.65*1.25=0.8125
Wasted personality.
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we're currently at 12, would be closer to 25 but we had one bad age where i tried to hybrid undeads lol. Anyway thats fine you use teamwork so do we, thing is our kd ran hybrids all this age and your halfer would have been barely breakable as you designed it that way. any kd facing u with pure attackers would/should be able to break you as your running low def JUST so u can op t/m's. And see the thing is the intial reasoning you brought out your prov was qqing that u didnt have enough def. i.e.
i.e. like age 20 or so with an 8/1 +15 pop orc and a 4/6 feary, 4/5 halfer, and 5/5 elf? go back to that number and lets see assuming 15% pop science and
age 20
20% homes 4ppa, 4 wpa, 7 tpa=>~16 pop on def or 80-96 raw def
+15% pop 0% homes, 4 ppa, 3 wpa, 2 tpa, 8 dspec=>16 epa or 128 raw.
age 71
20% homes 4ppa, 4 wpa, 7 tpa=>~16 pop on def(-1.5 for fairy) or 128-145raw def
0% homes, 4 ppa, 3 wpa, 2 tpa, 8 dspec=>11.75 epa or 152.75 raw.
so offense has gone up?
I would like to propose that you set the limit of provinces for each KD to 22 provinces per kingdom. It will remove the immediate disadvantage many KDs have that are less than 25 provinces without dismantling any KD cores.
I hate agreeing with Bishop, but he's absolutely right.
Whether you agreed with the things they did or didn't do is irrelevant now. They carried the torch from one point to another and we still have Utopia because of it. In my opinion there have been some decisions made that probably cost a large part of the player base, but had Mehul just shut the doors on the game so many years back...that wouldn't be a better option.
I used to play a game called Paintball.NET. It was a simple, cheesy, fun as hell game. But it had a small following and couldn't have been profitable. They didn't have somebody to pick up the reigns like we've had here. I consider myself fortunate that Utopia hasn't met the same fate, even if some of the decisions have led to a loss of the playerbase.
Yes, I'm sure we'd all like to see tens of thousands of players again. And maybe we will. But be thankful for what you've got.
Sounds like an experiment. I have something in mind ;-)
Thank you for the continued sculpting Dave & Jeff. I usually don't offer suggestions, but I'll take a hard look and see if anything strikes me.
Edit: on reflection I think humans need a little more pizazz. I was thinking a tweak to stables/horses to reflect the powerful cavalry humans tend to be associated with in both fantasy and historic reference.
I like Bishop. He provides extra challenges by putting us on difficult islands each age, making me 100% plague susceptible, increasing spell failure (apart from ToG, oddly enough I dont think I failed ToG once this age) and allowing one of our enemies to sit in vm for 2 months :D
Trolling is part of this game, perhaps the most important right now. and no one trols like Bishop can ;)
My revision. Will go into more depth in case some people miss the purpose of changes.
Undead- At first glance it seems very strong, but it balances out. Off specs are easy to ns so controlling their offense will be easier and not dependent on chains. AD could assist in overpop, otherwise it's a strong tool for training others because first 48h of war the AD will have good soldier returns, falls off more once undead are chained and have less to kill. Unless a kd takes the time to pump elites oow or is able to get them in war, their offense will stay similar to orc so its not all powerful. Being chained is their strongest point atm. Once they are down, and if you have converted a good amount of elites, you will have the best offense for chained provs, unless you go less offense to stay off land defense(don't get caught army home ;)). Wouldn't change anything. I think they are good for whoring because they could be a bit more nw efficient for offense.
Human- Meh. they aren't very good for warring or whoring in my opinion. If left alone they can provide income and turtle power(slightly), but fireballs are pretty easy to cast on them along with shelling from ops and new combat gains formula.
Dwarf- Good econ turtle. Has decent versatility for the most part, mostly for defending against ops/attacks.
Orc- They are a trap. I'd make the losses go to either defense or offense, or lower it a bit and make it for defense and offense. Currently they are very frail, especially in a hostile where you can hit them army home. Anon will be a must if losses stay as is, otherwise it will be extremely easy to kill their offense. Very few reasons to run orc.
Avian- imo best attacker race for warring along with undead. Training elites(and specs?) with credits gives it good versatility when chained or left alone. Capable of being shelled ofc, but that happens regardless.
Elf- Best turtle imo. harder to chain now with -losses. Can afford to grow some since they have the +wpa. Vulnerable to rogues as usual so nothing out of the ordinary. The +wages are going to be the hardest part for elves. Will mean players will have to micro a bit more or run more defense instead of elites to keep army in order.
Faery- Fair changes. +sab damage will be the biggest bonus for next age due to increase in offense specs from undead(since they will be most played attacker still). Increased elite defense and lower pop evens out. Glad they lost CS, way to powerful on faery.
Halfling- would't change anything, even though the +ospecs strength is kinda lame. Unless there are few mystics and/or elves they won't have the pop to be any sort of a/t effectively.
Science change is needed, thank you.
Pers- they are about the same as normal.
Gains- will be interesting to see how effective it will actually be.
As for your goal to change the game from super offense and playing more defensive, you have succeeded. Hybrids, while they will take a beating right at the start of war, will prevail in drawn out conflicts. With undead offense being controllable with means other than hitting armies home and deep chaining, hybrids will be able to fight back much better now and not rely solely on chaining. Orcs are extremely easy to control now. A few hits army home in hostile and their offense is gone, plus ambushing. Add in stealing horses on both of these and they wont be able to use their bonuses as well. So a kd of mostly hybrids can actually out play heavy hitter cores now, will require micromanagement ofc. Reason I feel avian will be the best attacking race is because of its versatility. They will ofc be peon controlled and such but what fat attacker isn't, but they have a more stable offense compared to undead(nonchained) or orc because they cannot be bushed and ops don't effect elites as heavily. They can also hold armies at times to slow chains more, speed helps with lining up armies in the right way. Imo a good kd of hybrids will dominate heavy undead/orc attacker cores. Mystics, as from this age, are still useless imo. Only thing that really made mystic good this age was CS, the +wiz production for everyone didn't help either as mages have to run 9+ raw wpa in order to mage effectively. No cs makes them huge targets now so kds will need a good amount of mystics or no mystics. Rogue will reign supreme in terms of t/m ability, good to have a mix of halfling and faery for the raw power and damage.
All in all I like changes currently. This really adds in more strategy when it comes to hostile/warring. And as long as you have halfling rogues you'll be able to control the t/m side and not have to focus so much on chaining t/m provs in order to disable them, which will free up space for hybrids since you wouldn't need hits on t/m to control them.
This is a bit incomplete, but i am pressed for time. hopefully it helps though.
im liking the revisions thus far...i might even consider not retiring after this age at this point. i still think ud is VERY strong though. i know people are stating otherwise and such..and i agree with them 100%...but fact is...super powered elites...free training of elites..easy to do as active attacker..no food needed..lowered losses.. plague spread and immune..thats alot of huge perks. sci negative hurts..and thievery..but its nothing they havent gotten through in the past. to me the biggest thing about ud..and to me one of there greatest assets is plague. 9 times out of 10 its hell of a lot easier spreading it than curing it..and getting plague really can ruin your day in wars. i know plague isnt something new..and such..but to top on top of plague massive elites and such..to me is overkill. plague..either you get lucky and cure in 3 casts..rarely happens or you cure in 30 casts..or it disappears in 1 tick..or it lasts 24 ticks. curing it with ops..wish it were as easy as spreading it.
I know plague bugs a lot of people, and I usually take undead or cleric(war hero in ages past) but when I do run a non-plague immune province I tend to ignore plage. Particularly when facing undead core I don't cure plague via NB.
I never tell others how to run their province, but I notice when we have a rune shortage and folks asking for runes to cure plague. This is a strategic benefit to the undead core and it comes down to deciding if plague is worse than offensive ops. It's an individual decision IMHO. Yes, it's almost worse than tanking a dragon. :-)
Btw @ devs. I like the science change to food science.
I'll refer back to my suggestion that Hospitals decrease chance of catching plague rather than chance of curing plague each tick. That would be a huge counter and worthwhile imo.
I wish I would see someday new and different stuff implemented to increase the strategic aspect of the game.Every age its pretty much the same thing with adjustments on the races and personalities with the occasional mechanic changes but all in all its pretty much the same.
Find the best suited race/pers for cores and t/ms and your good to go and when it comes to wars there`s little u can do with a "fail" setup when it comes to strategy in that regard.I feel like for the most part there are little tactical options available and everything is relying on a KD`s ability to communicate,organize and execute aside from composition.
So many people complaint about UD 15/1.
Realistically they will have 10 epa max. Added to this they will probably run maximum 4 ospa to maintain 8dspa and 7 pop space for thieves/wiz.
(10*17+4*11)*1.5 = 321 opa. All leet and spec fully mounted.
This is also 58 dpa army in without mods so say ~ 75 dpa max.
That is eaily tripleable by almost all attacking races army in!
You fear the UD breaking tm's with 321 opa? Let them and watch the UD have 1 army out anoned get chained to the ground. Tm's aren't supposed to be unbreakable.
Or do the math of a faery TM.
16 epa. 5tpa 8wpa = 29 pop space same as UD.
(16*10)*1.55 = 248 dpa.
So to hit a faery an UD has to use almost all off just to break at equal size and if they do leave them opened to being 4x by all attacking races and 5x by warriors.
Ppl need to stop whinging. Yea it's a huge off but look at the drawbacks and how easily you can destroy them if they choose to chain a TM.