Get Palem's Combined Charts into the game in rankings. Might do so more people strive to win that "crown" and we get some more action in the game.
- Combined Charts are showing your "live" placement depending on where u are on the other 4 rankings.
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Get Palem's Combined Charts into the game in rankings. Might do so more people strive to win that "crown" and we get some more action in the game.
- Combined Charts are showing your "live" placement depending on where u are on the other 4 rankings.
Increase war loosers eowcf to max of 96 hrs (they don't get any of the credits and it takes extra time to earn gold to raze and rebuild). Leave winners as current.
Increase acres from 5/day to 15 a day. 5 on the 7th, 5 on the 14th, 5 on the 21
Remove all nasty spells at war surrender.
Nurf anon oow
Implement aid horses.
Definitely need 3 stewards w full access (just like M)
1. Make WW points dependant on relative kd size (land) compared to the biggest kingdom on the server calculated at war start. If your kd is 50K and biggest kd is 200K, your WW points are multiplied by 0.25. It encourages warring kds to grow and fight better kingdoms.
2. Same idea as above but now based on WW bonus honor gains. Also modified by relative kingdom size compared to #1 land, but now a smaller factor and maxed at 50% less.
Lower base wizard generation by 30%. At the start of war snapshot the number of wizards and give a boost at the start of eowcf until you've recovered the difference
End of War science should be based on how long the War was.
Both KDs would receive the median province's acres 'Sustained' science rate * duration of the war, Sustained is 0.5 bpa/tick
Winner would also receive either;
2 * the median province's acres 'Rushed' science rate * duration of the war, in ticks, Rushed is 2.0 bpa/tick
OR (depending on if Extreme still exists)
1.3 * the median province's acres 'Extreme' science rate * duration of the war, in ticks, Extreme is 3.0 bpa/tick
48h War
Loser gets
0.5 bpa/tick * 48 ticks = 24 BPA on their median province
Winner gets
0.5 bpa/tick * 48 ticks = 24 BPA on their median province
plus
2 * 2.0 bpa/tick * 48 ticks = 192 BPA on their median province
or
1.3 * 3.0 bpa/tick * 48 ticks = 187.2 BPA on their median province
for a total science WW bonus of 211.2 - 216 BPA total for a mintime War
96h War
Loser gets
0.5 bpa/tick * 96 ticks = 48 BPA on their median province
Winner gets
0.5 bpa/tick * 96 ticks = 48 BPA on their median province
plus
2 * 2.0 bpa/tick * 96 ticks = 384 BPA on their median province
or
1.3 * 3.0 bpa/tick * 96 ticks = 374.4 BPA on their median province
for a total science WW bonus of 422.4 - 432 BPA total for a four day War
Improving eowcf:
1. eowcf razing land is free, build times take 1 tick.
2. All currently in progress land comes in at start of ewocf
3. Cant starve
4. Always at max pop
5. no desertions due to overpopulation
6. Military training costs same as fort stance
Improving science:
1. I liked the idea that built land gives free science, not sure rate/mix
2. science is fixed in bpa not books. So as you grow/shrink your bpa is always the same
Improving Honor:
1. increase honor gains oow if attacking someone that attacked you in the past 24 hours ---encourages retals and thus wars.
Improving war (i'd couple these all with the science changes):
1. i personally like targeted Prop at some consistent rate
2. Make MS unable to be MV'ed
3. Overpop calculated on land+incoming land
4. Slightly lower difficultly of NM since its heretic only.
5. Always hit for 12% of enemy land, IN WAR:. NW and size mods are removed. (This would actually drastically change wars, i'd LOVE it but i admit it could have some strange effects to whoring/cows)
Improving Personality/races:
1. Tactician- has 100% successful intell ops not 100% accurate.
2. Cleric- Some buff. No military desertions could be cool. i.e. you always have to release to attack.
3. Sage - if you implement changes to science the free science needs to be adjusted
4. war hero- has needed a buff for a while. Dead leets get turned into specs. So if i hit you for 1000 dead leets they get truned into 1000 dspecs. If you attack with offspecs and leets, you get both offspecs converted to leets and the dead leets converted to offspecs in addtion to the naturally dieing offspecs.
5. Dwarf gets +10% pop bonus
6. Halfing - loses pop bonus but military turned into 6/8 for 9 nw and 550 gc.
7. Avain birth rate to +50-75%
8. Feary - lower leet cost by 100 gc
9. Human 9/5 military for 9.5 nw 850 gc
Improving war win
1. 1/2 the land gained via war win distributed as is done currently. The other half of the land is given to the smallest proves in the kd (given to bring min size up across the board). i.e. if my kd is 23 people at 5000 acres, 1 person at 200, 1 person at 500 and i would gain 5000 acres as a kd. my post war win looks like 23 people at 5100 acres, and 2 people at 975 acres.
I still suggest linking provinces played with acct (EOA only), similar to rankings. It would be excellent to see the list of provinces you've played, along with stats.
Wizards are extremely frustrating this round. I am not sure what change to make to them, except increase the production of them for everyone. I know you said no buffs, but they are SO SLOW, ratio-wise (wpa), if your province has any growth! This bothers me, being a growth strategy game.
ETA: After running some numbers, changing wiz prod to .025 (instead of .02) seems about right.
2 new personalities:
Merchant:
Immunity to income penalties
Can train elites with credits
+100% spec credits gained in combat
Access to Fool's Gold (removed from Elf)
Artisan:
Free building
Can use credits to raze
-50% build time
+100% building credits gained in combat
-20% training costs
Sage:
+100% schools coverage
+50% library effects
Every 2 acres produce 1 point/tick
Access to: Amnesia
Dwarf:
+30% BE
+30% spell damage
Access to: Quick Feet, Mystic Aura
Elite: 8/6 - 700 gc - 10.5 NW
A way for monarchs to see who has used how much from the pool. :p
A better mail system, even if just for monarchs at this time!
If we are gonna have 1 thief op targeting specific troops, let it be NS instead of propaganda.
In general, it seems current Rogue is a bit strong against Mystics, especially when it comes to AW's. Im not playing either myself, so Im mostly going by what I see from my KD and the long Wizard training thread in Uto talk. A couple of suggestions:
- Reduce strength of Rogue
- Improve WT's
- Introduce new spell - Mystic only, can EITHER be a direct debuff to thieves (-20% gain on thievery for x duration) OR self spell to reduce losses to thievery in general OR specifically protect wizards
- Reconfigure Mage's Fury - Add to it a similar effect to AW as Patriotism does against Propaganda.
In regards to making things a bit more competitive: Remove Monarch option of choosing Honor OR Land as reward for winning wars - Make war win bonus include both.
If I remember the sequence of changes correctly, this option was introduced at some point to discourage extensive land dropping. That didn't work, so intra KD attacks started costing 20% honor as well. I assume this didn't entirely cure the problem either as this age we saw the change to Anonymity (from neither takes nor gives honor, to takes honor but does not give honor).
The idea is that either people defend their Honor and Land or they accept honor and land loss to stay small.
Like somebody mentioned. Add steward number to 2-3. Or if you want something special, name it chancellor or something for variety and fun :)
Moar stewards
96 hour eow cf
give dwarf BE back
Make the free build into a pers
Up base wizzard production by 25%!
well I like the idea of ns and aw for damage and a targeted prop which does less damage per op but takes units. As it is I'd rather prop b consistent but less damaging than other ops. Both magic and thief ops seem so random compared to chaining someone sometimes and this aims to change that
I am mostly "for" adding more mathematical predictability to the game. Propaganda is too random, and coupled with success rates a lucky KD might be able to break open an enemy rogue simply by having 1-2 lucky early props on their thieves, while the other KD gets 20x soldiers/elites/wizards. Tricky one though!