I like the changes as they are, except maybe the avians but its all playable (some to better degrees).
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I like the changes as they are, except maybe the avians but its all playable (some to better degrees).
Pretty interesting!! Thanks :)
Couple of comments ~ Humans = Errr huh? Don't get it. However I don't play them so maybe someone is good with it. But by the looks of the comments, not many are.
Orcs ... Is there a particular reason these guys are like over the top? Their penalty means nothing to them so is in effect, not one at all. Compare that to UD and Avian penalties please :).
Faeries - I see what Palem is saying but as much hollering that has been done about this race, I guess you did what you had to do. I fail to see the issue myself as all it takes is an Orc or UD 200 acres larger or so and the Faeries are massacre soup! But *shrugs*
Elves - very cool! Except the nightmare thing .. I don't get it, give it back to UD so UD mystic is a decent A/m choice.
Looks like a fun age though. Thanks for the hard work!
The closest comparison of Humans I can make are gnomes without cheaper thieves and tpa bonus but with ToG instead...
Wow was that sarcasm?
What A/m is gonna run 1WPA raw? I was at least trying to give respectable figures bassed on what i've seen recently, my point is that altho A/m will run a better WPA than A/t and pure attackers, it generally wont be higher than a Faes. Putting a TM at only 20% more raw WPA is underestimating good TMs IMO, even at that underestimate the Fae still beats the Elf in magic, admittingly just about. I've not taken Sci into consideration and how A/m channeling sci will dilute with growth during a war along with WPA, leaving Faes to rein supreme in magic. How about how Faes have horded honour and able to keep it better as they're not trading hits, as such that the honor bonuses can be relyed upon slightly more. As a pure attacker I have gone from Count to Baran and back up to Viscount in 24 hours, I've not seen a Fae do that, that is because they have more consistancy in the honor area, more consistancy allows for it to be relyed upon. They don't send out troops and lower there def from that, they don't have the same worries as attackers.
I like the overall concept for these changes very much, imo the numbers need some tweaking for balance though, and i would like to offer some of my opinions on that:
Humans: increase population bonus from +10% to 15%
I like the concept of humans but imo they need some improvement for them to be considered seriously by players to be included in KD setups, this slight change will make them an interesting option.
Orcs: Giving Reflect Magic to a heavy attacker is interesting, but too powerful imo without other drawbacks in op defense, i suggest swapping the -50% damage on ops for the previous -25% WPA and TPA to give Orcs a more serious drawback to prevent them for being OP.
Avians: Need some tweaking as well, perhaps increasing the attack time bonus or removing gains penalty will do.
Tactician: Remove attack time bonus or reducing credits bonus will put it in line with other personalities in terms of power.
The other races/personalities are fine imo and do not need much tweaking.
Race Changes
Avian
-20% Attack Time <--- change to -25%
+40% thievery damage
- 10% attack gains <--- change to 5%
No Access to Stables
Spell book: Town Watch, Vermin
Elite: 7/2, 700gc, 6.25NW
So overall avian looks good maybe they can keep the -10% gains.
Dwarf
+ 10% BE
+ 30% Spell Damage (Instant Spells)
Free Building Construction
Can use credits to raze buildings
+ 50% Food consumption
Accelerated Construction not available
Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
Elite: 7/3, 750gc, 6.5NW
Dwarf is fine should not be made stronger A/m play style means you have allot of durability in war the BE bonnus is fine as with QF and +10% BE with rax ( effect will be better of rax with same % builded than other races ) will make dwarf at second place of fastest race.
Elves
+50% WPA
+1 mana in war
+ 1 defence specialist strength
Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare <--- add CS ass even with CS+20% WT's 3tpa(5modded) means their runes could still be stolen so easyily this age played halfling/rogue this age just as a challenge ( it works but needed allot of tweaking ) But in every case I just thief opped 10 times total 4 fails 6 got true and from the 200K runes the elf had were onley 40-45K max left.
For that they would need to lose MF and amnesia if they want to get CS as they already have NM and when used correctly is devestating
Elite: 6/4, 700gc, 6NW <--- quite nw heavy but understandable.
Faery
+30% damage on spells and ops
+30% WPA and TPA
-10% Population
Offensive Specialist Strength -2
Spellbook: All racial spells
Elite: 3/8, 1000gc, 7.5NW <--- change to 7.75 NW
Looks better now this age they were just to OP
Halflings
+50% TPA
+1 stealth
- 50% thief cost
-15% Birth Rate
Spellbook: Invisibility, Town Watch <-- finnaly invisibility if played right fearies will see some loving of halflings next age ( already thiefed most fearies this age already but o well :)
Soldiers: 2/2
Elite: 5/6, 600gc, 5.75NW
They could work played one this age and they are NW heavy but the trick is just have 3-4 specs an acre for dragonslaying to and NW/acre is lower than :)
They do lose the +10% pop but +50% tpa is nice this age I just run atleast 6+ raw tpa and prop and prop away easyily to run that number because of +10% pop
Humans
+10% Population
+ 50% Thievery Damage (Sabotage Ops)
+ 50% Spell Damage (Instant Spells)
Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 5/5, 500gc, 5.5NW
Dunno but, FARM FARM FARM? Be prepared to have your handsfull on all those farm provinces allot of people will run a second account if not more as human just as a personal farm. Sorry ToG for human +10% pop means FARM.
Orcs
+20% gains
Can train elites with credits
-50% Combat Instant Spell Damage and Sabotage Damage
Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
Elite: 9/2, 850gc, 7.25NW <--- lower to 7NW if they lose RM and if feary's leet stay at 7.5 nw if feary leet stay at 7.5 nw but they keep RM orcs than just 7.25 nw
<--- dunno about RM here as well you can just MV it off but also a thing would be full orc kd MV'ing all that gives me some worries for next age that MS, GREEDS, and other duration ops will be hard to widecast it and instant spells is not so much of a problem as it is always better to MV a target first before you do a FB/TORNADO/NM run as you get rid of Magicshield, CS ( can later put RIOTS easyer on the target aswell ) for example and other usefull self spells that the person has on.
I think orc will be fine if you remove RM and still even without RM is a reall strong race
The Undead
-50% Offensive losses on attacks you make
Successful land attacks convert specialists to elites
Spreads and is immune to The Plague
No food needed
- 25% science effectiveness
Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
Elite: 9/3, 1000gc, 7.5NW <--- change to 7.25 NW as the -25% science effectiveness is a huge penalty so maybe even lower the cost to 950gc per leet.
Personality Changes
The Merchant
+30% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)
Looks fine it does what it needs to do give more money protect you from plunders ( abit ) and immunity to income penalties eccept problem with human it will cause for to much farm provinces...
The Sage
+ 25% Science effectiveness
-66% Losses on Learn Attacks
Immune to The Plague
It has been long that sage was(is) overpowered it looks decent now more on par with other personas
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are twice as effective (subject to DBE)
Same as always does what it needs to do strenghtening your thievery
The Mystic
Access to Meteor Showers
All Guilds and Towers are twice as effective
+50% Spell Duration (For Duration Spells Only)
+1 mana per tick in War
Think allot of mages will be happy about this that mystic doesn't onley mean Building Space E and double wizz train and double runes produced as with sage you could get the same rune production easily when pumped
The Warrior
+1 General
+15% OME in war
Enhanced Conquest range
Looks quite good because you can get madd MO
The Tactician
Gain 50% more Specialist and Building Credits
-15% Attack Time
Accurate Espionage (in war) <--- THANK YOU for making this onley in war or els we would get so many people running intel provs
It looks good +50% credits is a great income boost and -15% attack time is always nice and less offence needed to send out :)
The Cleric
- 50% Your Military Casualties (on attack or defense)
Animate Dead spell always active
This is understandable still a viable choice getting chained can cause problems but if your atleast are a bit active those solds can nicely be sended to your kd mates in war or OOW to help retrain defence :)
The War Hero
+50% more bonuses from honor
-50% draft cost
-50% train time
Wanne play Russian roulette? :) It has it's pro's and con's looks fine just upp your draft rate to aid out solds and ask gc for it OOW in war nice to help out with pumping an UB or landbank or chained prov that just came back to the 1K acres again and needs a quick fix :)
Mechanic Changes
Reservations will be automatically used when the new age starts and you will automatically be placed in your kingdom. =)
Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent <-- finnaly no week long bounce wave retalwars
Plunder, Learn, Massacre and Raze are now worth 2 points on the meter <--- dunno about this maybe make TM 3 points and raise the cap to reach hostile to 20 or els TM is the way to go.
The war declaration range for kingdoms will be changed to 25% smaller or 33% larger <--- fine
War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring. <--- Good
A war ending will grant, for both kds:
All land currently out with armies at war end returns home immediately. <--- Chained provs will be so gratefull for this
Instant population growth of 20% of your max pop if you are under 50% of your max pop <--- yeah not really needed even when you are on 500 pezzies some sold aid can help but will be nice to war more and faster
+500% Birthrate <--- good but 400% would be annof
30% reduction in training costs of all troops <--- much needed if we want to war more
Draft cost reduced 50% <--- same as above.
On a sidenote maybe add +25% food production because the sudden increase in pop can cause starvetion you just go to bed then war ends you sleep for 8 hours I am a bit worried that food can slink quite fast especialy if the enemy is so evil to cast vermin on you ( + drought but that would be your own fault for not casting NB but ofcourse really smart evil people before they withdraw would just MV a prov to get FL of and NB and than vermin+drought than they nicely withdraw with an evil grin on their face. Can be bad losers or strategy to war right after war cf on them
Winning a war will grant the following:
+10% honor taken from the opponents honor pool <-- good
100 books of science per acre based on your median province <--- Maybe every RL day the bonnus will be +1 books an acre on averange size of the kd maybe a nice twist so at start of the age you won't really get that much but later more BUT it starts at 10-20 books a acre at start of age so 10+1*RL days= books per acre with max to 100 books per acre
3 times your median provinces acres in spec credits <--- 1.5 time per averange
Free building credits to the total of your current unbuilt acres <--- jippy every race can feel himself sort of dwarfy for a moment! :)
All in all even if things were to stay this way it would be good eccept HUMANS as a race they are not that bad it's the abusability that can AND WILL HAPPEN...
PS: dyslectic so please don't go nazi on my spelling. =)
The point he is trying to make, not so effectively, is that Faeries from the start have more room for higher raw TPA/WPA numbers than a "Hybrid" because of 3/8 elites and not needing to maintain offense on top of a defense.
Say the Elf/Mage is trying to play a Hybrid with the basic 60 OPA and 45 DPA with his army out. He needs 10 elites per acre just for offense and 7.5 defspecs per acre just for defense. That leaves 7.5 pop/acre room for peasants, thieves, and wizards... combined. Of course buildings will improve his ME and lower those numbers somewhat, but Faeries can use buildings to raise their defense and reduce draft rates, too.
The point being that any hybrid elf will necessarily be incapable of fielding the same raw TPA/WPA as a Faery. Faeries simply don't have the pop concerns of running an offense and can raise defense with a 3/8 elite, which takes much less of their pop. Thus it is much more likely Faeries will be able to run higher raw WPA than elves...
You're comparing apples to oranges. You realize this right?
as usual, these threads are littered with copious amounts of stupid
Where is Sheppard ,with the immunity to dragons ,bushels prod ...etc ?
I have no idea why ppl complain about sage being nerfed since it was so obviously OP.Good changes to this personality.
I don't think Orcs are very op, their leets are expensive and nw heavy. If you add lower TPA/WPA you will only give T/M's an easier time on a heavy attackers that they should be able to op without worry anyways. Only thing i can say is they are only op when compared to undeads, it seems no contest for heavy attacker. I would say give undeads +1 off specs to help them compete for top attack role.
Humans are interesting i think, if played right they could be a low NW money machine with decent a/m/t capabilities. Go sage and pour you money into sci and your golden.