Originally Posted by
jdorje
These have been in the works for a while, but due to my inactivity over the last 3 weeks are too late for this age. Sorry! Please consider for next age - I reserve the right to update them until then :).
Acres incoming at EOA should be added to the provinces. This should definitely include attack acres and probably also explored acres. - AGREED
Bounces remain poorly designed in that they don't move the meter - one recommended change is that a bounce that sends x% of the target's offense should have x% chance of moving the meter by a full hit (in this case, a raze so it'd be 1 hit); bounces should probably also give limited GBP just as ops can do (perhaps an x% chance of a bounce giving the same gbp as a massacre/plunder/learn). IMPLEMENTED
Dragons - rather than having dragons fly away after 121 hours, make the dragon strength decrease by (base points) / 120 each hour; this would give partial benefit to kingdoms half-slaying it rather than making that half-slaying useless. DON'T SEE ANY REASON THAT THIS IS BAD. WHY NOT SPICE UP DRAGONS BY ALLOWING OFFENSE TO SLAY AS WELL. RIGHT NOW ONCE A KD CAN FUND 2-3 DRAGONS IT MAKES NO SENSE TO SLAY THE FIRST BECAUSE YOU LOSE TOO MUCH DEFENSE
A similar change should be done to plague. Rather than make it last a random duration with NB randomly curing it, make each plague a random level from 0% to 100% plagued. Each hour the plague level drops by 4%, and each NB drops it by 20% (alternately, NB could cause it to drop by 20% each hour). Having plague ?stack? is an option, but should be done via some clever math so that it can?t get over 100% plague ( newplague = 1 - (1-oldplague) * (1-plague), for instance). As a possibly simpler alternative, plague can be set as a fixed number of hours (12-24?) and NB just decreases its duration by 4 hours. SINCE THERE'S NOT MUCH USE FOR MANA FOR YOUR AVERAGE ATTACKER IN WAR I THINK THIS NERFS PLAGUE TOO MUCH, ALTHOUGH I AGREE THE CURRENT NB SYSTEM IS QUITE ANNOYING.
Propaganda should not have its returns be random. This is the only thief op that is random, inexplicably. It?s ok to have the troop type taken be random, but the number of troops taken should not be. AGREED
Being sat shouldn?t hide online status. This is a major bug. VERY AGREED
Losing wars is overpowered. Whether it?s a close war or not, the kingdom that withdraws first can usually get a 3-5% edge in land, and for good kingdoms with perfectly sync?d waves this can be 10% or more. People use it to justify losing a war, but the real problem is that losing shouldn't give you that advantage. My suggestion: change withdrawing. The monarch can "surrender" at any point after min time, this halts hits from his side but the other side gets to continue for 6 ticks (5 hours instead of 2); really the "surrender" should be effective the following tick so that if you "surrender" during the 2nd your kingdom can no longer hit after the end of the 2nd and the other kingdom can then hit from the 3rd-6th (until end of the 6th) freely. Allow a kingdom with a significant networth edge "claim victory" and end the war immediately at any time. A significant networth edge is a 20% improvement in the nw ratio from war start to end; i.e., "(kd1_nw_current / kd2_nw_current) / (kd1_nw_warstart / kd2_nw_warstart) >= 1.2" allows kd1 to "claim victory" at any time (this shows as a win). Either remove MP or have it count as a tie on the kd page (currently it counts as a loss, and offering MP gives the other side the chance to either laugh at you or accept it at a time of their choosing, so there's little reason for anyone to ever use it). I AGREE THIS IS AN IMPROVEMENT BUT NOT PERHAPS THE BEST WE CAN DO.
Repeatable spells - specifically paradise, tree of gold, fireball, tornado - should remain as the default spell even after a successful cast. It would be harmless for all spells to behave this way. (Thief ops already do work this way.) DEFINITELY AGREED
Thief gains capping should be done before bonuses or penalties to thief gains. Specifically this applies to the bonuses from watchtowers (-x% losses on successful ops) and some race bonuses (+40% thief sabotage gains). Currently these mods are applied pre-cap, meaning that the maximum amount of sabotage gains is unchanged by them; +40% gains just means you need to send fewer thieves while opping into wts just means you need to send more thieves, to get maxed gains. This is basically a bug that makes such mods nearly worthless. I 100% WHOLEHEARTEDLY AGREE. PEOPLE ARE POSTING IN THE STRATEGY SECTION AND TALKING ABOUT WATCHTOWERS AND BEING GOOD. I CANNOT STRESS THIS ENOUGH I DON'T THINK THE POWERS THAT BE QUITE UNDERSTAND HOW USELESS THE CURRENT CALCULATION ON SABOTAGE GAINS EITHER THROUGH WT'S OR THROUGH THE RACIAL BONUSES ARE USELESS BECAUSE OF THE WAY ITS CALCULATED, AND FURTHER, NO PERSON STARTING THE GAME WOULD READ IT TO WORK AS ITS CURRENTLY CALCULATED. THE CURRENT WAY IT NEEDS TO BE DESCRIBED AS + OR - "GAINS PER THIEF". THE REASON THIS IS USELESS IS BECAUSE WE HAVE THIEVES DENS AND DOUBLY EFFECTIVE THIEVES DENS THAT MAKE THIEF LOSSES ALMOST NOTHING. IT DOES NOT MATTER TO A THIEF WHETHER SOMEONE HAS WT'S BECAUSE HE CAN JUST SEND MORE THIEVES WITH NO LOSSES. ALTERNATIVELY A +SABOTAGE RACE DOESN'T CARE IF IT SENDS LESS THIEVES BECAUSE IT HAS LESS LOSSES. INTERESTINGLY, UNDER CURRENT CODING YOU LOSE MORE THIEVES ON SUCCESSES THAN WITH FAILS, WHICH IS A BUG. TD'S SHOULD LOWER THE THIEVES LOST ON SUCCESSES, OR FOR MORE SIMPLE CODING GET RID OF THIEF LOSSES ON SUCCESSES ALTOGETHER.
The 50-200% declare range limitation needs to be removed. This was added solely to prevent fakewarring, at the cost of worse gameplay. Fakewarring was removed but this limitation was left in by accident. This qualifies as a bug, and should take just a few seconds to fix.
I'M NOT SURE HOW I FEEL ABOUT THIS. I WAS INITIALLY AGAINST THIS AUTOMATIC BUTTON SITUATION BECAUSE I THOUGHT IT WOULD LEAD TO AUTOMATIC FARMING, HOWEVER THAT HASN'T HAPPENNED, YET. I BELIEVE THE REASON IT HAS NOT (AT THE TOP LEVELS) HAS TO DO WITH YOUR NEXT POST OF WARS NOT BENEFITTING GROWTH. I BELIEVE THE IDEAL SOLUTION INVOLVES HAVING DAMAGE OPS COUNT TOWARDS THE METER AT A RATE OF 10-20 OPS PER POINT, AND INSTEAD OF THROTTLING AT 100 POINTS, THE KINGDOM DOWN HAS A SURRENDER OPTION THAT LASTS FOR 2 WEEKS IF THE KINGDOMS ARE 75% OF EACHOTHERS NETWORTHS OR UNTIL END OF AGE IF NOT. (CALCULATED AS AUTOMATICALLY DROPPING YOU OUT OF THE CEASEFIRE AFTER 2 WEEKS WHENEVER THE TWO KDS ARE WITHIN 75% OF NW) HOWEVER I THINK THESE NETWORTH CALCULATIONS SHOULD BE A WEIGHTED CALCULATION OF LAND AND NW, OR JUST LAND BASED, NETWORTH IS TOO EASILY MANIPULATABLE)
The way growth works currently makes most wars among top kingdoms unproductive. Repeatedly, players have complained about this and suggested changes, but the majority of these changes fail to account for the necessity of growth. The following changes should address this:
* Grow the pool of each kingdom by 125 acres/hour (or, 5 acres/hour for every province).
* Diced acres come ENTIRELY from the pool. If there are no pool acres, paradise is not available. Double the power of dice (giving 10 acres on average), but make it require more guilds than it does now.
* In war, 10% ?pool gains? come out of your own pool.
* Remove the exponent on the explore formula, completely. This makes explore costs linear. In its place, add another straight multiplier. ?MAX(1, acres / (2000 + 10*tick)?. This makes explore growth straight linear, until you pass a certain point when it starts increasing linearly. Cows will not be impossible, but there is a significant cost to doing them - and note that, unlike before, cow growth comes directly out of your kingdom acres. AGREED WITH MOST, BUT I SAY TAKE THE POOL GAINS COMPLETELY OUT OF THE WAR EQUATION. ALLOW ANY PROVINCE IN EOW PROTECTION TO AID ACRES TO THOSE <75% OF THE KD MEDIAN ACREAGE UP TO THE POINT OF 75% KD MEDIAN ACREAGE