The paid features of Evivve can be accessed by using the "Create Program" feature. They allow users to run games with advanced game features. Here's a quick breakdown of the difference to help you understand the power of the paid version of Evivve.



FreePaid*
Round Classification
DemoEasyMediumHard
Edit Game Settings⁰


Game Duration¹
25 minutes40 minutes42 minutes
37 minutes
Offer Frequency²
1051012
Cost of MV³
1500150030004500
# of Disasters⁴
1356
Exhaust Land⁵

OffOffOn
Game Controls⁶


 
Player Controls




Disaster Recovery⁷




Disable Player⁸



 
MV Controls




Reduce MV Cost⁹




Increase MV Cost¹⁰




+ 1 MV¹¹




-1 MV¹²





*

All values in the paid version (Easy, Medium, Hard) are adjustable.


The settings a user can change before the game starts


¹ 

The duration of each game day. This directly influences the total duration of the game. The "Demo" game is not designed as a winnable game. It's purpose is to teach players how to play. This is because the duration of the "Demo" game is too short. 


Pro tip: Increase this number to make the game easier.

Example: A value of 5 in this field signifies that each game day will last for 5 seconds.


²

The rate at which each offer shows up after being accepted. The "Demo "game is not designed as a winnable game. It's purpose is to teach players how to play. This is because the offers are infrequent in the "Demo" game making it harder to earn enough money to harvest sufficient Movilenniums to win.


Pro Tip: Decrease this number to make the game easier.

Example: A value of 5 in this field signifies that an offer will arrive at the passing of the 5th game day. This also means that in a game of 365 days, this setting will cause there to be roughly 70 offers. 'Roughly' because each next offer is generated based on when the previous one was accepted.


³

The crono value of Movilennium in the game. This value can be seen in the market where players can buy Movilennium by paying cash for it.


Pro Tip: Decrease this number to make the game easier.


All disasters in Evivve have the same effects. Their intensity varies based on the level associated with the disaster.


Disaster Impacts:

1. Depending on where the disaster occurs, it would prevent players from accessing that land.

2. Players could lose temporary access to the game. Meaning: they won't get back into the game after the disaster is finished. They would typically get back in after a subsequent disaster. You can bypass this with a paid-game feature accessible in 'Game Controls' called: Disaster Recovery.

3. Players could lose permanent access to the game. In this case, they would have to log in fresh thereby losing all their progress. In such cases, we encourage the affected player to explore other ways of helping their team.

The above mechanics are triggered through an algorithm in the game and may seem random -they're not.


Levels

Levels indicate the duration of the disaster. Meaning the number of game days the disaster will last.

Level 1: 2 weeks

Level 2: 4 weeks

Level 3: 8 weeks


Pro Tip: Decrease the number of disasters to make the game easier.


The 'Exhaust Land' feature causes players' lands to get exhausted and become 'barren'. This is a powerful game feature that most players don't see coming.


When you activate this feature, you are required to enter a value in the field below. That value signifies the number of harvests after which a land will become barren.


When a land becomes barren, the 'Harvest' button turns into the 'Barren' button. When the player tries to harvest that land by clicking the 'Barren' button, they lose the money they would have spent in harvesting the land but the land does not harvest. If players are not conscious of this, they could end up losing a lot of money this way.


Pro Tip: Keep this feature off for an easier game. A lower value will make the game harder as lands will become barren sooner.


These are changes you can make in the game while the game is running to affect players in real-time. You can access these on your game admin panel in a paid version only: 


In some cases a user gets stuck on the disaster screen when a disaster happens. The user is likely to come back when the next disaster hits. But until such time, they would have to stay in the game. In order to help a user recover sooner, you can use this feature. 


You can select a single player in the game and jam their device so they aren't able to take any action in the game. This is especially important when you are attempting to show the importance of being agile by blocking access for an important player in the game. 


Players can send money to CROB where CROB buys the MV on behalf of the players to further the research (Genome Experiment). When you use this feature, the cost of buying MV becomes half. 


¹⁰ 

Players can send money to CROB where CROB buys the MV on behalf of the players to further the research (Genome Experiment). When you use this feature, the cost of buying MV doubles.


¹¹ 

You can grant a MV to the players' team and give any reason for it. 


Example of reasons: The last MV you submitted was large/potent enough to serve as two! 


¹²

You can deduct a MV to the players' team and give any reason for it. 


Example of reasons: The last MV you submitted was of bad quality. We suggest you improve your Production Quality to improve the quality of MVs you're mining.