National Mission

## Class Hall

* Class Information (You can change your Class here)
* Class Manual (You spend your Skillpoints here and select your bonus cards)
* the National Quests (You choose your missions here)

## Class Manual (Skillpoints and Bonus Cards)

1. Your class and your current skilllevel is shown. (Farmer Level 89)
2. Your current Skilllevel progress is shown. (115 975 from 1 439 369 made so far)
3. Your current availiable skillpoints. (0 because I used all)
4. You can reset all your points.
5. The current Tab is the Class Manual. Everything about your skillpoints.
6. This Tab is the Card Use tab. Everything about your Bonus Cards.
7. Here you see one green Skill Element. I have used 5 of 10 possible Skillpoints.
8. Here you see another green Skill Element. I have used 5 of 5 Skillpoints.
9. Here you see one blue Skill Element. I have used 5 of 10 possible Skillpoints.
10. There is a junction where all 3 green skills from above meet. What does this mean? In this case all 3 green skills above have to be skilled to level 5 to unlock the blue skills beneath. If you click the desired skill it will show which previous skills has to have which level.

## Skill Types

There are 5 different types of skills, which benefit a certain area.

* **Red Skills** -  Improve the missions you take (Affects only you!)
* **Green Skills** - Improve the attributes of your class (Affects only you!)
* **Blue Skills** - Improve your skill points leveling (Affects only you!)
* **Gold Skills** - Improve the attributes of your class (Affects all members of the whole alliance!)
Exception: Celebrities only benefit members who are Celebrities too.
* **Yellow Skills** - Add more slots to your cards, so that you can equipp more.

## Reset

* Do your missions for the day before you reset!
 If you change class you will NOT take your current skillpoints to the other class. (Simply because the classes have different max. possible points)
 **Sample 1**
You have always been a Farmer and reached Level 90 (180 Skillpoints) and change calss to Raider.
* You will start off at Level 0 as Raider.
 **Sample 2**
You reached Level 20 (40 Skillpoints) as a Raider and change class back to Farmer
* You will resume at Level 90 (180 Skillpoints)
* Your progress as Raider is saved.

## Card Use (Bonus Cards)

1. Income Positions only hold Income Cards.
2. Class Positions only hold Class Cards.
3. Alliance Positions only hold Alliance Cards.
 To put a Card into position you just have to drag & drop it from the bottom to the upper area into the desired slot.
* Be aware that you might not see all the cards you have, so try to slide left and right (orange arrows)!
* Be aware that there is a General Position to, so don't forget to slide up and down in the upper area!
 In my opinion you should try put as many skillpoints into the blue skills to improve your skilllevel faster.
1. Your first goal should be to reach "More work more gain1", so that you can do a second mission each day. Some classes (architect and trader) even have two of those cards, so you could do up to 3 missions a day.
2. Your second goal should be to boost one alliance skills, so that you might be 1 of the 5 alliance representatives, to give boni to all your mates.

## Alliance Representatives

* All 5 members have their Deep Excavation1 skill maxed.
* All 5 members have put this skill in their Alliance Card Position.
* All 5 members put themselfs in an free slot. (only you and a R4/5 can remove you)

## Skill Tree Overview

2. This is the complete skill tree detailed.
3. Green Number - Since this is an interactive sheet, I normals see my current used skillpoints here.
4. Red Numer - You have to use this min number of skillpoints to unlock the next level.
5. Green Number - This is the max numer of skillpoints you can use on that skill.
6. Yellow Number - In front of each skill is shown the min. skillpoints needed to unlock it.
 Sadly for Celebtrities I got none yet.

## National Quest (How to do missions)

1. Current selected building. (National Defense)
2. You can switch between all possible 8 buildings.
3. You can send your Troops onto missions in this time frame (Servertime).
4. Current Servertime
5. Player assigned to this building by the president.
6. Cards the player put used for the building (Affects everyone doing missions in this building!)
7. Shows how many missions you have run today (0/2)
8. State Experience gained by all players at this building today.
9. Mission Info which Class and which min. level (Farm Expert Level 1)
10. Mission Info Duration, Exp. you gain, Exp the state gains
11. Empty Slots
12. Occupied Slots
 **Important notes**
* There are missions for 3 Players which have some additional thing to watch out for!
* You can do all your missions at the same time and in the same building, if there are enough free slots.
* **You can NOT do the same mission at the same time.**
* But you can do the same mission, after you have finished it once.
* You can teleport within your home state without canceling your running missions!
* The first player starts the mission with arriving at the mission building.
* You can recall your troops at any time. (If you do this before the arrive at the mission building it does NOT count as an attempt to do the mission!)

**Power of the heroes and the tropps don't matter at all. You get the same out with T1 troops as with T9+!**

## Different type of Classes

There are 8 classes offered. 2 for each main class (currently only 1 is open per class)

* Farmer: Defender (closed) | Farm Expert (open)
* Raider: Siege Master (open) | Special Force (closed)
* Trader: Financier (closed) | Celebrity (open)
* Builde: Scientist (closed) | Architect (open)

## Farm Expert (Class: Farmer)

### Advantages

**Production Center**
The advantages of the building only apply to the class APC.
The amount of the benefit depend on the level of the buidling.

* Ressource Income Constant +5% - 40%
* Ressource Income Instant (every 12 hours) 1 - 4
* Gathering Speed 1% - 25%
* Troop Payload 2% - 50%

**Else**

* When harvesting, Troop Payload + 100%
* Harvest Speed +50%
* Extra Depot Protection

### Disadvantages

* Troop Marching Speed - 30%
* When Sieging - Troop Defense - 30%
* When Sieging - Troop Damage - 30%

## Siege Master (Raider)

### Advantages

**Trap House**
The advantages of the building only apply to the class APC.
The amount of the benefit depend on the level of the buidling.

* Can plunder Money from other Cities during attack
* When Sieging - Troop Might - 1% - 25%
* When Sieging - Troop Resistance - 1% - 25%

**Else**

* Wounded healiung Speed + 100%
* When Sieging - 40% of the Casualties become wounded instead of dead
* When Sieging - Troop Payload + 150%

### Disadvantages

* When Harvesting - Troop Payload - 50%
* Money Production - 30%
* Fuel, Food, Lumber and Iron Production - 30%

## Celebrity (Trader)

### Advantages

**Market**
The advantages of the building only apply to the class APC.
The amount of the benefit depend on the level of the buidling.

* Can buy ressources with Money.
* Caravan Load - 5 000 - 120 000
* Tax Rate - 45 - 15
* When Defending - Troop Might - 1% - 25%
* When Defending - Troop Resistance - 1% - 25%

**Else**

* Ressource Sell Prices at the Commercial Hub + 50%
* Troops Food consumption - 30%
* Money Production + 50%

### Disadvantages

* Wounded Healing Speed -50 %
* When raided loss extra ressoruces + 100%

## Architect (Builder)

### Advantages

The advantages of the building only apply to the class APC.
The amount of the benefit depend on the level of the buidling.

**Else**

## Class Selection

You get a free class celect when reaching the following base levels: