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Age 50 potential changes
UPDATED: 16th March: further potential changes to Undead, Elf, Halfling - they are in bold, more detail added in the general comments thread.
Here are the potential changes for age 50 - many thanks to all the people that posted ideas in the suggestions forum. As you can see there are quite a few, so we are aware there could be balance issues. We invite you guys to comment on them here and to make threads in the suggestions forum.
- Base peasant income increased from 2.25 gc per peasant to 2.75.
- Base building time reduced to 16 hours.
- Dark Elf is removed
- Gnome is removed
- Undead will be added
- Faery will be added
- Fog will not affect an ambush
- Artisan removed
- Cleric will be added, unless we think of something cooler
We aren't so sure on these, but we are thinking about them
- inactive provinces can be deleted by the Monarch after 5 days along with making them available to trade for 5 more days.
- Trade Balance based on the average of your starting and ending TB per shipment
- Fortified changes to -30% gains (from 50%) - we'd like more discussion on stances though.
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Ok, now to the actual race and personalities - as these are substantial in some cases I have not added the (new) or (removed) tags as it will make it too muddled - so pay close attention ;)
Human
* + 20% income
* + 20% Thievery Effectiveness
* - 20% magic effectiveness
* Offensive Specialist Strength -1
Elite Unit – Knight (8/3, $800, 6.5 nw)
Spell book: Greater Protection, Aggression
Halfling
*+ 40% thievery effectiveness
* 50% thief cost
* + 5% population
* Espionage operations are 100% accurate in war
* cannot use hospitals
Elite Unit – Brutes (6/5, $500, 5.0 nw)
Spell book: Vermin, Town Watch, Quick Feet, War Spoils
Elf
* +2 mana per tick in war
* 20% lower troop costs
* Defensive Specialist Strength +1
* cannot use Dungeons
Elite Unit – Elf Lord (7/4, $750, 6.0 nw)
Spell book: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic
Dwarf
* + 20% BE
* Free Building Construction (accelerated not available)
* -20% thievery effectiveness
* food consumption doubled
* -1 general
Elite Unit – Berserker (7/4, $900, 6.0 nw)
Spell book: Fog, Animate Dead
Orc
* + 30% gains
* 30% faster troop training
* Offensive Specialist Strength +1
* - 50% effects from honor
* -20% thievery and magic effectiveness
Elite Unit – Ogre (9/2, $950, 6.75 nw)
Spell book: Fanaticism, Aggression, Bloodlust
Avian
* - 25% attack times
* cant be ambushed
* immune to fog
* cant use stables
Elite Unit - Drake (8/3, $650, 6.5 nw)
Spell book: Clearsight, Town Watch
Undead
* offense doesn't die on attacks you make
* successful land attacks convert specialists to elites
* spreads and is immune to The Plague
* No Food required
* Cannot train elites
* -20% science effectivness
* basic thievery only
Elite Unit - Ghoul (9/3, cannot be trained, 7.0 nw)
Spell book: War Spoils, Nightmares, Chastity, Mages Fury
Faery
* + 50% magic effectivness
* + 1 stealth per tick
* - 10% population
Elite Unit – Beastmasters (4/7, $1000, 7.0 nw)
Spell book: All
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And finally personality changes, again - these are potential changes
The Merchant
* +30% Income
* -25% Money Losses on Plunder Attacks
* Immunity to all Income Penalties (Riots, Plagues, etc.)
* Banks are twice as effective
The Shepherd
* Land generates 4 bushels of food per acre daily
* Immune to Droughts, Storms and the Plague
* -30% Explore time and costs
* -30% Building Construction Time and costs
The Sage
* + 25% science effectiveness
* - 30% Book Costs
* -30% Learn Time
* -50% Losses on Learn Attacks
* Every 4 Acres of land produces 1 Science Book per Hour
The Rogue
* +1 Stealth recovery per tick
* Access to all thievery operations, including 3 unique to rogues:
Greater Arson * Assassinate Wizards * Propaganda
* Thieves Dens are twice as effective
The Mystic
* Meteor Showers spell
* All Guilds are twice as effective
* +30% Spell Duration (For Duration Spells Only)
* +30% Spell Effects (For Instant Spells Only) (Excludes Mystic Vortex, Tree of Gold, and Paradise)
The Warrior
* -50% Land Losses when Ambushed
* +15% Enemy Casualties (on attack or defense)
* -15% Your Military Casualties (on attack or defense)
* -15% Attack Time
The Tactician
* Access to enhanced Conquest Attack at all times
* Gain 30% more Specialist and Building Credits
* 10% more OME in war
* -30% Military Training Time
* -30% Draft Cost
The Cleric
* 50% less troop losses
* Troops losses on attacks converted to soldiers
* 1 extra General