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Originally Posted by
AmrasArFeiniel
General:
MF: remove the wpa penalty
Amnesia: buff slightly, now heretic only
SI: removed, as I didn't find a home for it that I liked
DS: returning on cleric, and as a support spell. give them rogues some defensive wpa love!
Rev: Reduce effect to 15%
I like a buffed, Heretic-only Amnesia. I do not care for you removing SI – just give it to Cleric, it’s a nice support spell.
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Dark Elf
+20% Spell Damage
+10% ME
30% of enemy casualties on TMs are converted to wizards
-1 dspec
7/11 elite 8.25 900gc
Spellbook: BL
30% of enemy casualties is A LOT – that’s easily about 2-3 wpa for those incoming acres! It sounds good on paper, but it’s absolutely bonkers once you factor in that people get attacked and lose land (but not wizards) too.
Also, I’m not really a big fan of the -1 dspec and defensive elite. It’s like yes, I will use the elite already, no need to force my hand like that. In fact, I think this makes into harder for them to keep the land they capture OOW, which is not ideal because they already get so many wizards – unless they pick War Hero.
+10% ME and bloodlust stack pretty well. Maybe too well? I don’t know.
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Bocan
+20% sabotage damage
Can train thieves with credits
+30% spec credits
+2 ospec
-10% income
8/12 elite 8.25nw 900gc
Spellbook: vermin, fanat
This is a very similar race to Dark Elf. A better-than-average ospec to attack, a defensive elite you can’t afford outside of eowcf (with very similar numbers, after BE bonus). Thieves tend to be more population-intensive than wizards, so I don’t get why the A/M race gets more units with each attack while Bocan has to draft from amongst their own. I suppose there’s kidnapping and all that, but that’s still a roundabout way to draft more soldiers.
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Elf
+20% WPA
+20% rune production
+2 dspec
Cannot use dungeons
12/8 elite 7.75nw 875gc
Spellbook: MF, chastity
A bit boring. I guess it works? I personally wouldn’t play as this if you paid me.
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Halfling
+20% TPA
+10% Population
-50% thief losses on failed ops
-20% Military training costs
-1 ospec
11/8 elite 7.5nw 800gc
Spellbook: MA, invis
Mystic Aura on Halfling? Why?
Also, I really like the extra capacitious homes because it allows for bonkers +pop bonii. +10% is fine, but a bit meh when you also give them an ospec penalty, and a middling, expensive (for Halfling standards) elite.
Here’s a bonus I would like for Halfling instead: more capacitous capacity buildings. +100% to capacity bonus of houses (so +20 instead of +10), stables (160 horses instead of 80) and dungeons (50 instead of 25). Add in a -1 to horses instead of to ospecs, a cheaper elite, and you got yourself a nice little race capable of raising large armies of middling troops.
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Human
+15% sci effect
+20% income
+2 horses
+25% explore cost (gc)
7/12 elite 8.5nw 1100gc
Spellbook: fok, RM
Reflect Magic on humans? Hell no.
The rest is ok.
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Orc
+30% draftees
-75% draft cost
4/4 soldiers
+15% damage from spells and ops
15/6 elite 8.5nw 925gc
Spellbook: Aggression, BL
Other than the gains, it’s very similar to what we got.
What we got is… well, meh. The gains really is the best orc bonus, maybe the best bonus period. This is just a race built for night strikes.
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Avian
-20% attack time
+25% birth rate
-20% military training time
cannot use stables or horses
-10% BE
14/5 elite 8nw 850gc
Spellbook: TW, war spoils, fanat
They’re like what we have now, but worse: less BR, worse elite, less BE. Hard pass.
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Dwarf
+25% BE
-50% construction and raze cost
+35% building credits
+10% DME
+100% food needed
+100% deaths from starvation
12/7 elite 7.75nw 875gc
Spellbook: MA, QF, gluttony
Here’s the thing: if you want a fast attacking race, this dwarf is better than avian. It can (easily!) max out barracks, it gets quick feet, and the elite is just as strong (with horses) and better at defending. And these dwarves are already a strong race, so why the extra bonus?
Also, the extra starvation deaths make no sense. Starvation is already calculated by your food deficit, so dwarves are already extra vulnerable. This is just making starvation work faster until you reach a food balance – or send you spiraling down if your peasants die, driving BE off… just, like, no. It’s redundant.
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Faery
+50% self spell duration
All racial spells
-5% population
7/13 elite 8.5nw 1100gc
Spellbook: all racial spells + tog
Interesting. This faery would be viable as an attacker.
Just viable, though. Dark elf is so much better. And Elf should a better mage, so I gotta ask: what’s the point of this Faery? Self-spells are a means to an end, not an end in itself.
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Undead
-20% casualties
no food needed
spreads and is immune to plague
-15% sci effect
14/6 elite 8.25nw 900gc
Spellbook: AD, chastity
Undead is also about the elite. This undead is so boring, tell me: why would I play this instead of a good race paired with Cleric?
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Mystic
+150% guild land effect
+50% channeling science
+20% combat spell duration
+1 mana/tick
Spellbook: MS, Blizzard, ET
Starts with: 800 wiz
Reduce MS duration and I’m sold.
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Rogue
+75% TD land effect
-30% thief cost
+50% crime science
+1 stealth/tick
+20% NS damage
Access to GA, AW, prop
Spellbook: ET
Starts with: 800 thieves
I think Rogue should get all thievery ops, SWH too. It’s the arch-thief. Propaganda would make more sense on Bandit, too, yet it’s here. Why? Because Rogue gets all the thievery ops. The rest is ok.
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Heretic.
+75% guild land effect
+50% TD land effect
+25% channeling, crime, and cunning sci
Spellbook: NM, FG, Amnesia, Rev
Starts with: 400 wiz, 400 thieves
Good.
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Bandit
+50% TD effect
+30% crime sci
+25% gains on robs and plunders
Some additional prisoners are captured on NS, kidnap, and free prisoners ops
Prisoners and mercs are +3
-75% merc cost
Access to GA and SWH
Spellbook: gluttony and vermin
Starts with: 400 thieves, 400 solds and creds
Interesting concept. I would make it so that only Free Prisoners gave you prisoners, and I’d give them Propaganda.
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Cleric
-20% casualties
Immune to plague
+20% defensive WPA
+20% strategy, shielding and invocation sci
Can cast spells on mates
Spellbook: GP, AD, DS, IS, wrathful smite
Starts with: 600 solds and creds, 200 wiz
This is undead, but better. It’s ok.
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Merchant
Immune to income penalties
+15% Econ sciences
+20% flat rate building production
-30% effect on TB for both parties when sending or receiving aid (does not stack with 2 merchants)
Spellbook: ghost workers, CS
Starts with: 800 solds and creds
Meh. How many people play as bank?
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Tactician
+15% battle gains
+30% siege sci
-33% land lost on ambushes
accurate intel
Spellbook:
Sarts with: 800 solds and credits
Yeah, that’s what this game needs: more chaining! /s
This is such an overpowered personality it’s not even funny. I see no reason to ever play another attacker, just slap this on a Dwarf with barracks and game over.
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Warrior
+10% OME
+20% tactics sci
-25% casualties on conquest attacks
+15% gains on massacres
improved conquest range
Spellbook: PF
Starts with: 800 solds and creds
Who cares? They’ll get shredded by two or three tactician provs before they can hit a T/M once.
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War Hero
+50% honor bonuses
Convert specs to elites
+1/+1 elite
+30% valor and heroism sci
Spellbook: Hero's inspiration (PI renamed)
Starts with: 800 elites
It’s ok. Maybe a bit overpowered, but since Tactician is so absurd, I can’t really tell anymore.