Please keep short, sensible and to the point or I will delete.
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Please keep short, sensible and to the point or I will delete.
lower base attack time to 14 or 15 hours so my return times don't get screwed so bad when i'm hitting a chain target. i dislike having to wake in the AM to hit.
Instead of what Bishop suggests above, simply remove NW based attack times in war as was tried out in Genesis. It makes multi-tapping on different targets way less annoying and gives you more control over your attack time for those who rely on somewhat reliable attacking schedules (ie. work/not wanting to wake up for hits).
*Get Avians back
*Get Undead back
*Rename Dark Elves back to Faery
*Rename Gnome to Halfling
*Take a look at the ages when the above was still existent to get an idea of what attributes they should have.
This will bring more complexity to the game again and thus make it more interesting to play.
War win reward is a bit weak atm. Try maybe to make a system where the winning KD not only takes 5% honor off the losing KD, but also get 5% new generated honor.
Balance-wise I think you did a good job this age, maybe only orcs need a small buff.
I had a small bet with Roisin about how long it would take to mention the A and U words... (yes I know I'm not on-topic - next!)
1) remove attack times based on NW in WAR only
2) change the gains curve so that it affects hitting kd's bigger than you
whilst the curve shouldnt be anywhere near as steep, maybe hitting a kd 200% your size gives same reduction as hitting 67% so smaller kd has advantage still, just not as significant as it is now, where there is no penalty for hitting up, and often you need 2-3 hits back as the bigger kd to make up the difference
i view this mainly to encourage confilcts in similar sized kd's
Agree with _greenie, and suggest that these penalties be halved at mutually hostile relations. No penalties in war of course, same as now.
id like to see shep modified abit, heres my suggestion, which i posted before...
Shepherds: no farms needed at all and/or increasing its speed to 33% faster military training, building construction, exploring, and scientific research & Immunity to Plague, Storms & Droughts!
and plz do something about shadowlight, there have been many suggestions...but please come up with something to make it a much better spell!
I am with Paper give shepherds free food but drop there other bonuses alittle
20% military training, exploring, and scientific research ,immune to Storms & Droughts!
No one is immune to the plague; remove it from orcs and make it a small factor when you attack someone.
Also…
Mills reduce build time by 3%; Decrease exploration cost reduction to 2.5%; increase double build cost to 300% or 3 build credits for double
- 8/3 elite for orcs at same cost and NW.
- Removal of ambush protection from warrior
This being done to make orc easier to play for kingdoms with less chaining capability and to make less of a natural pairing between orc and warrior.
- Armouries
Switch from x1.5 training, x2 wages and x2 draft cost to x2 training and x3 wages.
- Barracks
from x1.5 attack time to x1 attack time reduction and x2.5 draft cost.
- Mills
Switch from x4 buildings and x3 exploration to x3 building cost, x2 exploration and x3 construction speed.
- Homes
Boost birth rate bonus to x5.
Building changes mainly motivated by seeking to promote war setups.
- Reduce cost of accelerated training to +25% (from +100%) and make it unavailable to gnomes.
This because it's currently completely useless.
Fix Human's -% magic bonus so it doesn't effect selfspells, 60-70% success rate on selfspells with 15% guilds and magic science that's a major issue to them. It's more a bug in the selfspell equation their race bonus ends up in the success rate.
War Hero's +25% casualties bonus needs to be changed, causes a lot of issues with war strategies (esp. Overpop strategies), maybe make it +25% troops inflicted with Nightmares.
Increase food consumption to 1 bushel for 3 people instead of 1 bushel for 4 people, and decrease the food science to 1/2 current amount.
Artisan needs a major boost, Immunity to Tornadoes and Arson perhaps and make their second bonus a boost to BE in some form, not a boost to capacity buildings.
Shadowlight spell, change it to a duration spell that protects 20 or 25% resources from thievery same effect as the second part of WT's not the successrate but the gains rate.
Give the monarch controll of provinces who has been inactive for over 4-5 days.
We had a guy in our kd who took over our former monarchs account because he had to leave quickly, the guy who took over the account said he was good and all but only made 1 attack on min time... So we asked him to leave and he left, without entering the trade code etc.. So we had to sit there and watch our former monarchs province fall to pieces. OMAC refused to help us in this matter so we had to kill the province off.
How about changing the rules about inactive provinces? What´s the point with letting a province fall to pieces when a kd need players?
Make shadowlight duration-based, lower its rune-costs, but keep the effect the same.
Give orc free draft.
Give elf back the 6/5 elite.
Make mills reduce building-costs by *2% or *3%, so they'll have a use for people who aren't complete explorers.
Ditch the spell-strength bonus on dark elf, and replace it with a 15% or 25% autofail for all spells cast on them.
Move the mana-bonus from elf to mystic.
Remove artisan completely.
Make warhero give +1 general, and make 'enhanced' conquest actually 'enhanced' in the sense it takes more land.
Attack times are already long enough dropping a reduction modifier (the biggest reduction modifier) to 2/3'rds its power will just make attack times longer. Though I agree with one of the armory modifiers to barracks, but would rather see the wage cost get moved over than the draft costs. that makes the armories a build your troops building rather than a sustain your troops building, and makes your barracks a sustain your troops building for established armies.
Lydias, are we meant to discuss ideas here as well or just put them up? If not, please delete this post and uzziah's.
uzziah, I'm suggesting this in combination with no NW based time penalty in war. And since barracks now have an economic bonus (that also matches barracks well, helping you recover losses), you can just run higher barracks if you want good attack time. Without compromising your province.
I disagree with your armoury proposal because I don't like them being a pumping building. I'd like to see them be more useful in war. And theme reasons too, I like the idea of barracks helping you recruit soldiers and armouries maintaining a well equipped army.
Make stables house 100 horses, and some of us might actually consider using them.
- Remove nw based attacktimes (especially in war)
elfs get x2 self spell duration and +1 mana goes to mystic
homes house 40 people from 33
elf elites stays at 6/4 but costs $550
Orcs can get the plague but have x2 powerful Hospitals
dont remove plague immunity from shepherds, as this gives gnomes the ability if they so wish, to at least protect themselves from plague, since having no hospital access means will take longer for them to recover if they are out of mana to cast NB! ik this isnt the strongest argument ever for sheps to keep plague immunity, but i think it would be bad to remove it.....just give them no farms needed!
2ndly, agree to make shadowlight a duration spell and cheaper/easier to cast, doing the same job, maybe even identify the type of op, but not prevent it?! as that boarders on clear sight!
agree, elves dont need more turtling ability, but not keen on cheaper elites either, they have relatively good economy already, from what others have told me!
1 more thing, give dwarves the -20% thievery from genesis!
5-10% less attack time if all troops are mounted when attacking.
change greater protection to plus 10% DME and give it to the orcs or dorfs.
mp and gp do not stack
science: get rit of limited draft and make a new draft in between rushed and extreme.
and mabye lower the cost for the higher lvls of science further
cromwill thats a phenomenal idea. maybe even cut it up. Might have to drop warrior to -10% attack time if this flies though. Could get out of hand.
50% of troops mounted = -4% attack time
80% of troops mounted = -8% attack time
100% of troops mounted = - 10 or 12% attack time
cant blame me for wanting a more fast paced and destructive game again can you?
someone also ones came with the idea of making a new food system, it was pretty detailed and stuff, but sadly I cant seem to find it.
but to make it short it was much like the draft system, where depending on the amount of food you made your people eat the more effective they would become,
that would make food science and shepard more attractive, along with giving farms a reason for being used.
Fix the paper. There have been some problems with attacks not posting while this may have been fixed recently.
The most important thing about the paper that would get rid of a lot of disputes is the exploration pool gain. Defending kingdom never see's the land that the attacking player took for exploration pool. If you where to show this land taken in both kingdom's paper their wouldn't be so many disputes with both kingdoms saying they are ahead during war because both kingdoms papers do not show that enemys exploration pool gains
get rit of the monthly decay of honor while warring.
its made to stop fake wars, but people doing fake wars dont care about honor anyway,
and so its basically just an stup id thing irretating the people warring,
a ) make some kind of timer next to your prov in your masteraccount so you know when you last logged - would help ppl not to screw up their 20/12h boni
b ) ppl complain that the game is way too static - so link dicing to explorepool (so when u dice 5 acres the explore pool shrinks 5 acres ).
and for the "we have to make 2-3 attacks to retal a hit from a smaller kd" - i see it as punishment for ppl making stupid hits on small kds. if they manage to hit back, you deserve to lose acres.
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.