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11 · Events & Live Ops
Status: Skeleton · Owner: TBD · Updated: 2026-09-23
Purpose
Define the live calendar. After launch, events are the game — they set the weekly rhythm, absorb resources and drive nearly all revenue.
To define
Event archetypes
| Archetype | Example | Purpose |
|---|---|---|
| Solo grind | Spend resources → points → rewards | Resource sink, daily habit |
| Alliance co-op | Alliance boss, shared objective | Social bonding, help loop |
| Alliance PvP | Territory war, fortress capture | Peak drama, retention |
| Cross-server | Server vs server tournament | Late-game endgame, whale spend |
| Narrative/seasonal | Festival of a dynasty, monsoon, eclipse | Theme, art reuse, novelty |
| Newcomer | 7-day onboarding push | Early retention |
Think about
- Build the event tooling before the events. If shipping a new event needs a client release and store review, your live game is dead on arrival. A server-driven, data-configured event system is one of the highest-leverage technical decisions in the project. Raise it now, in Technical, while it is still cheap.
- Events must be built from reusable parts. A handful of templates reskinned with different themes, currencies and reward tables is how live teams survive. Bespoke one-off events are how live teams burn out by month four.
- The calendar is a rhythm, not a list. Players learn the week: grind days, build days, war weekend. Predictability is a feature — it lets people plan their spending and their real lives around your game.
- Events are the resource sink that keeps the economy alive. Design them together with Economy, not afterward, or you will find yourself printing rewards to fill a calendar and wrecking the curve.
- Event fatigue is real. Overlapping mandatory events make engaged players feel employed rather than entertained, and that is how a live game loses its best players. Leave gaps. Consider a deliberate quiet week.
- The lost-dynasty premise is a live-ops gift. Each faction gets its own festival, myth cycle and seasonal art — culturally grounded, visually distinct, and a natural fit for a rotating calendar. That is years of themed content for the price of reskins, provided the same cultural review applies.
- Decide who owns the calendar on day one of live. If it is nobody's job, it becomes everybody's emergency.
Open questions
| # | Question | Blocks | Owner |
|---|---|---|---|
| 1 | Server-side event configuration at launch? | Tech, live-ops viability | |
| 2 | How many event templates must exist at launch? | Scope | |
| 3 | Season pass at launch or post-launch? | Monetisation, scope |