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Remove extreme science
Increase wizard production significantly, or separate it from guilds altogether, science like system of training comes to mind
4 days eowcf
remove +gains from game
Sci is completely different next age.
Good Job on age 68 Changes , Game was too static imo. Those big changes added some spice to the game! Few Suggestions i have hehe
1) Bring Back Dark Elves!! and make me and Texn Happy again : ) (Give them bonus damage Vs Elves and give Success Bonus to Elves against DEs
2) Bring Back that Tournement server !! this was the most epic Uto experience i had. 3 war losses and you are out , RANDOM KDs . that was pretty epic
3) Thats a Troll suggestion but Meh... why not. If a Whole Island is at war! Give each KD of the island a Bonus Attack time reduction : P
Mystic a little flat this age, but any buff would make it too strong with elf or faery combination. Think deep thoughts.
Serious suggestion: Could you make the kingdom page have the ability to show the Personality as well as Race of the provinces in our own kingdom?
TW is weaker this age? I always thought that TW was 4 peasants = defensive power of 1 soldier. that would mean before TW was 4 peasants = 1 def, now 4 peasants = 2 def. That is a 2x increase whereas most troops inflated to 1.4-1.6x power. I think TW is more powerful this age, no?
make possible to enter CF with exact duration like 7 days or 37 days and noone can break it. So we will have two types of CF - blank CF(anyone can break it) and CF with duration (noone can break it)
No it's not. It's 1 point per 4 peasants(just check it because I have it).
EDIT: When you read spells from the wiki there are description and effect fields. So here is what you need to read:
Effect: Every 4 of your peasants will defend your land with 1 point of defense.
I played fae/heretic this age. Elites too expensive and took waaay to long to pump wizzies. 900-1000gc elites.
General QQ:
Give EoWCF a wiz pump bonus.
Change EoWCF back to 96 hrs OR make land come back instant for both sides and cheaper/faster buildings.
Add auto-war @ 61 hostile pts.
Fort stance @ 48hrs with sliding scale timer @ 12hrs.
Land/Honor lost too easily by small kds, needs to be reworked. Bottom feeder kd nw should have a bigger effect on how much land/honor is lost by target.
Reduce dragon cost by -15%.
Dragon effects +50% buff.
Dragon health +25%.
Dragon donation/slay log needed.
Natures Blessing should have a 50% chance to cure plague.
Additions/Deletions to existing races:
Avian: -40% attack time, +300% birth rates, remove +1 general
Dwarf: +75% BE, elite 8/7 750g 10NW, can increase military wages to 300%, add changes in military and building effectiveness happen 3 times as fast
Elf: add spell Immortality: 8-10hr duration & gives non-soldier troops -100% defensive losses (high difficulty), +50% WPA
Faery: add spell Devolve: 1-2hr duration & acts like 15% overpopulation on target except only forcing troops to desert at a rate of 5%/tick (highest difficulty), reduce elite cost to 900-1000gc.
Halfling: elite cost 400g, add new racial thief ability Illusions of Grandeur: target military efficiency -5% (does not stack with multiple attempts & medium difficulty)
Human: +30% sci effectiveness, -20% spell success, plague spreads 2x more often to and from infected humans and has 20% random chance/tick to spread to other humans in same kingdom, science costs reduced by 35%, access to science level: Insane 5 books/acre at 75.0gc/book
Orc: +35% battle gains, +35% enemy casualties, +1 general, plague effects -50%, orc troops sent at dragon do double damage, elite 13/1 825gc 10.5nw
Undead: add spell Raise Dead: instantly adds 1%-2.5% of max population in peasants (low difficulty), converts some specialists to elites on successful land attacks, dragon effects -50%
Additions/Deletions to existing Personalities:
The Cleric: -65% losses on attack & defense
The Heretic: Thieves don't die on successful operations, +75% Thief/Wiz sci
The Mystic: +50% WPA, add spell Conceal: -50% thief/wiz instant op dmg on self (low difficulty)
The Rogue: Add thief operation Termites: Destroys 2% of targets' land for 8-10hrs (very high difficulty)
The Sage: Protects 25% of sci on attacks, +15% sci effectiveness
The Tactician: Cannot be ambushed
The Warrior: +30% OME
The War Hero: -75% honor losses on thief/wiz ops & military attacks, +100% honor gains, Remove converts specialists into elites on successful land attacks
Add Personality: The Freak: 50% chance per attack to attack with double offense value, 25% chance to attack with half of offense value, 25% chance a normally successful attack or thief/wiz op against you will fail. Starts with random mix of 10-100 wizards, 50-200 thieves, 100-600 specialists credits, 200-600 soldiers, & 100-300 trained elites
NEW RACE!
Reptilian Shapeshifter
Bonuses
Can choose TWO personalities and receives bonuses of both
Penalties
No Horses
Military
Soldiers 1/1
Lizards 6/0
Crocs 0/6
Gators 7/4 725 8.5
Prisoners 5/0
No Horses
Thieves 500
SpellBook
Invisibility and Quick Feet
first let me say the utopian gods are doing a fine job, thank uall for your hard work on this my favorite game ever! thank you for putting up with all the bs, crying, complaining, belly aching, and all the somewhat rude and beyond comments. this is the best game ever created and it continues with the new utopian gods! well done!
i love utopia! could we visit age 1 and have some kind of historical age which would include ghosts from the past? i started in age 4 and missed the first 3 ages :( i wonder what the boats and dark elves and the old undead freaks are handling there retirement?
the only thing i dont like about the current changes is the fact that orcs have reflect magic. i have never agreed with it. i mean they are OP as it is.
some kind of ingame military calculator so we dont have to go off site to see intel. the current ingame stuff is great, however, needs to work like the old pimp sort of. unlike the pimp, it would be updated every age along with the changes.
lets make utopia great again.
Ace
Orcs have been nerfed significantly last few ages. Lost CS, went from 30% to 20% gains and warrior lost it's 5th general which was very strong in comb with Orc.Quote:
the only thing i dont like about the current changes is the fact that orcs have reflect magic. i have never agreed with it. i mean they are OP as it is.
dont change the game but yourself
Just putting this out there again - Could you make the kingdom page have the ability to show the Personality as well as Race of the provinces in our own kingdom?
+1 from me, a throwback age or age run on a separate arena-like server might be interesting.
Adding to suggested changes:
Double Wizard production (4x production during EOWCF)
New spells:
Arcane Examination - Basically Infiltrate for wizards, lets you check numbers of wizards
Arcane Defenders - Version of TW only for Mystics and Heretics, lets Wizards defend for half of racial elites defense number (Faery Elite = 5/9, with AD each wizard adds 4.5 def, DME does not effect), however on successful defenses lose 3% of Wizards, on failed defenses lose 5% (calculated before attack type losses, ie massacres)
Clandestine Defenders - Version of TW only for Rogues and Heretics, lets Thieves defend for 2 points per thief. However lose 3% of thieves per defense, successful or not.
Main thought here is to buff heretics with a thematic cost.
It has been MANY ages where Fearies are.... well everywhere. I thought the initial changes for 68 were great and it was going to be an interesting age with tough TM role to play. The late change of their Elite defense strength gave them an EASY age again as I saw it.
Not that it's bad to have TMs, but it seems like it is THE VAST majority of TMs are Fearies.
It would be really nice to see some actually choices. adjust Elf/Halfer(new/old race) some to give Different options for TMs. Even dropping fearies 1 defense will tempt many to go elf and we will see more variety.
Attackers had great options this age including Halfer/Orc/Avian/Undead as I saw all made great choices
main issue: Feary has most damage per hour with their damage bonus and how fast they recover each tick, best defense per soldier(elite), only downside is their NW tends to be high... which isn't a big deal really
Agree with the Dragon numbers, I almost dont think about them in war, next guy chained down, just kills dragon and we move on.
NEW RACE! (stealing/building upon suggestion from Jonzilla)
Saurians
BONUSES
+15% enemy casualties in all battle
-10% own casualties in defensive battle
-10% attack time
PENALTIES
+10% own casualties in offensive battle
Can't build/use stables
+50% food consumption
MILITARY
Soldiers 2/2
Velociraptors 7/0
Stegosaurus 0/7
Tyrannosaurus Rex 13/2 900gc 11NW
Prisoners 5/0
No Horses
Thieves 500
SPELLBOOK
Quick Feet