I agree with the dicing and explore pool, but mabye make it 50% from the explore pool, just to not make it completely worthless.
Printable View
I agree with the dicing and explore pool, but mabye make it 50% from the explore pool, just to not make it completely worthless.
Allow inactive provs to be traded, if 48 hours is too short make the option available after 96 hrs of inactivity.
some ideas:
give elves ToG
Remove humans self spell failure rate. its not normal to fail 3 Natures blessings in a row and every time loose a great deal of wizards.
Remove give orcs better economy. (give -50% wages back, or drop the cost of the elite.)
should remove tax for provinces under 300-400% of networth. Cause in top kingdom wars. at 500k networth sized prov can chain a prov to a 150k networth easily. But getting that prov up after there war just ruins the trade balance utterly. Or there is a option in the AID window, where you can pick, if Trade balance is added, or tax is taken from the goods you send.
i would love the idea of having a spell similar to Tree of Gold but Tree of Bread or tree of food or something similar.
Also. After a war win, you gain 3% of honor, thou loose 1% right after. that is not normal, and should be changed
and last but not least, what have i been thinking for a long time. MAKE LEARN USEFUL IN WAR. its completely and utterly useless so far. I don't know any kingdom that uses learn as a tool or weapon in wars. It should work as strongly as taking land or massacring. It should take 200-300% of usual science, then it would be benefit the war. Cause some long wars, mixing up different attacks and strategies, giving it a bit of variety will make utopia more fun.
CW mentioned getting rit of ambush protection for warrior pers, and giving orc 3 def on the elite, this to make other pers an option for orc to be effective.
I like the idea but if it happen id like to see warrior get back 20% less attack time to compensate for the loss of the ambush protection.
Shift immunity to fog from dwarf to one of the other races, so dwarf earns a natural foil, or give fog to another race, in addition to dwarf, so the immunity has more of a use.
Artisan should be changed to a 20% BE bonus (or 15%) instead of 25% flat rate/capacity buildings.
War Hero should get +1 general or a small OME boost, and lose the enhanced conquest attack.
Orcs should get 50% (or free) wages, give something else to the elves.
Remove the honor loss during war. Very annoying.
And honor should become a factor in OOW GB/chain hitting and bully hits. Instead of gaining a very small amount of honor, provinces should actually lose honor (give to target?) when they participate in "dishonorable" hits, like hitting a province 50% their size or 200% their size, or being the 5th+ hitter on a GB/chain. Balances the tactics of the province with their honor rating. Exclude intra-KD and war hits.
2 things mainly:
1. Nerf DE. They've been the most popular race ever since they were created, which is ridiculous. Remove the free spells and give them something else.
2. Slight nerf on Elf. They have defense against everything, which is rather silly. Switch out some spells from their spell book. Remove QF & CS or something.
Oh, and don't do the usual overcompensation of the races that were less popular this age. You don't have to both nerf and strengthen at the same time. Nerfing one race makes another one better and vice versa :)
Oh, and I guess it will never happen, but... remove legal sitting
Give dark elf a real penalty, like 10% decrease in income.
Add a 10% Resource plunder component to Orc Traditional Marches and Conquests.
Reduce Draft cost by 1 tier for Orcs, (reservist becomes free, normal costs reservist, etc)
Make learns doubley effectve in War.
Make War Hero enhanced conquest take 25% more land as well as keeping the lack of NW restrictions.
Add a % troop loss increase to dungeons, around 1% Multiplier.
Make horses consume food while at home, 1 bushel per 10 horses.
Saphire Dragon to 25% flat rate failures on all ops and 25% reduction in damage.
Give human the small learn on traditional marches back, or hand it out to orc.
Also give it free draft, but lock the draft at normal, and only let the player pick between normal and no draft.
Make stables, mills, libraries, and schools useful.
Schools need a much, much higher mod, same with libraries.
I would like it if the formula for magic success in wars was tweaked, while running over 10 mod wpa this age I had little to no success in casting difficult spells (MS) on HUMANS, that does not really make much sense, furthermore it was nearly impossible even at that wpa to get MS on to 2-3 wpa elves and darkelves. Mages need to be useful, plz tweak.
Also, intel spells/ops should be made much easier to succeed on.
VT2 Schools are very useful if you intend to keep sciences.
However once you have sciences which is when you should use libraries you have to keep schools on your province to gaurd against Learn attacks, it makes more sense for Libraries to have protects books mod. even if both schools and libraries had some amount of protect science mod attached to them.
Isahandra Conquest has a max gain of 75% normal trad march gain if you fuly break and has an increased troops lost amount on it, 40% higher gains would be more appropriate that way you are equal with trad march if you fully break. 40% gains would put you at 105% normal trad march gains if you fully broke however you'd suffer higher troop losses.
The increased casualties is still an issue with kingdom war strategies, it's very much harder to use overpop with warheros.
A lot of good ideas here.
I think a few things could do with a good de-cheesing.
* Prevent SoM translations - maybe add 2-3 more digits in the random so it's impractical to get a translation - hence making it necessary to send a decent amount of thieves making it a real op. Also make it very accurate at high thieves level. This will stop cheesy som-blocks too such as aiding single sols
* Instead of just random factors applied to Surveys, maybe have a certain chance of simply showing 0 of a building that is there or some of a building which isn't there (more so with less thieves) - again to make in necessary to send a decent amount of thieves.
* For infiltrate just having a massive randominity at low thieves sent.
* Troop losses, maybe make sending more troops on an attack (oversends) either cause more enemy troop losses or lessen the total troops lost by you by a decent amount. This is partly to minimise the need for uber accurate intel and troops sent.
These are basically aimed at making players (including myself) who know cool (but not universal) tricks lose some (but not much) of their advantage.
Another idea is to exchange warhero's 'enhanced' conquest for the traditional conquest Mehul tried out on Genesis, and making warhero the default choice of personality.
Learn is too weak for people to consider schools for protection. It's better to run more banks, so you can replace anything you'd end up losing to learns, anyway.
Label the human magic-penalty for what it is: an auto-fail on self-spells.