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.