Difference between revisions of "Prize Tactics"

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(Captain Henry Maisey: Tips.Part 1)
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=Tips from our brave Captains=
=Tips from our brave Captains=
Attention! If you would like to share your experience, please contact Anne Bonnie and she will add your tips to this article.
Attention! If you would like to share your experience, please contact Anne Bonnie and she will add your tips to this article.
==='''<FONT COLOR=1E90FF>Captain Henry Maisey: Tips.Part 1</FONT>'''===
So, the basics are as follows. You have Defensive Prizes and Offensive Prizes available to you. Let us look at a a '<FONT COLOR=1E90FF>'''Defensive Prize</FONT>''' first. Send one Bonnie to any of the Defensive Prizes you see in your Lighthouse – but not the highest-level Prize…Let’s leave that one alone for now. Done? Well, you can now see every unit stationed there, in your battle report, and plan your attack accordingly.
So, what shall we send to defend the Prize? Before we decide, let us look at the game mechanics….
They are simple, but a complete mystery at the same time. Quest Prize details are never given by our Pirate Queen, Anne Bonnie...She leaves it up to us to try and unravel them. But it helps to imagine you have a ‘secret bank’, and every time you lose a unit, it is stripped down to its build cost in wood, gold and rum. This sum is added to the bank. Once the bank is full you get a reward… simple enough?
So, back to this prize we will defend...what to send? What do you think about sending a nice bunch of Duellists? Let’s consider much that will add to the bank. How much gold/wood/rum did you pay to build them? None! So, nothing would be added to your bank if you were to lose them, so it is a complete waste. How about sending some Grenadiers with that wonderful War Elephant you bought? Each Grenadier will certainly add 1760 to the bank, but the War Elephant wasn’t built with gold, so it’s better to leave it at home. Why not send 100 Bonnies and see what happens? Suppose the Bonnies arrived and got killed, but managed to wipe out half of the attacking troops. So, if we were to send another 100 Bonnies, we would conquer the Prize. But let’s not! Let’s, rather, send 90, and leave it mortally wounded. “Why?”, you may ask. Well, let us wait, and kill the Prize during a Global Quest so we get all those extra goodies…Rubies, Idols and Brethren troops.
You might be wondering why we are not killing our highest-level Prize. The answer that is the higher your Prize, the bigger the reward – but the bigger the bank, too, and thus, the more troops you will need to kill off between rewards. Prizes are a small part of this great game; don’t let them become your game. Do not use your rewards to engage more Prizes but build low end units to wear down Prizes over time and enjoy the reward you get every few weeks/ months.

Latest revision as of 11:56, 16 January 2015


The information contained on this page is a composite of both officially released information and information gleaned from hundreds of battle results across the Plarium games. Please understand that Plarium will not release the full algorithm behind Prizes - nor are we likely to figure out the algorithm 100%. Part of the fun of playing these games is that we simply don't know all the details. That being said, Prizes are not a game requirement. You do not have to engage them, and should you choose to do so, you can easily lose your entire army, even if you think you've done everything right. They are not for the faint of heart, but the rewards can be quite substantial if you keep at it.

Prizes:Tips and FAQ

Defensive Prizes

Defensive Prizes are the easiest to engage since you can find out exactly what troops are present. Simply send 1 unit and you will get a full battle report. You can now decide what units you should be sending to the Prize to conquer it.

Offensive Prizes

Offensive Prizes work differently than Defensive Prizes. You cannot simply send in 1 unit and see what you are up against; you have to send in a small force and then try to extrapolate based on the units you killed.

Please note that when using this strategy, your initial deployment has to be large enough to kill something, because you want to be able to see the kill spread in the battle report.

How to determine your rewards?

Prizes work on a loss to rewards basis. The more units (resources) you lose, the better the rewards you get out of them. Furthermore, the type of units you lose will determine what units you receive as your reward. If you are looking to get a defence unit reward, then you will want to lose units that cost a lot of GOLD. If you're looking to get offensive troops, then you want to lose units that cost a lot of LUMBER and relatively little GOLD.

I did not get a reward. Why?

If you don't get a reward after winning a Prize, your odds of receiving a reward on the next one are increased. In other words, if you keep attacking Prizes, you will eventually see a reward.

Are the rewards the same for the defensive Prizes?

The rewards for defensive Prizes work exactly the same was as for the offensive Prizes. The same algorithm is used. It doesn't even matter which unit-type you attack with when calculating the rewards - only the combined resource value (Rum, Gold, Lumber) of the units lost during the attack. However, seeing as how defensive units are generally less expensive per unit, you'll probably need to lose more of them to get the same value - so take that into account.

For example:

1 Submarine = 1500 Lumber + 3700 Gold + 2300 Rum = Total Value: 7500

1 Ship Of The Line = 9500 Lumber + 5700 Gold+ 3800 Rum = Total Value: 19,000

So you'd need to lose about 2.5 Submarines to get the same reward calculation input earned from losing 1 Ship Of The Line. Thus, when considering the NUMBER of units, the payout seems smaller, but if you look at the amount that the units cost overall, it's the same.

I stuck with the Defensive/Offensive Prizes. What can I do?

First of all, the mechanics try to ensure that you have the same number of offensive and defensive Prizes total (out of the 24 possible), so the type of any newly available Prize should be the type with the least number of active Prizes. If you don’t have a Prize at the max possible level of this type, then you will get one as a Quest Prize. If you do, it will add a non-Quest Prize with a random level.

EXAMPLE: This user is stuck with only a Defensive Prize to select, and doesn't have the defensive forces to expend. He wants to get the option of engaging an Offensive Prize.


"I just want to make sure I get this right, to get my 'choice' of missions. I need 12 of each to show up to get the choice? so, being on a Defensive only Prize now, I should go to 13 Defensive, 11 Offensive then finish the Defensive 'Prize'. This will make me 12 and 12, giving the choice?"

Answer 1:

You have 12 offensive and 12 defensive, and at the highest level, you have only defensive. If you conquer that, it will give you another highest-level defensive Prize. If you conquer an offensive Prize, it will add a highest-level (Quest) offensive Prize. So - yes keep knocking down offensive NON-Quest ones and you'll get the option to go after a Quest offensive one. Do that, and you should start getting more offensive Prizes. That should tip it back.

Answer 2 (short):

Don't go after the defensive one. Knock out a low-level offensive site and you should see an offensive Prize option appear next to the existing defensive Prize one in your Quest. If you want to get offensive Quests, keep engaging offensive Prizes. If you want Defensive, keep engaging defensive Prizes. If you want to switch back and forth, hit low level Prizes of whichever category you want.


Prizes are 90% investment and 10% gambling. If you follow the strategies on this page, you have a solid chance of seeing a return on your investment but it should be noted that there are no guarantees. Proceed at your own risk. The investment currency is the value of your troop losses. Every troop of yours that dies attacking a Prize is translated into a value and added to your loss pool. As far as we can tell, value of your possible reward (“payout”) is basically equal to your loss pool. When you win, you get troops and/or resources equal to your loss pool with a couple of caveats.

• The first caveat is that each level has a cap on how much it can pay out and what kinds of troops it will give.

• The second caveat is that Quest Prizes do not pay out the full loss value.

• In this case, what doesn't get paid out seems to remain in the loss pool for the next payout.

What NOT to do. Don't keep whacking away at the low level Prizes. It will take progressively more Prizes between payouts AND your payouts could include worthless tier 1 units, which is not what you want. Don't hit high and then progressively hit lower. You will almost certainly lose value due to the level caps.

When does a payout occur? The theory is that there is a chance of a payout on every Prize you conquer. The probability of a payout is based on:

A. the level of the Prize relative to your Quest Prize.

B. your current loss pool.

So, for example, don't expect a payout if your Quest is at level 50, you just got a payout and you engage a level 20 Prize. If, however, you have conquered two Prizes close to your Quest Prize in level without a payout, then you are likely to get a payout on the next Prize you engage regardless of what level it is (so don't hit a low one). Please note that this is only a theory based on what we've experienced, and we could be somewhat off.


Strategy One: Stick to Quests

Do only the Quest Prizes on one side. This is how many power players do it. They engage each Quest in sequence, sticking to either offense or defense. This is a guaranteed payout each time. The payout never amounts to much and you can actually lose troop strength during the run. However, you will be able to progress fairly quickly doing this and you will rack up a lot of experience and many scrolls very quickly.

Strategy Two: Switching Sides

This involves attacking Quest Prizes on one side until you see a reward. You then engage the highest non-Quest Prize on the other side in hopes of getting a bigger reward. If it succeeds, you follow the same pattern, hitting Quest Prizes of the type you just got a payout from, before switching back again. If you fail to receive a payout as expected, then you go back and engage another Quest Prize followed by another non-Quest Prize. So far, there have been no reports of a second payout attempt failing in this manner.

Strategy Three: Counting Beans

Taking things a step further, you can, using any of several methods, calculate your reward value and your current loss pool. You then aim to generate a loss pool that equals your last reward pool + interest and plan so that when you reach the target number, you conquer a designated payout Prize. These methods have seen significant success. Unfortunately, they are far more complicated than the first two strategies, and usually involve the use of spreadsheet calculators which we cannot host on this wiki. However, if you ask other Captains you meet on the forums, they will likely be able to point you in the right direction, as the methods are quite popular.


1. Players can observe and study their battle history to try and infer and understand how the system works. This way, players are able to deduce the intricacies of the system and learn to carry out battles in a way that will allow them to reap the most rewards in the most efficient way possible. There are already groups dedicated to this in which players share their tips, advice and their calculations. First of all, please visit 'our Forum https://www.facebook.com/groups/360423037352377/

2. The way the reward system works for these missions is based on a cumulative credit system. The reward calculations work like this: factor in the amount of troops lost, based on their absolute cost in resources, then run that total through a partially-randomized payout algorithm. This is why players sometimes receive no rewards for battles at Prizes. However, this is also the reason why the longer you wait for a reward payout, the larger it will be when averaged over time.

3. Prizes of higher levels do NOT give players small rewards in shorter intervals, but will, rather, reward players with large payouts after longer intervals.

4. Sending larger forces to Prizes is a simple way of accelerating your next payout, whereas sending smaller squads to targeted Prizes will take much longer to result in a payout.

5. Global Missions are another way to take advantage of these mechanics. Here you can attack or defend Prizes, but with the bonus of receiving extra rewards, such as Rubies, units and Idols, in addition to the reward credit earned towards your eventual payout.

6. It’s also worth remembering that attacking Prizes is an entirely optional part of the game. If you prefer only to fight against players (PvP missions), you may do so without losing out. Players also receive Quests from Anne Bonnie, as well as PvP quests every Friday. These alternatives allow you to earn troops and Idols without needing to use the Prizes feature.

Tips from our brave Captains

Attention! If you would like to share your experience, please contact Anne Bonnie and she will add your tips to this article.