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Age 77?
Okay i know these pop up alot, but as im at couldnt sleep and felt like there has been a few ages of stale changes and nothing hugely new besides the personal news i figured i'd dream up some changes that reasonably could be added
Concept: was overal to mix up science, and make chaining someone in war actually remove them (no pking though). My changes those made it so to invest a bit heavier in # of hits since the science got added. That is any t/m or hybrid heavy setup wouldn't run the gains science as other stuff is more important. I then tried to balance out clearly what each races "Roll" would be in a kd with the personalities adding simply flavor. And finally defined Leets to be insanely nw efficient instead of high numbers to allow for in war econ to really play a roll. See +75% econ is a science allows for in war spec training to actually match raw numbers of a leet heavy based setup but you end up geting bad nw/acre and ops do hurt a bit more. (see nm/ms/ns/prop all which all directly target a military unit got buffed in power 25%)
Races
Avian
Bonuses
-30% Attack travel time
+25% Birth Rate
Immune to Fireballs and Kidnaps
Penalties
Cannot Use War Horses/Stables
Spell book: Fanaticism, Town Watch, Aggression, Bloodlust
Elite: Offense: 7 Defense: 2 Networth: 5.5 Cost: 850
Soldiers: Offense: 1 Defense: 1
Bocan
Bonuses
+25% Sabotage Damage
+50% Effects from Honor
Can Train Thieves using Specialist Credits
Spell book: Clear sight, Inspire Army, Nightmare
Elite: Offense: 5 Defense: 7 Networth: 7 Cost: 1000
Soldiers: Offense: 1 Defense: 1
Dark elf
Bonuses
+30% Spell Damage
+2 Offensive Specialist strength
Converts Specialists into Elites on successful Traditional March
Penalties
+20% Wages
Spell book: Nightmare, Magic Shield
Elite: Offense: 4 Defense: 6 Networth: 6 Cost: 1050
Soldiers: Offense: 1 Defense: 1
Dryad
Bonuses
All land produces food
No defensive losses
Mercenaries & Prisoners 7/0
War Horse 3/0
Stables act a dungones
Penalties
+15% Attack Travel Time
-50% Enemy Military Casualties
Desertion due to overpopulation occurs at twice normal rate
Spell book: Inspire Army
Elite: Offense: 10 Defense: 1 Networth: 7.25 Cost: 950
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+10% Building Efficiency
Free Building Construction And Razeing
+50% Resistance Science Effectiveness
Penalties
+100% Food consumption
Spell book: Mystic Aura, Inspire Army, Greater protection
Elite: Offense: 6 Defense: 6 Networth: 6.5 Cost: 950
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+30% WPA
+25% Tower Efficiency
+1 Defensive Specialist Strength
Spell book: Mage's Fury, Chastity, Inspire Army
Elite: Offense: 6 Defense: 5 Networth: 6.25 Cost: 1025
Soldiers: Offense: 1 Defense: 1
Feary
Bonuses
+20% Spell Duration, Spell Damage, & Sabotage Damage
Can Cast Fading Spells on Kingdom Mates
+15% Offensive wpa/tpa
Penalties
-100% Resistance Science effectiveness
Spell book: Greater Protection, Invisibility, Reflect Magic, Tree of Gold, Animate Dead, Fool's Gold, Mystic Aura, Mage's Fury, Magic Shield
Elite: Offense:4 Defense: 8 Networth: 7.5 Cost: 1200
Soldiers: Offense: 1 Defense: 1
Halfing
Bonuses
+50% Thievery Effectiveness (TPA)
+10% Population
-50% Thief Costs
Penalties
-10% Building Effectiveness
Spell book: Aggression, Town Watch, Invisibility
Elite: Offense: 5 Defense: 6 Networth: 6.25 Cost: 1000
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+100% Income
+15% Credts (Building & Military from Attacks)
Can use spec Credits to train leets
Income Penalty Protection
Penalties
+50% gold costs for everything
Spell book: Greater Protection, Inspire Army, Quick Feet, Magic Shield
Elite: Offense: 7 Defense: 3 Networth: 5.5 Cost: 500 (will scale up 50% to 750)
Soldiers: Offense: 1 Defense: 1
ORc
Bonuses
+25% Battle Gains
+50% Terra Science Effctiveness
Free draft
+15% Enemy casualties when attacking
Penalties
-15% Science Effectiveness
Spell book: Reflect Magic
Elite: Offense: 8 Defense: 1 Networth: 6.25 Cost: 950
Soldiers: Offense: 1 Defense: 1
Personalities
The Heretic
All Guilds are 100% more effective
Reduced offensive thief and wizzard losses by 50% (explostions, failed and successfull theif ops)
+50% Resistance Science Effectiveness
+50% Magic and Thievery Science Effectiveness
+1 Mana
Access to Blizzard and Revelation
Starts with +600 Wizards and +400 thieves
The Mystic
All Guilds are 200% more effective
+50% Theif Mage Science Effectiveness
+50% WPA
Spell Damage +25%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +1000 Wizards
The Paladin
All Guilds are 50% more effective
Troops attack dragon with +25% increased power
-25% Military Casualties
Immune to the Plague
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
All Paladin Only Spells & Fool's Gold & Town Watch
Paladin Only Spells
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+50% Theif Mage Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +800 thieves
The Sage
-50% Abduct Losses
+100% scientist spawn rate
Scientists spawn in as professors
Scientists Have no NW
Access to Amnesia
The Tactician
Attack Time -15%
Succesfull Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
The Undead
Spreads and is Immune to The Plague
Unpaid Military wages do not stop attacking
+1 General
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection and Animate Dead
The War Hero
Honor Bonuses +100%
-50% wages
Dragon Immunity
Convert Specs into Elites
Starting Soldiers +800
Spec Credits +800
Access to War Spoils and Pitfalls
The Warrior
+5% Off Military Efficiency
Military Science Efficiency +100%
Full Conquest Access
Starting Elites +800
Access to Fanaticism
Mechanics
War offers can be made through CF (even dated cf's) acceptance auto cancels the CF.
All provs will start with 1 raw wpa
EWOCF:
Building Time reduced 50%
Upon Entering eowcf you will enter a 100%(lose) or 125%(win) Power Affluent Ritual Based on War win
OPS:
Damge increased by 25% on NM, MS, NS, PROP
Magic Shield: no longer on All provs
Rune cost formula tweaked :
-From: Runes cost = ROUNDDOWN ( (0.68 * Size + 680) * Spell Cost Multiplier )
-To: Runes cost = ROUNDDOWN ( (0.50 * Size + 200) * Spell Cost Multiplier )
Building costs
are now Fixed:
1000 gc/acre to build
500 gc/acre to raze
Plague:
100% chance to spread
DME lowerd to 5% from 10%
Cure rate uped to 40% fro NB
Max Duration 8 hours after hit/hitting
Hosptials cure rate 1.5%-> 3% cap 50%
Meter:
OPs: Most spells and sabotage ops will move the meter 1 point
OPS: NS, AW, LL, and MS move the meter 3(2?) points
Conquest: 3 points
Trad marches: 6 points
Abducts: 4 points
Plunders:4 points
Unfriendly: 25 points
Hostile: 100 points
Meter decays 55% per day
Meter at or above 200 Decays to 200 at day change
Auto declare happens when both kds are hostile
After 3 days keeping a kd hostile game auto cf's 1 week
Science: (Cap)
Terra +25% Land Gains and -Land losses
Dragon +150% Funding of and damage to Dragons
Peasent +15% Population and BE
Production +75% Food, Rune, Horse, and Gold Production
Military +10% Military Efficiency
Theif Mage +100% Thievery and Magic Effectiveness
Resistance +30% Reduced Damage from T/M ops (both instant and duration damage)
Rituals:
Affluent: Income +20% & Draft Speed +25% & Birth Rate +25%
Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Havoc: +30% Offensive TPA & +30% Offensive WPA & +40% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks & +10% Battle Gains
Resilient: -50% Gains on attacks you make & -75% Military Casualties on defense & +100% wizzard production
Godspeed: -10% Attack Time & 25% Less Military Casualties on Offense
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
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I like a lot of these but im too lazy to read it all at once and form some kind of proper analysis... so +1
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Yeah I really like what you've done with the science.
Dryad seems a bit OP though. -50% Enemy Military Casualties is not really a penalty since it's a lot easier to overpop someone and lock their military. Also, what do you mean stables act as dungeons?
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thanks guys.... the overall idea was just to try to get massively different w/out having to introduce that many "new" concepts. i mean fundamentally i changed non war offer declare, defense v t/m ops, and plague. but the big shakeup would change alot w/out having to have that much work on the backend.
as for dryad.
-yes it "could" be op i had a hard time with them. how do u balance a "big offense" prov w/out making it op once already chained. its almost impossible to pull someone outa war and big offense is that reason. BUUT if u dont have "enough" offense its t/m v t/m and it just takes forever. so increasing t/m damaage but adding some def to that attackers would focus could balance out if not for dryad.
- anyway i figured -50% miltiary causuallties meant they wouldnt be geting a ton of prisoners, and when chaining that persons def doesnt drop as much. similarly theres no huge gain for them engaging some one since they can hit "more" but they dont do that damage home on someone since reduced damage, and multi hits means they get to "max meter" faster which is even more reduced damage to the person they are hitting.
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I have only finished half of this but disapprove thus far mostly. I may post again
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honestly pillz thats a compliment coming from u. point was to suggest a mixup, take or leave exact changes. the "mostly" means theres something u like :P
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my thoughts on what I've read...
+10% BE for dwarf is very meagre compared to the high BE a sage could get from max tools/pop sci! Dwarf has always been the race with high BE/free build, they aren't heavy hitters these days so their appeal is that high BE and +10% isn't appealing at all, increase it to 20-25%, hey even higher, why not? 30%?
That 100% food penalty is a killer early age and even with decent production sci and when I last played them +20% BE you still needed more farms than any other race, meaning less of something/everything else.
Tactician is still boring imho, nothing exciting or new, maybe bring it back to -20% attack times?
Love the new science ideas.
Love you bought back the +1 gen, I've been posting that for ages now since they removed it.
EOWCF, great ideas, I would also like to add that all active T/M ops on a province be negated, but I know this isn't hugely popular.
Did you just suggest to make magic shield a racial spell? It's the most basic defence we have, it's not even that awesome when you're being op'ed by a T/M but it helped when being peppered by attackers etc, how are we to defend against dark/black magic now? Purely through Resistance science which is only reduced damage and does not offer the option of a failed spell attempt, that's a huge nerf.
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Regarding EOWCF:
- Reduced to 24h.
- -100% training cost
- -100% building cost
- -100% training time
- -100% building time
- Provinces under the median gets free acres to match the median acre instantly
- able to train peasants into wizards at 0gc instantly
- able to train peasants into soldiers at 0gc instantly
Pretty much skips EOWCF phase and get back to warring. More war = better.