How we keep BlocWar fair
BlocWar is meant to be won by thinking, not by paying, grinding or cheating. Here is exactly how we keep it that way.
Premium never sells power
Everyone earns turns at the same rate. Nobody can buy turns, cash, land, units or resources. Premium does three things:
- It lets you bank up to 3 days of turns instead of 1, so a missed day or two doesn't cost you.
- It adds cosmetics: flag designs, a title and a badge.
- Nothing else.
In our tests, a Premium player who never misses a day ends exactly level with a free player who never misses a day.
Skill beats grind
Before each change, we play thousands of simulated seasons. What they show:
- A well-run country finishes about 2.5× the average one, and the gap comes from decisions: research, the build mix, timing, scouting and picking targets.
- Logging in twice a day instead of once is worth about 2%. Turns are capped, so playing longer can't buy an edge.
- No single building or unit is the "right answer". The best plans without any one kind of building land within about 15% of the best overall.
- Late joiners start near the pack and get 72 hours of protection.
Independent nations are labeled
Computer-run countries are always marked as Independent nations. They never chat, never pretend to be people and never show Premium badges. We never inflate player counts.
They play by limits that keep them fair: each strikes at most once a day, never at a country under 75% of its own size (unless that country hit it first), and never at a country that has already been beaten twice that day. They use air raids only to strike back. As real players join, Independent nations leave one for one.
They play by the same rules you do. Without a spy report, they see only a rough range for your defense. They make at most one sabotage or missile strike a day, never use nuclear missiles, and never soften and attack in the same visit, so you always get time to respond.
Luck is rare and capped
Rare lucky events (a boom turn, a lucky find, a decisive victory) happen a few percent of the time. You get at most 1 a day. In battle, luck only changes the size of a result that's already decided, never who wins, and it never applies in declared clan wars.
One person, one country
Each person plays one country per season. Running a second account to feed land, goods or cash to your main is cheating.
Every hour we look for clues and flag them for a person to review:
- accounts on the same network;
- one player beating another again and again without ever being hit back;
- market trades that mostly flow one way between two players.
Clans are protected from spies too. After leaving or being removed from a clan, you wait 24 hours before joining another, and you can't switch to the enemy of a war that was on when you left until that war ends.
A clue isn't proof: families, roommates and schools share networks, and friends trade. Nothing happens automatically. If we find cheating, the country is removed from that season's rankings and medals. If you think we got it wrong, email contact@24ktstudios.com. For these checks we keep only a scrambled fingerprint (a hash) of your network address, never the address itself.
Names and chat
Offensive names are blocked when you pick them, and chat is filtered. Anyone can report a player, a clan or a message from the link at the bottom of every page, and a person reviews every report.