Apparently a lot of thought has gone into it, and the game is designed for Fireball to be OP. So don't bother. Already tried. Also only takes 10-15 not 20. Not sure how it makes sense, but it does, or so I'm told.
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The best and perhaps only real explination for this fae buffing that I can come up with is that they are truly attempting to have fae on par with attacking, but done via spells to prevent guaranteed casualties, retal potential, etc etc etc....Like, they're making spells as damaging as attacking is what it seems like, at least giving them the potential for it.
This will lead to incredible amounts of abuse I can already see a half faery kingdom opping every target from fortified stance for 72 hours up until declaration of war. 3 days of fortified UF fireballs NS, it's going to be nasty unless they do anything to prevent it
Once again so happy with the changes and nothing anyone has posted has changed this. I would like to mention, however, that I think Faery is plenty balanced, but, I guess I could be wrong -- I do not see Halfling having any troubles taking faery out.
Those faeries are going to be might sad if they get broken and farmed for 2 days. lol
When are people going to learn that halflings kill faeries...
When it starts being true.
I really like the mechanics changes, huge leaps forward. The only thing that I still see as a problem is how hard it is to get wars if you are strong with many kingdoms running from you. I would like to see some sort of mechanic fix this. Possible solutions include honor gains OOW returning (make them 50% of what it is in war) so not retalling a wave costs something to warring kingdom, another possible fix is decreasing maxed meter. A third possible fix is allowing mutual declare to happen for kingdoms in range (possibly make the range very restrictive at 90-110% nw) at a lower meter (say 50).
On the races: I still think Avian is a kinda "blah" race. It seems odd that they are given +sabotage damage without much ability to fit thieves in while being a viable attacker. I would prefer they were given some sort of econ boost to help alleviate the problems with attacking 30% more, particularly with more kingdoms wanting to stay in wars longer due to better rewards.
As many are saying faery got quite a bit better, but I love that they are able to attack. Really like that the attacking penalty is -3 generals.
True, elites are always home some you can kill a lot of def with props.
You can not prop or AW or even NS a faery with a halfer. That is absurd. The faery might be horrible I suppose, but otherwise it is never going to happen. NS might with a ton of failures, but what is the point of that.
Ok then you must have south of 40tpa. That is not practical and is a waste of a province. And CS is automatic 25% fail.
It doesn't even let you do that. I don't see any decent faery having less than 20tpa. If you want to AW that you better have something absolutely ridiculous for tpa and thus no army. A few massacres and the province is useless. And even then the failure rate would be very high due to low tpa difference and CS.
ye have little vision :(
But I'm not going to spell it out for everyone as that would be pretty counter productive to my kd a whole =\
and halfling has +33% stealth points...
Halfings are very unpopular race now.
You suggest to make their elite weaker: 4/5 instead of 5/6.
Gave them something instead: for example, 3 or 2 hp for Dragon killing by sols.
I'm very disappointed that the devs chose to go the magical-generated-honor-and-land route. With exponentially generated honor and land, gaining those items becomes much less about effectively running your kingdom and your war and more about how quickly you can get into repeated wars. It's another broken system, and there's no need for it.
I'm quite happy that exploration will be fixed, however.
Halflings are weaker this age; however, with the offense power of other races going down, halfling is actually more viable. I was actually going to maybe play something else, and halfling is my favorite. I so hope these changes make it through so I can keep playing halfling.
Halfling and Elves should be able to somewhat effectively break Faeries. Just another reason Faeries should be tuned down -5 to -15% WPA/TPA mod. Do this and super thieves and super mages will become more practical, and Faeries will have less population to dedicate to elites and have to funnel more to their wizards/thieves.
Halves/Elves should be near unbreakable for Faeries with their respective stat and strong against Faeries, crush hybrids and heavy attackers.
Faeries should have difficulty with halves/elves, be somewhat successful against a hybrid (this is a pipe dream atm), and crush heavy attackers.
Just as...
Heavy attackers should be always able to break turtle t/ms.
Hybrids should have some difficulty with turtles.
T/Ms should not be able to break turtles
Avians are still weak.
Their racial bonus does not make sense.
Give them reflect magic.
Halfers are rare as birds teeth, they needed a little boost.
like only use half food and Free draft costs.
Faeries need a small nerf.
Perhaps a bump to elite NW or increased Elite wages
Undead needs - Sci effectiveness to + science costs
Orcs need their elite to have +2 defense
Elves need spells cost no runes
Dwarves need food decays 25% slower
I like the proposed changes overall. Elite values need to come down and I like the proposed adjustment to the explore formula. I'll have to think more about the proposed elite numbers, as the 4-point specs changes a lot.
The proposed war win mechanic needs a lot more detail before comments can really be made on it because a lot could depend on the details. Do the other war win bonuses remain in place (i.e., science points, build credits, and immediate return of armies on war's end)? When does the monarch elect the choice of honor vs. land? Before war's end, after, or is it up to the monarch? If land is chosen, does that mean the losing kingdom loses all of the land awarded from their current land, from their explore pool, or where does it come from? And of course, what ratio is being proposed to aid smaller provinces? That bothers me some, because while I recognize thee need to get chained provinces back up and ready for the next war it seems unfair to penalize the larger provinces and places more emphasis on kingdoms than individual provinces.
Change in specs/elite values all look good to me. Only thing I'd suggest is changing dragon HP by -20% instead of having 4-point specs kill 5 points of dragon health. It'd just be less confusing that way.
Also I want shepherd back- but I don't seem anyone else clamoring about that so I'll hush up.
Humans
+5% Population
+ 30% Sabotage damage*
+ 40% Spell Damage (Instant Spells)
+ 1 Offense specialist strength
Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 4/4, 600gc, 4NW
The Elite change is a HUGE nerf to humans. This is going to make elite units worse than garbage. The point is that they are elite, this 4/4 junk is worthless. Increase the cost, increase the NW, but dont reduce their power, with a 4/4 elite there is no reason at all to train them. Specially with 6/0 ospecs and 0/5 dspecs.
Avians - Pretty damn good, verging on OP now that their offense gap relative to UD/Orc is reduced. They can finally turtle again, really good under the new spec regime.
Dwarves - Taking into account the reduction in offense creep they're an improvement, and they were pretty good this age. Still not as good as Avians.
Elves - The same role they played this age, but even better. I'm liking Elf a lot next age.
Faeries - lolwtf... due to the reduction in offense creep and the nerfing of Orc/Undead, they're almost as unbreakable as they are this age. I like the generals penalty much better, really limits their bottomfeeding in war. Still good that they have an attack option now
Halflings - Nothing new here...
Humans - A bit of a nerf all things considered, now that their relative weakness vs. many races has increased in military strength, and they lost half of their population bonus.
Orcs - Hit with a giant nerf stick. Upgrade elite to 7/2 would be the best solution, so they are less ambush-prone without relying on anonymity
Undead - Also hit with a nerf stick, though most of their bonus remains intact. Upgrade elite to 7/3 with a higher cost?
Other stuff:
-Definitely put a hard cap on how much damage a single Lightning Strike can do
-Making exploration cheaper for smaller provinces is a nice change. Maybe it's possible to make exploration cheaper as the age progresses, which would be more beneficial for smaller provinces rather than provinces that have already established themselves as large.
Also, yay, Sage is finally somewhat playable.
Sorry, here's a more fully fledged analysis of the mechanics changes.
"The explore formula will be re-examined with an eye to allowing relatively small provs far cheaper costs."
Although that will help things, simply allowing tiny provinces to explore is not going to solve the problem. Exploration needs to be a means of bringing new acres into the game, not just a way to use your pool every now and then when you get chained. My previous explore-cost suggestion is far better, and most likely easier to implement.
"The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed upon reaching a certain hostility level, which is yet to be decided."
Not a bad idea. Perhaps better though would be to make the protection symmetric (both sides get protection) rather than to remove it completely. Of course then ops would be all-powerful...
"Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth."
An improvement, but the meter is so high it's extremely rare that it is ever hit. The cap used to be 60 hits; would it be feasible to drop it back down to that level?
"Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be 10% honor or land generated based on your kingdoms current honor/land. The reward will be allocated more heavily towards provinces with less land/honor."
Magically creating acres and honor out of nowhere is an extremely bad idea, and completely unnecessary. 10% honor loss is high, so decreasing that is viable. But there is no reason to give magical acres either, and giving a choice on the matter implies a high developer amount of work for little return. Again, my pool-change suggestion (dicing comes ENTIRELY from the pool, is double strength what it is now with double the guilds requirement, and you get 125 acres/hour of pool) is a lot easier to implement and is going to accomplish practically the same thing with far less abusability.
* Sabotage damage mods will increase the cap, watchtowers will decrease it.
** halfer solds will be at 3 NW due to their higher power.
Good catches. 2/2 soldiers should probably only be 2 or 2.5 networth though. Soldiers are already not very nw-efficient.
Overall I like these changes.
halfers still seem too limited, basically weak attacker/T w/their nw inefficient elite and relying on a basic 4 point Ospec to try and give some NW efficiency to their army. the 2/2 soldiers are even less efficient but allow halfers a bit more durability in long wars.
also honor/land bonus for WW seems sketchy in the fact it just generates honor/land from seemingly nothing (which will have an effect on overall honor/land floating around), but it's worth checking it out for an age depending on what the final decision is on how to implement these bonuses.
How about making SoM 100% accurate and making it significantly less difficult to get similar to SoT?