationale
Slot costs5x medal value~2 seasons for 1st place
Starting credits25Below minimum slot, encourages participation
Season earning~250Balanced against slot costs
Warm-up period3-4 MGEsBuild credit economy before reservations

The defaults are designed for typical era activity patterns. Monitor your players' credit accumulation and adjust as needed to maintain a healthy, competitive system.


Next: See Command Reference for detailed syntax on all credit and MGE commands.