introduce quicker gb prot on learns. sucks to have no prot and still loose 80k books on the 5th hit within 2 hours and the first gains bein 110k books
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introduce quicker gb prot on learns. sucks to have no prot and still loose 80k books on the 5th hit within 2 hours and the first gains bein 110k books
Dwarves need a boost. They should be best tank and they really aren't. The double build for free in place of BE is nice, but not enough to compensate. My suggestion would be -10% land losses or enhanced GB prot. Dwarves would certainly have an innate ability to resist loss of land. Another option is to bump the elites in some way. I think many would balk at 8/7 so maybe a significant NW reduction with a price increase. All elite Dwarf should be playable.
Human Sage needs help. It is my all time favorite, by far. If you won't give them an effect bonus, at least lower their NW/book. As it is, to really get enough science to compete, they get NW bloated. Income bonus is useless with neg WPA, FB and chastity, so that really leaves them with nothing.
1. If you dont want to see the same old people in your kingdom, dont stay with them. Defect, dont reserve, etc.
2. Not having the same players in a kingdom at the start of an age would be chaos. There would be no chosen leadership, no themes, no wars, etc. It would be like the game started over. You'd lose a ton of players just out of frustration of being put into a chaotic ghetto.
3. Even if the player base is randomized, the top tier players will just become monarchs, use their already implemented chat systems (irc, groupme, etc.) to get ahold of their old kingdom mates, and simply recruit them into their current kingdom. There is nothing to stop them from doing this or reforming their old kingdoms, which they would.
4. You're right, a big portion of the players would quit. You'd be destroying ancient kingdoms and removing their hard earned legacy.
5. Making people pay to stay is ridiculous. Again, they'd either just be recruited or quit.
We want to make changes that will keep the current players and maybe add a few more. Your ideas would probably end the game. Half the reason people play right now is that they like the people in their kingdom and dont want to leave their friends. Take that away, and you'll loose half the game.
honor and sci are two totally different things. there is no way to make an applicable comparison. You cant buy honor with gc. the effects of sci give diminishing returns, the effects of honor do not diminish -they get better until you hit prince and then it stops all together. there is no science crown.
Its like saying reducing mystics rune cost by the same amount that UD combat losses are reduced would make them similar in power. They are just not the same thing.
Edit: if you break up and randomize all the kds it wont hurt the legacy kds, they all will end up getting back together. The kds it will hurt are the casual kds that are not as invested in the game and/or do not use outside communication. lots and lots of the 22 man decent warrior kds would be gone forever, players quitting rather than trying to start over after climbing up from the sub 22/mass inactive part of the ghetto.
Any level at all of honour protection would mean the offsetting penalty be so severe that the personality is completely crippled beyond unplayable or it'd be completely broken.
If there's something wrong with the ratios that honour is gained then fix that instead.
Protecting honour would be like protecting land, it'd be utterly broken, especially since honour doesn't inflate nw etc and grow you out of range.
Imagine an age where all the land kingdoms kept gaining acres and thus military and sci but never grew out of range(it's a bad comparison but it's the closest one there is), the amount of whining would be off the scales.
Played wh last 2 ages. Would not trade double honour bonuses for 75% honour protection from attacks. That would stick a fork in the 1 decent way of playing war hero without adding another. 50% protection from attacks AND ops might open up some heavy attacker opportunities
Pls from next age announce 3-4 weeks earlyer when the age ends. The kingdoms can plan better this way.
New Spell
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Shroud - Reduces mage losses to AW/massacre by 75%. (Or 50%?) Also reduces magic effectiveness by 75%. (Or just means no spells can be cast for the duration?)
Spell Mechanic - I believe this should be a short duration spell...similar to chastity. The spell should last no more than 5 hours and usually end up being 3-4 hours.
How it fits thematically - Magicians are powerful and should have more ability to hide in plain sight. By dispersing, they blend in with the population as a whole. Unfortunately, dispersing means whatever magical ability the province has is severely negated or outright stripped away.
Why it makes sense for the game - There's been a lot of hand-wringing about how AW is overpowered and due to the game mechanics, it's very hard for a mystic-type province (or any prov) to recover from being waved with AW. It's easier to recover from losing thieves, military, and land than it is to recover from losing wizards. This spell would at least give mystics a bit more control over their ability to protect wizards. Of course, the downside is that this costs mana and basically prevents the mystic from being useful for the spell's duration. It adds some strategy to both sides.
Anyway, I don't anticipate this gets adopted but wanted to throw it out there...maybe others have had better ideas.
Haven't read through everyone else's suggestions so if it's been said and/or disputed as bad, sorry.
Generic
Attack Gains: Honestly, it's annoying and probably not intended by the powers that be when a prov in a top #1-10 land KD hits into a KD that isn't even in the top 100 and gain a poop ton of honor. That makes absolutely no sense to me. And yay it's fun for them and all, great - but it's not for the victims of such. They are able to do this because they can, with their ridiculous econ, drop their NW just to make a hit, then immediately raise their NW again so that they are oor. I believe others have mentioned before that these should be land based rather than NW based and I agree. I remember why it was changed to NW, however -- that was abused when other attacks than Trad March took honor as well. With only trad march taking honor, land based gains make more sense. IF it has to be purely one thing. Heck you could make it based on both (75% land based, 25% NW based) if it's not too difficult.
Dragons:
1) Were somehow both too weak and too strong this age...I believe it's due to the giant new military numbers and NW not compensating enough for them. I'm not fully sure how to change them...maybe make the dragons even more diverse with a little more boosted dmg. Ruby: -15% ME, Gold: -40% BE, Sapphire: -50% TWPA, Emerald: -33% Gains, +33% Mil Losses, All: -25% Income, -25% Draft. However, make them slightly easier to fund and slay. It does more immediate dmg and gives more strategy options in sending/slaying dragons at "the right time" for war advantages.
2) Give a bonus to the sending KD's dragon depending on how long it remains. +10% to all of it's effects every 24hrs it ravages enemy lands. And a destruction bonus if it stays the full 6 days and flies away. Dragon burns 50% of all buildings and kills 25% of all troops before flying away. [Obviously those may be a little much, so it doesn't have to be those exact numbers but just an idea for something...also people would really be more motivated to slay]
Race/Personality Suggestions: Here are just some basic thoughts, I may post a bigger more fleshed out section later
Heretic: Under powered. Could use a boost.
Orc/Undead: Either OP or all other attackers were too weak to compare. Any KD we fought with non-Undead/Orc attackers would lose pretty easily. Avian were probably the 3rd best option, but even still not enough.
Stances: Fort stance at 48hrs seemed awesome. It felt like there were more wars and randomness all together. Maybe boost it a tiny tiny bit, but I liked it at 48hrs. However, EOWCF at 3 days was...off. I like the idea to make it shorter, but it needs a boost. Building costs reduction needs to be a thing in EOWCF. That seemed to be the biggest thing to fix after winning/losing a war. You would have buildings coming in 12hrs later that you would then need to raze and rebuild and wait another 12hrs. Cutting your CF time by 24hrs. Maybe make any incoming buildings come in (like acres that are gained from attacks) immediately. This would allow build changes to start off right away. Which for those who get chained could make quite a huge difference.
So all listed in a shorter TLDR version.
1. Land Based Gains (or 75% land/25% NW based)
2. Dragons
--a) Buff Dragons over time (Day 1 starting at what they are now, but each 24hrs adds 10% of it's dmg to it or so)
--b) Give Dragons a finishing move when it flies off or a morale bonus to KD that sent it (Sapphire could give bonus tpa/wpa, Ruby could give bonus ME, etc)
--c) Make dragons a little easier to send or multiple ways to fund it besides gc. Maybe Emerald could be sent with tons of food, Sapphire with runes, Ruby with Soldiers, Gold with GC.
3. Personalities: Heretic and War Hero are under powered
4. Attacking Races: Avian/Human/Dwarf are under powered.
5. Faeries are overpowered
6. EOWCF needs cheaper building/raze costs (if not free raze) and either credits for buildings currently being built or for those buildings to come in immediately so they can be razed and builds can be converted. As it is now, 24hrs is wasted on waiting for buildings, then razing, then rebuilding.
Have economic spells/ops stack for more than the sum of their parts.
Drought + Gluttony at same time would offer maybe a 10% bonus to each's effect.
Riots + Greed at same time could do the same thing, or affect BE perhaps
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make thieves immune to propaganda
Have economic spells/ops stack for more than the sum of their parts.
Drought + Gluttony at same time would offer maybe a 10% bonus to each's effect.
Riots + Greed at same time could do the same thing, or affect BE perhaps
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make thieves immune to propaganda
make thieves immune to propaganda
btw we have some good suggestion for the next age, can we just end that one already :). It`s already become boring. All is clear at the top and many kingdoms become inactive, don`t want to enter new wars or play foolish because they know the end is near but still no signs for that.
btw we have some good suggestion for the next age, can we just end that one already :). It`s already become boring. All is clear at the top and many kingdoms become inactive, don`t want to enter new wars or play foolish because they know the end is near but still no signs for that.
Sorry for multiple
how about a new Personality.
The expert.
+1.5x Land, Networth, Honour in the charts
-10% Tpa
-10% Wpa
-5% OME
-5% DME
New personality,
The Expert
1.5x Land honour Networth in the charts
-10% tpa
-10% Wpa
-5% science
-5% OME
-5% DME
see below
Honor should be reworked.
Right now faeries, and t/m's in general, occupy a disproportionately high percentage of the honor chart. Honor's bonus's are also really op generous (mage and thievery bonuses)
Perhaps decrease the amount of honor ops gives, protect honor with GBP (or more so if it already is).
I do like the tweek to War Hero of protecting honor but I would not remove the 100% honor bonus, especially if honor is not reworked like i suggested above. At most i would combine the the two with 100% bonus, 50% loss.
Also a note on War Hero, "Immune to all Dragon effects and Income Penalties" is a bit misleading. The income penalties immunity is only the income penalty of dragon's, which is just a dragon effect applicable to all dragons. This wording makes it sound like they are two separate things especially because humans have "Immune to Income Penalties".
didn't realize it took time to post. Sorry for the multiple
Diamond dragon: -50% birth rate -10% science effect +usual dragon stuff
Remove invites and shuffle the kds!
Double NW value of;
Building (under construction) 30
Building (complete) 55
TO
Building (under construction) 60
Building (complete) 110
Combined with;
Out of War hits base your gains off of your acres built + in progress, not total acres. A prov with 0 acres built or in progress OOW would not be able to get any gains. 100 acres built + incoming on a province of any acre size would have a hard cap of 20 acres.
Clearly Arson and Tornadoes would become pretty awesome with this, and would likely also need a tweak.
Maybe I'll repeat some of the previous posts but this is what I feel that need to change next age:
- 2 or 3 Stewards as an option with an option what everyone of them can do (I experienced that when I played Travian - The founder of the clan have an option to promote members of the clan with giving them 1 to 7-8 tasks they can handle);
- Mail box - I want to know when my msg is open;
- An option in the Forum that Monarch and Stewards can delete multiply posts at once;
- Remove -100% thief loses from Heretic, 50-75% is good enough;
- Remove Anon attacks destroying honor;
- Buff the Dragons - make them a bit cheaper and with more health;
- Give the building credits to both KDs at war end;
- Increase the land gain from the WW bonus to provinces bellow the medium;
- Remove hostile durational spells + Riot at war end;
And the most important by me:
- Apply RKNW on honor gains!
rename 'Honor' to 'Infamy'. then you don't have to rework the system for it to make sense.
I've always preferred calling it Fame but Infamy works too.
make new server with 15 provinces per kingdom. 1 week pump and auto go in war . Like the old days :) It will be fun all random race and pers too :)
Make ages 6-8 weeks, adjust science and wizard generation to compensate. Only put out changes every other age
I would like to see a better search for kingdoms like the way potential targets works but just for kingdoms.
SHOP suggestion:
Have a way to notify when someone sends you credits/gifts. Sometimes I go to the shop and discover credits someone sent, but by whom, I have no idea.
Give Patriotism the potential to remove Riots/Greed.
Human Buff: +20% Building Efficiency
Dwarf Buff: 8/8 Elite
Probably already suggested but haven't the time to read 8 pages :)
Smaller kingdoms, back to 20 players or 18 players. This will give us more kingdoms to war and helps ghettos find a decent amount of proper players for their kingdom. If 18 players max amount a KD can have should be 22 imo. If 20 the regular cap of 24 players could remain.
What about possibility of natures blessing if casted has chance to cancel out storms or drought ?
Nature's Blessing change to: 50% chance to cure Plague.
Didn't have time to read through all 8 pages of suggestions, so I apologize if this has been brought up, but:
How about randomizing your WW bonus. Instead of choosing Land or Honor for the win, let the game choose for you. It'll make things more competitive, keeping the better than average KD's from staying small and farming ghetto's (we've all been guilty of this a time or two). Granted land dropping is an option, but with honor being taken from intra-KD hits, may make them reconsider. As well as gaining land as a surprise from a WW, it'll push KD's into another range of warring. Maybe for the better, maybe for the worst?
Also have availability to Crystal Ball on top of Spy on Throne? ^_^