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The way they do this is by having a Prestige system for Bases that cap out at 10. So you make a Base, that base then farms resources from kills, accolades, and passively from the land itself. If you never get a single kill or accolade, the Build will deplete the passive resources in a ~1-3 days depending on the size of plot you purchased, and will be taken out of the public pool of maps. You can then move it to Community Maps where you can play it any time or have others play it, with fewer rules and limits, but you won't earn resources anymore.
If you get enough score from kills and accolades (doesn't take much), then when the Build is drained of resources passively after that initial 1-3 day period, you can Prestige it, which gives it another 1-3 days of function. You can do that up to 10 times before the map is retired.
Builds that perform well can get featured as "Champion Outposts" which are promoted on the Raid page.
The Builds aren't deleted, but they are moved out of the public pool, so new players and new builds get attention, and so the Replay function gets used.
I think in the 5 day beta there were over 30,000 bases made, so you can imagine what'll happen when the game launches. By using this system, they ensure people who are actively playing the game get people to play their levels in the public queue, and so they can enjoy the Replay system.
Editing your base/build doesn't change the stats. In fact, the Replay system is there to encourage edits constantly. There's no downside to editing, and no downside to someone completing a raid either, you don't lose anything.
No builds are deleted.
You're welcome. It's easy to get enough for prestiges if we make the base look pretty, people like to hand out the "Artistic Accolade." Don't have to make the most deadly base, can make a fun one too.
Right now, bases are divided into 3 difficulties, Normal, Dangerous, Brutal. The more traps and guards we have in the path of the Harvester, the more the base Danger Rating increases, which I think is like, in the top left or right.
The danger rating raises much more slowly when a trap/guard is placed in an area that doesn't intersect where the Harvester walks.
So far, it seems most people play either Normal bases, or Brutal. I'm hoping they change up this system because sometimes Normal bases can be really hard, and Brutal bases can be easy.
But basically, I think for getting the most people to play your base, it's best to either be at Normal difficulty, or Brutal.