I'm really liking this shake up. Now I need to add all the new information to my spreadsheets and analyze. :)
Since the elites are scaled up in networth, will the other units like specs and soldiers scale up in networth with unit strength as well?
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I'm really liking this shake up. Now I need to add all the new information to my spreadsheets and analyze. :)
Since the elites are scaled up in networth, will the other units like specs and soldiers scale up in networth with unit strength as well?
Really interesting changes.
Was there a reason behind the removal of 2x WPA pump in EOWCF coupled with shorter EOWCF? Would love to understand that decision more.
I would imagine it would be incredibly hard for a heretic to get enough WPA to actually utilize nightmare, especially with shortened pumps.
It seemed like previously it was mentioned that an underlying goal was to get people in action quicker.
Making a 48 hour EOWCF seems counter-productive to that, the underlying issue is the time it takes to recover from a grueling war. Making eowcf 48 hours and fort 48 hours is just going to make my recovery uglier and longer.
If the goal is to make the recovery quicker, just go all out. War ends, both sides get instant peasants to fill their provinces up and credits for all unbuilt acres.
2x wiz pump to help recover WPA, add a pool of cheap explore acres for chained provs to use to recover (5% kd size in cheap acres?), fort speed build, fort building costs.
Would love to better understand the vision you guys have for the way EOWCF/Fort is supposed to function.
Thanks!
spec changes and whatnot are near the bottom of the changes
With the boost to soldiers and offensive units specialists and elites it would make it easier to slain dragons just an fyi.
Also just a thought why do dragon all have to be negative in books and role playing there is good and evil dragons could use positive effects when not in war or hostile?
The Heretic like this idea! many ways to use this with different races
I like the wall idea my last kingdom had a problem with this toward end of age and it split the kingdom up
I think horses with 2 should stay at 1 maybe to much power if heavy attacker with new elites strengths
all i got for now
Quick question.
Will the spell fountain of knowledge affect the science that will be generated by specific buildings? or is that a research per tick by total amount of actually researched thing only?
Should the defense value of certain races not be 10,11 or 12 to compensate for the 11 and 12 elite offense values? Otherwise youll be a sitting duck as a faery.
I might actually have to come back and play next age. Looks fun
Agree on that - if you have ever been AWd hard in war it sucks. Going from 7 raw WPA to 1 raw wpa is not a quick recovery. You get even more behind if attackers grow and as a TM you need to grow as well in eowcf further diluting your WPA.
I want to know what their actual goal is right now with the game.
These changes make me think they are trying to do two things.
1) Remove 100% elite armies
2) Bring hybrids back
Why 1? Because elites are super expensive and fort/eowcf is too short now to functionally re-train an entire elite army. That logic would make the elf elite a viable alternative to the expensive faery elite (that has 8 defense vs elf spec 7)
Problem: If you can get 100% elite, people will still try to do it and end up spending the entire age in fort trying to pump.
Solution: If non elite armies is the goal, which I think is a great goal imo, handle it through wages. Make elite wages higher so it is not economically possible to run 100% elite armies. You could even make it so specific races have elite wages as a variable -- orcs higher than halfer making that 12 offense elite more economically stressful.
Why 2? Because of the elf bonus to towers and the heretic bonus to no thief losses ( and rune cost). The issue I always have seen with a hybrid a/m is WPA and runes -- as a mystic right now I run 150% magic science AND 20% towers to have the runes to do spells. A hybrid isn't going to have that -- the 100% towers helps. Similar on a a/t -- thief losses will rape you without the TD bonus from rogues.
Problem: WPA WPA WPA. A elf/heretic won't ever have the WPA needed to effectively nightmare anything except for fat provinces.
Solution: Give elves (or heretic) 2x guild bonus in EOWCF/FORT only. It would let them get their WPA up to be functional hybrids - would be really cool w/ the -50% rune cost w/ success and +100% rune production from towers.
48 hrs for EOWCF is not enough time the way things stand now. Once war ends you are going to need a big buff if this idea of 48 hrs EOWCF is to get more action going.
you could do something like this are a variation of this
Armies are returned after war end
max peasants arrive to fill your population to its maximum.
Mana and Stealth Restored
-75% gains for attacks and operations, both in and out
-75% Exploration Costs
No Wages
50% quicker build and train
Removal of negative spells, thief ops and plague
I've looked a little bit more at the numbers and 12 attack on orc elites looks too strong. The ratio of highest offense elite to highest defense elite this age is 7/5=1.4 and with orc at 12 and feary at 8 this ratio is increased to 1.5. Adding that horses are +2 compared to +1 the ratio will be 1.75 without buffs. With no adjustment on defense buffs this will make it a lot harder for TMs to stay safe.
Also war horses at +2 will make avians suffer even more. This needs to be taken into account.
Also elf elites networth looks a little bit low for the number of stats they have.
Just a quick thanks for the changes. I shall adapt my Virtual Kingdom accordingly.
That for sure -- ending a war with 48 hour EOWCF and having RIOTS/Greed sucks.
Plague would not be an issue if you get peasants to fill your pop -- which I think is the right answer. In 48 hour eowcf it can take most of that to simply populate your province as it works today, let alone draft and train and rebuild.
We would NEED fort style build time/costs and instant max population.
Bugs:
* maybe get to those two words on the building page: Listed below are the net effects of each of our buildings, not including personality or racial bonuses.