v 0.7.0 released December 2015 has an important modification: the barbarians now have a lot of loot, but they can strike back. It seems prudent for a cautious player not to let them get higher than level 9. If we don't attack them for 2 or 3 days their level will drop, but if they have reached level 10, they will decline to level 10 only. Nobody knows what would happen when the barbarians reach level 50, but they could be troublesome at higher levels. Read this post on Ikariam boards for more information.
Domain name change in effect from 12 September 2013 means that some scripts will need to be upgraded. Scripts on this site have been upgraded and all work.
Test Server new domain name is: http://test.en.ikariam.gameforge.com/
Regular servers new domain name is: http://en.ikariam.gameforge.com/
A new 0.5.3 version introduced an extra dimension of Piracy to Ikariam around Christmas of 2012. While Piracy is definitely an optional side-game, it has already sparked a few full-sized alliance wars and innumerable lesser conflicts. Passions run high, as a high military score is no defence aganst pirates; and casual Piracy players get robbed of their Pirate Points again and again by much smaller players who take the new side game of piracy too seriously. The piracy favours a small player who can afford mobile colonies. Naturally the large players retaliate with military attacks. This in turn led to pirates changing their player names frequently to avoid revenge. Large players with fully developped cities feel at a disadvantage as they cannot demolish their cities for mobile piracy, as without mobile cities it is not possible to excell at this side game. Scripts naturally exist to automate piracy point generation, but this had been nipped in the bud, by the Game Forge when they introduced anti-bot CAPCHA measures a month into the game, to stop "dishonest pirates".
A "dishonest" lover of automation as I am, I had written and deplyed such a script on a day one, and run it non-stop on multiple acconts 24/7. While most of my points was stolen by mibile pirates I still managed to get into the top 20 in the first 2 months. Alas the CAPCHA had put an end to this noble endevour to automate online game playing.
A new 0.5.0.1 version has been released early in May 2012.
Two extra building spaces introduced, plus completely new graphics. Now it is much easier to build 11 and 12th cities.
Most if not all of the userscrips (legal and otherwise) stopped working. The new version relies heavily on Ajax technology that makes the classical getElemtnById or document.evaluate Xpath experssion followed by element.click() to fail. Many object identifiers (element id, attribute names etc) have also been changed; however the game is still ideally suited for userscript developpers. As a scripwright I discovered that adding setTimeout and setInterval to various blocks of code makes it all work again. It appears the game loads background image first, and then other elements, such as buildings are loaded asynchronously via Ajax later. A userscript runs immediately on dom ready, before the onload even occurs: before the buildings etc. have loaded. Making a script start looking for its targets after a few seconds delay allows it to find them again. For example before the new version it was possible to access and click the button that gives daily bonus with this Xpath line:
document.evaluate("//input[@value='Confirm' and @type='submit' and contains(@class, 'button okButton')]", document, null, 9, null).singleNodeValue.click();
it not longer works now, because when the page loads there is still no input element we want. But if we put the code above in a function and run the fuction a few seconds after the page loads it will work again. If just like myself you are too lazy to click the various buttons yourself let the script do it for you.
I am currently rewriting my favorite function neighborAutoFarm()
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