The story
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The aim in the game is to occupy territory. Each territory holds some points and belongs to someone. A territory can be your own, can be owned by other player or can be neutral. A new discovered territory starts as neutral with a certain number of points in it. A neutral territory is special in the meaning that the points in it do not increase in the function of time. On owned territories the player can grab points. The points are transported by the player. Going to an other territory owned by the player, and putting down the points, the number of points on the given territory increases with the carried number of points. If the territory is not owned by the player, putting down the points decreases the number of points on the given territory. If the resulting value is below zero than you managed to occupy the territory and the difference to zero is held by your new territory. The idea can be followed well on a free flash game: Nanowars from where the screenshot is taken.

Java client features

The client application running at the mobile terminal can show the log of the visited cells. The uppermost cell in the list is the one where we are currently logged in. The right side of the cell list indicates whether the cell is 2G or 3G cell. To enter to the current cell use the .NaviComp. function with the main/center option button.
In the bottom left corner of the application the owner and the current number of crystals are showed. The different colors represents the owner of the current cell. The color code:

  • Green if the current cell belongs to the player
  • White if it has not been visited yet, this means that it is a neutral territory
  • Red if the current cell belongs to an other player group
  • Gray means that it has been recently visited by the user
The bottom right corner of the screen shows the active network connections to the server.
  • Gray means that the connection is initiated.
  • Green means that the connection could be successfully established and the information is up-to-date. If the color of the cell id in this part of the screen remains grey for a longer period it means that the connection could be not established and the displayed information in the bottom left corner may be outdated. In this case the .Refresh. function refreshes the status of the current cell manually with the right option button.
The left option button can call the option menu, which makes it possible to update the information about all the cells in our current country. This is done automatically when the application is initiated. This option could be only necessary to be used when we move to an other country (however the cell info should be up-to-date even in these cases due to the per cell info update).

Back to the game rules...

The number of points on a territory increases in the function of time. The speed of the increase is determined by the population of the territory. The population depends on the number of players set the specific territory as their base. Bases can have multiple levels, increasing the population of the territory more than the number of player would insist. The other function of the base is that it is the only place where other players can not steal points from you. When you enter to a territory where you have a base you automatically land at your base to obtain protection. However others can use the docks of allies. The empty docks are occupied first come first served basis. If you go to a territory and queries some information there, you are automatically logged in to the territory meaning that others logged in the same territory know that you are there. You can log out of the territory by logging into an other territory or by explicitly logging out from the territory. The advantage of keep logged into a territory is that you get known the events by visiting territories. Keep logged in means that you observe the territory for a longer time and you can keep track the events there. Logging out decreases the chance of others stealing from you but reduces the information you can gain.

Several activities are connected to experience points. Experience points are gained by successfully delivering points from one place to an other. The gained experience points can be used to develop new abilities or increase the rank of existing ones. The following experiences are defined:

  • CargoThe number of maximum points you can carry at a time.
  • crystal-lossrateThe rate of loss of points during carrying them. If you grab some crystals and keep it with you for long-long time e.g., several days, when you put them down finally you lose some portion of them. Increasing this ability decreases the chance of losing crystals in such case.
  • laserThe attack capability level shows the expertise in thieving from other players. Stealing is a confrontation with the other player meaning a face-to-face battle. Increasing the stealing experience, increases the chance of successful stealing. The ratio of the number of points gained from the other player is also influenced by this rank. Note that take a chance on stealing from other players draws the consequence that if you are unlucky and the attack was not successful then the victim also takes a chance on you and the roles are changed.
  • shieldThe defense capability influences the self-defense expertise against thieves. In case you are attacked by a thief your chance to harmlessly get away from the attack is determined by this rank. Stealing is probabilistic and ranks influence the chance of success only but do not determine it. Both attack and defense capabilities are referring to the total number of players of specific groups in the same territory in the same period.
  • dockThe fortification capabilty determines the number of bases you can build.
  • MemoryThe discovery capability is increased by discovering every the new territories. It influences the number of territories which you can get info on the map at a time.
  • CnCThe CnC (command and control) determines the number of missions you can give to your friendly ships.

Every new player starts as an individual having its own team. You can ally to anybody by visiting one of its territories and joining them but in this case all of your own territories will belong to the team and changing team againg would mean that you do not increase with any new territory of the one you joined.

The player can check the status of the visited cells around by looking at the map. The map will show the territories with the most up-to-date information. The history can be also followed by moving in time looking at earlier snapshot of the territories. The size of the marker on the map represents the population of the territory. The number in the marker represents the number of points currently in the territory comparing to the possible number of points calculated from the population. (0-min, 9-max) The small white marker shows the current center of the map, which would be the new location of the territory if the player repositions it. In case of the discovery of a new territory, please set its position properly.

The cargo-bay contains the items which you receive when you occupy an enemy territory. There are different kinds of equipments which influence your abilities in different way. The stronger the enemy you beat, the more unique item you receive. Fix number of items can be put on your ship. Your unnecessary items can be given to friendly ships. A special item is a token which you can also receive. With the token it is possible to log into the CnC center from your PC with your nickname and the token password. The token can be used only once, and destroys after the login.
In the CnC Center you can see all information which is gathered by your friends and stored in all of your navigation computers. And other possibility is to give commands to your friends. Clicking on a position marker gives information about the given cell. You can modify its position if it is needed, give address information, set broadcast comments, which will be visible for all of your allies who visit the cell. To save the changes you should click on the save icon: Save. Querying the list of allied ships in the cell makes it possible to select those players who you would like to give missions. The following missions can be given:

  • MoveMove command: move to a specific cell. This is useful if you e.g., enforce the defense on a specific planet.
  • ExploreExplore command: explore the neighborhood of a specific cell.
  • Attack command: by clicking on enemy ships they can be assigned to be attacked.
The mission accomplishments are checked automatically by the system. In case of successfull mission accomplishment, both the accomplisher and the mission giver will receive experience points.

Wormholes makes it possible to connect the world of players playing at differnet operators. Their mcc-mnc-cellid is uniq even for the same territory, thus they could not play with each other. Wormholes make it possible to jump onto the cells in the vincinity of your current position.

The idea of the mirror move is to help those users to get involved in the main battles who happened to live, travel further away from the frontlines. The player is able to map its moving across cells to an other position of the map. The idea is shown in Figure 1.5. When the player first visits Reference point A then he/she sets the reference point to that location and when he/she moves away from the reference point to e.g., the current physical location on the figure, the move vector is calculated and added to the player.s Reference Location B. Reference Location B which is manually set by the player.
These features are necessary to ensure the chance of meeting with every possible player in the game. On the other hand these features make it possible to hurt the idea that location change is necessary to occupy territories in the game. It is possible to change several cells with only a few click on menu items, thus we introduced several limitations for using these features:

  • Only a limited number of wormholes can be visited one day.
  • Only one wormhole is visible from each cell.
  • A minimum distance is required to exist between the current location of the player and the reference point A (see Figure)
  • The number of points dropped by the player at a mirror move is halved.
  • Point can not be dropped to reference point B which is deliberately set by the user (see Figure)

Territoty bonus is calculated by summarising the number of cells of the enemy till your first neighborung cell. Decreasing the enemy's crystal with one costs you the half of this summarized number.

Planets can be activated by visiting them and they remains active till the time of visit + crystal preservation capability num of days. Activated planets produce crystals in the (fortification number + 1)/10 min rate. Cells can be manually deactivated. Deactivated cells lose crystals till it reach 2/3 * (fortification + 1) crystals if original crystal number was above this number. Above this value the planets are switched to live state in the game of life rules. If the number of crystals below 1/3 * (fortification + 1), the deactivated cells produce crystals till this value. Below this value the planets are switched to switched off state in the game of life rules.
If none of the above basic rules are applied to a specific planet, then its state is determined accordig to the following rules: Game of Life rules for multiple players (details):
Birth. If a cell is empty, then we consider two cases:
1) The cell has exactly three white neighbours and the number of black neighbours is different from three. In this case a white token is born in the cell.
2) The cell has exactly three white and three black neighbours. In this case an unbiased coin determines whether a white or black token is born in the cell.

Survival. If a cell is occupied by a white token, then we consider two cases:
1) If the difference between the number of white and black neighbours is two or three, then the white token survives.
2) If the difference between the number of white and black neighbours is one and the number of white neighbours is at least two, then the white token survives.
Neighbouring cells are defined by the following way: from the analysed cell, the closest 8 cells falling into different direction degree clusters are selected in a certain radius.

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