Now would be a good time to make suggestions, or bump your threads.
Also we are looking into some sort of notifications system. Please comment.
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Now would be a good time to make suggestions, or bump your threads.
Also we are looking into some sort of notifications system. Please comment.
1. Separate GA from AW/Prop on 1 personality.
Suggestion: Move GA to Heretic.
2. Remove -100% thief losses from heretic. It's too strong of a buff and nothing in this game should be for free. Dark Elf and UD no off losses were removed for the same reason. For all I know make it -75%.
3. Re-work Dwarf and give them back their BE bonus. Perhaps make them less tanky. The major OP-ness of dwarf was its combination of op-resistance AND tanky elites. Perhaps turn dwarf into a more pure attacking race with higher off values on elites and significantly lower def (10/3 or something).
4. Bring back Merchant. It was one of the few personalities that was fun to play on every race, and it adds flexibility to gameplay.
5. Please pretty please bring back 96-hour EOW CF. Give the building credits to both sides.
6. Change sci bonus mechanics on WW:
-Winning side: 150 BPA based on median acres, 100 BPA based on current acres.
-Losing side: 50 BPA based on median acres, 50 BPA based on current acres.
7.a Remove extreme science from the game
7.b Buff schools to reach max effect at 20%, which cuts sci costs by 50%.
7.c Cap sci effects at 400 BPA or significantly decrease returns from 400 BPA onwards.
8. Give sage back its sci effect bonus.
9. Change CS to having +30% defensive TPA instead of auto-fail.
10. Reduce fortified duration to 24 hours.
11. Reduce combat casualties on plunder/learns by 50% out of war.
12. Increase max meter to 200 points, increase meter decay to 1 point or 1% tick whichever is higher (0-149 = 1 point, 150+ = 2 points).
13. Increase the factor or Relative Kingdom Networth on gains.
90%+ = 100% gains.
for every 1% under 90%, gains drop 1%.
14. Remove the attack time penalty on out of range hits.
15. Add half hours to adding/deducing time. -2, -1.5, until +3.5, +4.
16. Increase GBP cap to 30% during war (rather than 20%)
17. Make troops that are away also desert due to overpopulation. Reduce desertion rate to 10%/tick.
Just from the top of my head, will add more later.
18. Do something to address manipulation (suggestions welcome).
If we're using this as a suggestions thread, I'd still like to submit for consideration the dragon send confirmation idea...
http://forums.utopia-game.com/showth...d-Confirmation
http://forums.utopia-game.com/showth...d-confirmation
Unfortunately this scenario happened again, we sent ours two days early before our latest war. We think it was a mistype into the fund field and added an extra zero but aren't sure, no one fessed up for fear of the fury of our M's CAPS LOCK. :p
In searching for the above, it looks like it was suggested in 2012 as well and deemed not worth the effort. If it's still the case, so be it.
http://forums.utopia-game.com/showth...-Launch-Button
@ Bart suggestions:
2. No. The - losses are only on failed ops, they still lose a lot on successful.
3. 7/7 for elite is ok but the NW is too high.
4. No. Merchant has some meaning only for growing KDs and it's too strong there. That's why it was removed and tog was nerfed(I think).
5. Current duration is ok. Building credits for both sides is something I talked about too.
10. No. Just don't. 48h happened to be ok. 24h should have instant bonuses and that is bad.
11. I'm playing pure t/m and casualties oow shouldn't be nerfed that much. 20-25% would be ok, 50% is just too much(even better if you are und attacker).
12. No. If you are going for max meter you either lack knowledge about the game mechanics or diplomacy - both should be punished so you learn.
13. If I understand correct you want to buff bottom feeding - no.
14. No.
16. Probably. I'm ok with making chaining harder but is this the correct way? Instead of 15 attacks you will need 20-25.
EDIT: what i mean is you are giving the bonus for free. Isn't it better to buff GS: make them BE independent and increase the stats or give a bonus to a personality(probably tactic instead of the stupid accurate espionage[latter should be removed from the game]).
17. No. You can't control troops away you shouldn't lose them for free.
My own suggestions:
1. Give +base bonus wpa training only to the winner(no need to be +100% but 25-50%, doesn't stack with mystic bonus).
2. Increase the land/honor gain for provs below the medium, nerf the gain for provs above the med.
3. Remove riots/plague/ms/explosions when war is over. Greed/Chastity are ok to stay(at 50% wages greed is not a problem and chastity has low duration anyway) . Should be for both sides.
4. Buff chastity to 4-6 hours base duration. Could slightly increase rune cost/difficulty.
5. Remove -wpa penalty. It's too bad penalty just like -pop is.
6. Nerf elves +rune production. +100% is too much.
7. Buff the dragons. Decrease the cost and increase their health - both are needed not just one of them. Atm they stay 2-3 ticks and it takes 3-4 UB t/ms to kill an entire dragon alone.
8. Nerf whoring. This is something that should be overseen every age. There is too big gap between warring KDs and whoring KDs.
9. Increase stewards count to 3. Just 1 steward is not enough. Organizing KD is too hard for 1 or 2 ppl to do it. 4 ppl for 25 is something else.
10. Slightly nerf spell success for <=10% guilds and buff for 15%+.
Replying to Bo To
3. NW is not so relevant. If anything high NW helps dwarves in the role that they play by allowing them to sustain NW. 7/7 is too weak though, especially since dwarf doesn't really have any noteworthy bonuses other than that. 66 people chose it, out which probably more than half are just solo growers.
4. Totally wrong. Merchant is actually as potent in warring tier as it is in the top. In the top quite apart from the first few weeks, money is not that a relevant factor if you got your CFs cut out. In the warring tier Merchant can give you a huge pump edge plus allow you to pump wizzards faster due to having to dedicate less building to econ during EOW CF etc.
5. I disagree. Duration atm is ridiculously short which leads to excessive vulturing (at least among the KDs that play competitively for resources)
10. Fort should be a short period where you can train your stuff, not be a hide-out. Bonusses wouldn't slide in immediatly, they would phase in just as they do now.
12. So all those players playing this game before the meter was even introduced lacked game knowledge? People should be able to fight back. Fighting should be encouraged. Would like to add here that no WW bonus for OOR declares should be removed.
13. No, I'm nerfing it. As of now the maximum gains reduction is -33% at 40% RKNW. With my mechanics you'd have -50% gains at that RKNW.
16. You can use GS in addition to the strengthened GBP cap. I just want KDs to think more about game strategy other than "chain highest off attacker".
17. Well I cannot control my defensive troops either, yet I'm losing them? I cannot control my peas or wizzards, yet I can lose them from ops?
The whoring KDs do not force the warring KDs not to use their pool. We haven't even actively whored this age apart from winning wars and dumping pool. It's the warring tier that wants to stay small so they can fight opposition that's not as good as the top. Go and look for a challenge!Quote:
8. Nerf whoring. This is something that should be overseen every age. There is too big gap between warring KDs and whoring KDs.
100% agreed. Also, allow stewards to do everything the monarch can do (recruit/appoint stewards etc).Quote:
9. Increase stewards count to 3. Just 1 steward is not enough. Organizing KD is too hard for 1 or 2 ppl to do it. 4 ppl for 25 is something else.
1. Speed up war rebuilding by:
- Removing plague, chastity, storms, and drought at war end.
- Losing kingdoms receive a small boost to acreage, perhaps 1% of total acres split evenly.
- Peasant boost for all provinces, not just massively underpopulated ones (but excepting those who would be overpopulated).
- Return troops home at end of war (but not generals).
2. Most of Bart's suggestions.
3. Consider expanding the number of races to 12, if you can find interesting niches for the new races.
4. Reduce Undead's -losses to -50 or less, but retrain 100% of troop losses as soldiers. This makes Undead a lot more unique and interesting.
5. Reduction of some of the highest offense races (Orc, Undead), probably by 1pt offense on their elite each.
6. Increase free acres so that there is more land floating around in the game, from 5/day to perhaps 1/hour.
7. Decrease defensive losses for elites with less than 6pt defense, so that orc being caught armies home is less punishing than it is now.
8. Hostile meter is free for all players. There are other ways to generate revenue for the game. and hostile meter monitoring is most important for the kingdoms that normally won't pay for it.
This is by no means an exhaustive list, may add more in further posts.
@ Bart:
3. NW efficiency is important and having such high NW without good off/def is not that great that's why people didn't pick it much this age. Let's agree it needs some buffs.
4. No its not. During war the extra credits are almost irrelevant. After war attackers don't need many guilds to pump wpa even if they were heavily massacred or grew too much. Any other perso can rebuild the prov for 3-4 days.
5+10. You can leave eowcf with full fort protection. That's 4 days. For fort to retrain you need gold and that's why fort is 48h. You lower your wages for 24h to safe some money, train, rise the wages. 24h is just too short to save money and train troops before the end of the fort.
12. If you want to encourage fighting back(I'm not against it) better remove max meter and max meter wars. OOR WW penalty should stay to prevent fake wars ;).
13. I stand corrected.
16. But you are giving a free bonus to everyone(not just attackers). What I'm suggesting is prov management being part of the game strategy.
17. Yes you can - you can send them to dragon(if there is one), you can release part/all of them into solds, keep the solds or send them away or you can suicide your thieves for ops while your NW is high. You can't touch your troops while they are away.
Guys, you don't need to pick apart each other's posts,just make suggestions. If you want an involved discussion on something break it out into a new thread please.
Land based gains. I think enabling the top to CF their competition then under-train to manipulate nw so they can whore honor from kds less than half their size is highly anti-competitive
alternatively,
Increase the impact of KNF.
or,
Remove Honor Crown and Honor Rankings.
Good option would be to simply have gains modifiers affect honor gains the same as they do land-gains.
As it stands:
Orc: 5K acres 800K NW (nw-drop)
KD NW: 30M
Stance: aggressive
Hits:
Faery: 3K acres 800K NW
KD NW: 10M
Stance: full fort
Honor gains: 3%*1.2*1.1 = ~4% of the fae's honor.
Land gains: 12*1.2*0.5*0.66 = 4.8% of the fae's land.
Now the fae got GBP of about 12-13%. So the next hit will be for 4.3% land, but will take the same honor etc. We discussed this strategy at the start of the age for an easy way to an honor crown, and we definitely could've done it --> but I don't want these goals to go at the cost of warring tier fun.
9. Reduce stable capacity to 60, to account for the buff to horses. Right now max stables has become obligatory for attackers and too convenient for t/m. Increasing the land required to mount all offense nerfs attackers somewhat, and right now offense is a bit too strong.
10. If raw offenses are brought down, then Faery and Elf defense should drop by 1pt per unit (elite for fae, dspec for elf obviously).
All in all i liked the changes made for Age 68, with the exception of certain effects related to the massive boost to NWPA that were probably just not properly considered when designed and implemented.
1. Dragon costs need to go down and health needs to go up. With such a huge increase in province/kingdom net worth the cost of dragons increased substantially, and with the high troop values they also die way too easily, it's been a very disappointing age for dragons.
2. NW based gains made sense before, but not any more, not if age 68 changes are here to stay. A well played and "pumped to perfection" province shouldn't be the prime target for someone substantially larger than you who's nwpa is low either due to just being fat or due to deliberate net worth abuse/manipulation to allow for effective bottomfeeding. For example leaving acres unbuilt and/or using huge stacks of soldiers as a NW gain/loss mechanic to optimize your gains (biggest stack i've seen was over 55k soldiers)
3. Give back 72 hour forts, with everyone and their mother tracking stance change server wide, entering fort stance is basically an open invitation to attack and you end up spending the 24 hours under actual full protection, recovering from entering in the first place.
1. Default number of thieves for espionage op for Tactician is 1-10
2. Starvation message to province news
http://forums.utopia-game.com/showth...-province-news
I thought I was giving a constructive criticism(same goes for Bart). Does that mean I can't criticize others because there are things I want to mention?
I continue with my suggestions.
11. Option to remember the last spell/op in self/combat tabs and thievery.
12. Order spells by duration in the mystics tab(or at least provide an option for that).
Get Palem's Combined Charts into the game in rankings. Might do so more people strive to win that "crown" and we get some more action in the game.
- Combined Charts are showing your "live" placement depending on where u are on the other 4 rankings.
Increase war loosers eowcf to max of 96 hrs (they don't get any of the credits and it takes extra time to earn gold to raze and rebuild). Leave winners as current.
Increase acres from 5/day to 15 a day. 5 on the 7th, 5 on the 14th, 5 on the 21
Remove all nasty spells at war surrender.
Nurf anon oow
Implement aid horses.
Definitely need 3 stewards w full access (just like M)
1. Make WW points dependant on relative kd size (land) compared to the biggest kingdom on the server calculated at war start. If your kd is 50K and biggest kd is 200K, your WW points are multiplied by 0.25. It encourages warring kds to grow and fight better kingdoms.
2. Same idea as above but now based on WW bonus honor gains. Also modified by relative kingdom size compared to #1 land, but now a smaller factor and maxed at 50% less.
Lower base wizard generation by 30%. At the start of war snapshot the number of wizards and give a boost at the start of eowcf until you've recovered the difference
End of War science should be based on how long the War was.
Both KDs would receive the median province's acres 'Sustained' science rate * duration of the war, Sustained is 0.5 bpa/tick
Winner would also receive either;
2 * the median province's acres 'Rushed' science rate * duration of the war, in ticks, Rushed is 2.0 bpa/tick
OR (depending on if Extreme still exists)
1.3 * the median province's acres 'Extreme' science rate * duration of the war, in ticks, Extreme is 3.0 bpa/tick
48h War
Loser gets
0.5 bpa/tick * 48 ticks = 24 BPA on their median province
Winner gets
0.5 bpa/tick * 48 ticks = 24 BPA on their median province
plus
2 * 2.0 bpa/tick * 48 ticks = 192 BPA on their median province
or
1.3 * 3.0 bpa/tick * 48 ticks = 187.2 BPA on their median province
for a total science WW bonus of 211.2 - 216 BPA total for a mintime War
96h War
Loser gets
0.5 bpa/tick * 96 ticks = 48 BPA on their median province
Winner gets
0.5 bpa/tick * 96 ticks = 48 BPA on their median province
plus
2 * 2.0 bpa/tick * 96 ticks = 384 BPA on their median province
or
1.3 * 3.0 bpa/tick * 96 ticks = 374.4 BPA on their median province
for a total science WW bonus of 422.4 - 432 BPA total for a four day War
Improving eowcf:
1. eowcf razing land is free, build times take 1 tick.
2. All currently in progress land comes in at start of ewocf
3. Cant starve
4. Always at max pop
5. no desertions due to overpopulation
6. Military training costs same as fort stance
Improving science:
1. I liked the idea that built land gives free science, not sure rate/mix
2. science is fixed in bpa not books. So as you grow/shrink your bpa is always the same
Improving Honor:
1. increase honor gains oow if attacking someone that attacked you in the past 24 hours ---encourages retals and thus wars.
Improving war (i'd couple these all with the science changes):
1. i personally like targeted Prop at some consistent rate
2. Make MS unable to be MV'ed
3. Overpop calculated on land+incoming land
4. Slightly lower difficultly of NM since its heretic only.
5. Always hit for 12% of enemy land, IN WAR:. NW and size mods are removed. (This would actually drastically change wars, i'd LOVE it but i admit it could have some strange effects to whoring/cows)
Improving Personality/races:
1. Tactician- has 100% successful intell ops not 100% accurate.
2. Cleric- Some buff. No military desertions could be cool. i.e. you always have to release to attack.
3. Sage - if you implement changes to science the free science needs to be adjusted
4. war hero- has needed a buff for a while. Dead leets get turned into specs. So if i hit you for 1000 dead leets they get truned into 1000 dspecs. If you attack with offspecs and leets, you get both offspecs converted to leets and the dead leets converted to offspecs in addtion to the naturally dieing offspecs.
5. Dwarf gets +10% pop bonus
6. Halfing - loses pop bonus but military turned into 6/8 for 9 nw and 550 gc.
7. Avain birth rate to +50-75%
8. Feary - lower leet cost by 100 gc
9. Human 9/5 military for 9.5 nw 850 gc
Improving war win
1. 1/2 the land gained via war win distributed as is done currently. The other half of the land is given to the smallest proves in the kd (given to bring min size up across the board). i.e. if my kd is 23 people at 5000 acres, 1 person at 200, 1 person at 500 and i would gain 5000 acres as a kd. my post war win looks like 23 people at 5100 acres, and 2 people at 975 acres.
I still suggest linking provinces played with acct (EOA only), similar to rankings. It would be excellent to see the list of provinces you've played, along with stats.
Wizards are extremely frustrating this round. I am not sure what change to make to them, except increase the production of them for everyone. I know you said no buffs, but they are SO SLOW, ratio-wise (wpa), if your province has any growth! This bothers me, being a growth strategy game.
ETA: After running some numbers, changing wiz prod to .025 (instead of .02) seems about right.
2 new personalities:
Merchant:
Immunity to income penalties
Can train elites with credits
+100% spec credits gained in combat
Access to Fool's Gold (removed from Elf)
Artisan:
Free building
Can use credits to raze
-50% build time
+100% building credits gained in combat
-20% training costs
Sage:
+100% schools coverage
+50% library effects
Every 2 acres produce 1 point/tick
Access to: Amnesia
Dwarf:
+30% BE
+30% spell damage
Access to: Quick Feet, Mystic Aura
Elite: 8/6 - 700 gc - 10.5 NW
A way for monarchs to see who has used how much from the pool. :p
A better mail system, even if just for monarchs at this time!
If we are gonna have 1 thief op targeting specific troops, let it be NS instead of propaganda.
In general, it seems current Rogue is a bit strong against Mystics, especially when it comes to AW's. Im not playing either myself, so Im mostly going by what I see from my KD and the long Wizard training thread in Uto talk. A couple of suggestions:
- Reduce strength of Rogue
- Improve WT's
- Introduce new spell - Mystic only, can EITHER be a direct debuff to thieves (-20% gain on thievery for x duration) OR self spell to reduce losses to thievery in general OR specifically protect wizards
- Reconfigure Mage's Fury - Add to it a similar effect to AW as Patriotism does against Propaganda.
In regards to making things a bit more competitive: Remove Monarch option of choosing Honor OR Land as reward for winning wars - Make war win bonus include both.
If I remember the sequence of changes correctly, this option was introduced at some point to discourage extensive land dropping. That didn't work, so intra KD attacks started costing 20% honor as well. I assume this didn't entirely cure the problem either as this age we saw the change to Anonymity (from neither takes nor gives honor, to takes honor but does not give honor).
The idea is that either people defend their Honor and Land or they accept honor and land loss to stay small.
Like somebody mentioned. Add steward number to 2-3. Or if you want something special, name it chancellor or something for variety and fun :)
Moar stewards
96 hour eow cf
give dwarf BE back
Make the free build into a pers
Up base wizzard production by 25%!
well I like the idea of ns and aw for damage and a targeted prop which does less damage per op but takes units. As it is I'd rather prop b consistent but less damaging than other ops. Both magic and thief ops seem so random compared to chaining someone sometimes and this aims to change that
I am mostly "for" adding more mathematical predictability to the game. Propaganda is too random, and coupled with success rates a lucky KD might be able to break open an enemy rogue simply by having 1-2 lucky early props on their thieves, while the other KD gets 20x soldiers/elites/wizards. Tricky one though!
Thought of another one I've wanted to see implemented for a long time:
Do not display stances on the KD page. Simply add it to Snatch News. Stance trackers are an abomination to the game and it should be made as hard as possible at least to do it. Sure, it's still possible do it by planting intel-farms to SN, but at least it will become way harder.
Make honour gains from attacks oow heavily affected by relative kd nw
Just make 1 change.
Remove Fort.
And let's see what happens. :)
Make Fae Mystic an attacker. [ mystic only ] +1 on Magician and you get 1% of every successfully attacked province's elites [ home and away ]. So you wind up with Beesmastr, Drakes, Besercs, ELords, Brutes, Knights, and Ghouls with all their diff att/def points. And +3 on WH. I'd play that!
Nw per elites should be reduced.
Eowcf and fort need to be made longer if current cost of elites remain.
Dwarf needs to BE bonus back.
If we remain at current inflated numbers max off on any elite should be 11.
Heretic is a cool addition but nm is a waste with that personality. Maybe give heretic chastity and mystic nm. Also maybe give heretic something like AW or GA.
Dragons are fine but could be boosted.
Only crazy idea i have is take away all war bonuses to prevent fake wars, farm out wars and forced wars.
I completely agree with the above. This age, we've seen rogues targeting mystics with AW and not having any issues. AW needs to be nerfed because it is the single most longest lasting damage in the game. One or two rogues targeting a group of mystics can do over a week's worth of damage, especially since wizzies take so long to generate with even a large number of guilds. A 2100 acre province @45% guilds will take about 7 days to get to respectable WPA after being AW'd.
We could try making it so that Wizzies have to be bought like thieves? Why are they the only unit that must be generated over time (aside from horses)? Then make the guilds a similar building to thieves dens. There has got to be some way to get wizzies easier than having to wait a week.
The only other thing I would add is to either clarify the Reflect Magic formula, or explain how an Orc can consistently reflect 30 to 40% back on a TM, but a TM cant seem to get it to work 10% of the time. Does lower WPA make it a work better? This age, we've consistently seen RM work so well with Orcs that they simply arent getting casted on (in either kingdom).
Rogue being superior to mystic is like saying orc's off is too superior to any def. There are ways to protect from aw - wts is some for example. This age I saw few elves who didn't run any wts. After losing 3 rwpa at the beginning of the war they spent a lot of gold to get 30% wts ready in 6 hours. WTs + CS + tornadoes + ET + FB is the best protection from aw and not using it doesn't mean rogues are too powerful. The problem mystics have is that their mentality is to get as much honor as possible by casting MS on easy targets. They have the tools to take care of the rogues they just don't want to use them.
40% guilds generate ~0.2 wpa/day. On mystic it's 0.4. Don't see need to buff it.
.4 wpa/day with a goal of 5 wpa is 12.5 days of pumping. Two AW runs causing damage it takes 12.5 days minimum to recover from seems OP. It is the single most long lasting damage in the game. Acres can be explored. Buildings can be rebuilt. Specs/leets/thieves can be retrained with GC. Pessies can either be kidnapped or LP'd. Wizzies cannot quickly recover like every other unit in the game. Even 1% stables makes 40 horses/tick at 2100 acres. 45% guilds makes 35 wizzies/tick at 2100 acres. Either AW is seriously OP or guilds are extremely nerf'd. Probably both.