I think Undead elites go into untrained army and gradually train.
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I think Undead elites go into untrained army and gradually train.
Undead should just be immune to nightmares, what do they care?
Keep Feary +2 o spec.
Dwarf and Human need better protections against T/M if ORC and UD are gonna be super-attackers. Elf and halfer needs more chance to be creative. I don't play faerie or avian enough to comment.
Any idea when Genesis will be implemented?
I'd like to see the focus of high off pt elites shifted to racial bonuses. 15/13 pt elites are much too high, and with the unique bonuses already attributed to each race (undead low kills, orc gains, avian speed, etc) I think it would be best to lower values to around 10-11 as max and to expand on the racial attributes and that will make the strategy of race planning much more competitive. The current offense values skew the picks heavily in favour of 1 or 2 races - racial bonuses don't even matter.
I'm also a strong supporter of 72 hr protection, but I can see how this might be bad for business with new players.
Scientist Spawn rate lowered slightly - should be more than slightly. I saw people with full sci at YR 3-4.
Races
Human
Bonuses
+30% Income
Immune to Income Penalties
Penalties
-10% Spell Success
(Removed the +10% losses, they had -30% def losses this age, lets not knee jerk)
Spell book: Reflect Magic
Elite: 11/3, 1000gc, 9.5NW
Orc
Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
-10% Thievery Effectiveness (TPA)
Spell book: Aggression, Clear Sight
Elite: 12/2, 1000gc, 11NW
Undead
Bonuses
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Attacks convert Offensive Specialists into Elites (Only when Hitting a Plagued Province, Note: Clerics get plague, just immune to effects, so conversion would still occur)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
+15% Defensive Losses
Ospecs cost 650gc
Spell book: Mystic Aura, Animate Dead
Elite: 14/0, 10.5NW (EDIT: It has been brought to my attention that this may look like making UD un-ambushable, but it is meant to be that the elites fight at 0 for an ambush)
Avian
Bonuses
-34% Attack travel time (Whatever this actually has to be to put base war time at 8 hours)
When ambushed, elites fight at offensive value (10 * 80%)
+30% Birth Rate
Immune to Chastity
Penalties
-1 General
Spell book: Fanaticism
Elite: 10/4, 775gc, 10NW
Dwarf
Bonuses
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Defensive specialist strength
Immune to Blizzard
Penalties
Can't use Accelerated Construction
+75% Food consumption
Spell book: War Spoils, Fog (Increases Enemy attack time by 20%)
Elite: 11/3, 850gc, 9.5NW
Halfling
Bonuses
+10% Population
+25% Thievery Operation Success (TPA)
+50% Effect of Thieves Dens
-25% Thief cost
+1 Stealth per tick
+2 Offensive Specialist Strength
Penalties
-10% Birth Rate
Spell book: Reflect Magic, Mystic Aura
Elite: 6/9, 700gc, 10NW
Faery
Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
-1% Stealth Cost on Successful Operation
-1% Mana Cost on Successful Operation
+1 Ospec strength
Penalties
-10% Birth Rate
Spell book: All Racial Spells and Tree of Gold
Elite:4/10, 1050gc, 11.5NW
Elf
Bonuses
+3 Defensive Specialist strength
+50% Spell Success (WPA)
+1 mana per tick in war
Banks 50% more effective
Spell book: Clear Sight, Fools' Gold
Elite: 9/6, 900gc, 9.5NW
Personalities
The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague, and Pit Falls
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
The Heretic
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 50% of rune cost refunded
+20% Spell Success
+25% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation
The Mystic
All Guilds are 50% more effective (100% during EOWCF)
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Mages Fury
All Acres produce 1 rune per day.
Starts with +400 Wizards
The Rogue
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards, Propaganda (Propaganda can take scientists, rate would be 1/5 of abduct rate)
Thieves Dens are 50% more effective
+50% Thievery Science Effectiveness
Access to Gluttony, Invisibility
Starts with +400 thieves
The Sage
Protect 50% of scientists on abduct attack
Scientists are 30% more effective
Access to Amnesia, Revelation
Scientists start at Novice, and never drop to recruit.
Scientists gain experience twice as fast.
Additional Science Tier, Tenured Professor (Can move amongst categories without dropping rank, and immune to abduct/prop, no boost to +sci effect though)
Starts with 30% extra scientists.
The Tactician
-20% Attack Time
Accurate Espionage
Immune to Fog Effects
Access to Pit Falls
Starts with +800 soldiers and +800 specialist credits
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
Access to Blood Lust
Starts with +800 soldiers and +800 specialist credits
The War Hero
-50% Training Time
-50% Wages
+1 General
Specialist:
Undead - Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%), No spec credits gained on attacks
Other Races - Can use spec credits to train elites (gains 75% as many spec credits as other personas)
Access to Town Watch, Quick Feet
Starts with 800 soldiers and 800 specialist credits
I like most of the Mechanics changes, except keep Blood Lust as it currently is.
Also give Rune production its own category, as opposed to combining with food. Something Like (I know this will change based on the change in linear science
Science Caps:
• +30% Alchemy – 15 Profs
• +25% (from +20%) Building Efficiency – 25 Profs
• +15% Population – 25 Profs
• +100% Food Production – 20 Profs
• +50% Rune Production – 25 Profs (NEW)
• +15% Military Effectiveness – 25 Profs
• +100% Thievery Effectiveness – 20 Profs
• +125% Magic Effectiveness – 21 Profs
For the love of god make Anon STOP removing honor in war. I totally get why it's a necessary thing OOW to stop people form "selling" acres but why the **** is it a thing in war? Fix asap
Petition to change War Hero name to reflect its newfound niche under current changes.
Introducing, the Whore Hero!
Yes. That is from proposed changes. I am saying make them happen.
I fail to understand why selling acres is a bad thing?
I havent seen it asked yet, correct me if i'm wrong:
Elf - +25% Spell Damage
What does this mean? Duration? Instant?
We see Faery - +40% Combat Instant Spell Damage has been defined but Elf is not.
Please explain?
As the proposed changes stand, I really like the ideas and the direction you guys are headed! However, there are some definite things that are going to alienate certain races.
Avian having faster attacks coupled with increased military casualties and mediocre military power is just not feasible compared to orc or undead. Avians may do better with decreased troop losses and faster attack times as their bonuses, then hit them with lower population or something else. I'd like to see Avian elites have competitive military power with undeads and orcs with 12/3 or something.
Orc still underpowered compared to Undead.. perhaps lower or remove their science penalty... idk but Undead seems a bit ridiculous comparatively. I'll def go undead/war hero as it stands as I can't see a reason not to.
Dwarves still jack of all trades, masters of none. Skilled players can make something out of nothing with them and they stay a versatile race that depends on the personality taken.
Elves having +50% military wages is a bit steep. Consider lowering to 25-30%. Elves already need to run more homes and 200% wages to keep their defenses competitive so slapping +50% wages is a bit too harsh.
Humans, halfers, and faeries all look good.
Other considerations:
Make hospitals lower the chance of contracting the plague rather than a chance of curing each tick (they produce plague vaccines just like we get flu shots :) sometimes they get the right formula, sometimes u get a plague strand they didn't predict).
War Hero - THANK YOU for making it easier for them to get honor. I often suggested they change honor buff to decreased honor loss or increased honor gained. Good job with that one.