Food Changes
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1. Cost 1bushel per thievery operation, per 100 thieves sent.
2. Cost 1bushel per attack, per 100 troops sent (not merc/horse/prisoner).
3. Add Thievery or Magic Op, poison food. Peasants/troops killed in the ratio of 1% of food consumed every hour, until the amount of food poisoned has been consumed. Amounts such as 10% of current food.
This works against people stockpiling massive food, as they will be hurt for longer, while having little effect on people who consume most of their stock and renew it each hour. Can be used several times.
4. Draft rates increase food consumption by their percent. Reservist 0.5% more food used, normal 1% food used etc under old system.
Increase food demand, limiting stockpiling pre-war when players draft more.
5. Allow food to be sent to satiate a dragon, 1500 bushels to kill 1 point on the dragon.
Dungeons Changes
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At the minute Dungeons are Obsolete beyond 2-3% basically.
I propose while keeping the current numbers for prisoners and capacity, we add some more bonuses. Below are examples, not all would be needed in 1 building.
1. Increase Enemy Casualties
Depending on theme, this could come in 1 of 2 ways.
a) +1 casualty for every 2 prisoners sent - Prisoners become bloodthirsty from sport fighting/gladiatorism.
b) Increase enemy casualties 1% Multiplier.
10% Dungeons would give 18% more casualties at 100 BE.
a) Would make Dungeons good for anyone hitting a lot.
b) Would make Dungeons especially good for higher BE provinces, which dungeons would help with.
2. Allow better intelligence gathering through torture.
Raise accuracy of SoM, SoS, Survey, Infil by 1% Multiplier. 10% Dungeons would give 18% more accurate numbers.
While this isnt a massive bonus, it does make Dungeons a tiny bit more appealing it if goes in alongside other bonuses.
Apply the same bonus as a flat rate chance to find the culprit of Thievery options which has thieves lost, including those from successful oversends.
3. Allow Prisoners to be captured when enemy troops die while attacking the province.
Would make higher dungeons easier to fill for those running them for the other benefits above.
Artisan Changes
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1. 50% Protection of Peasants and Military from MS and FB.
2. Free Raze at all times.
3. Doubles buildings destroyed on Raze and Massacre in War.
4. Enemy recieves no Building Credits with land taken from an Artisan.
5. All other bonuses remain the same.
Orc Changes
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1. Science capped at Limited, normal cost. Learns yield double books.
2. Plague spread to enemies succeeding in thievery operations on the Orc at a rate of 5%.
3. Plague spreads 100% when someone hits Orc, 100% when Orc hits someone else.
4. Plague changed to No pop growth throughout duration, 2% Defence Penalty 2% Income Penalty. Increase by 2% every hour before capping at 16% after 7 hours, then reduces by 2% Each hour until negated after 14 hours. Can be cured at any time through current means.
5. Fog Immunity, Pitfalls Immunity, Nightmare Immunity.
6. All other bonuses/penalties remain the same. 30% Gains bonus multiplies with the learn bonus.
Warrior Changes
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-15% Attack times
+25% Enemy Casualties, including Ambushes both ways
+25% Buildings Destroyed with Raze/Massacre
War Hero Changes
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-50% Wages
-50% Draft Cost
+Enhanced Conquest, with +25% Gains
+25% More Specialist Credits, but not Building Credits
Drafting Changes
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0.1% Cautious - 20gc
0.3% Reservist - 30gc
0.5% Normal - 50gc
1.0% Militant - 80gc
1.5% Aggressive - 120gc
2.0% Conscriptive - 170gc
While higher Draft rate increases food consumption, also offer protection from NS, NM and MS equal to draft rate x 10.
Cautious, while economical leaves Soldiers open to ops. Conscriptive, while expensive maintains many more of your hardened Soldiers. A citizens of a military orientated Province expect to fight at any time and are hardened by the resolve of their leaders, who urge them to fight.
This system makes the higher draft levels more useful in war, as with an 8.5x increase in cost, you get 20 times more protection of soldiers.
Overall these changes leave the majority of races unharmed, although playing them this age will be a different experience due to food and drafting changes as well as attacker personalities.
Orcs will be significantly improved, with WH opening up good economic possibilities and learns yielding excellent gains allowing them to keep up mid-late age when Sciences take off. They will not be stuck with Warrior, although it will lend itself to being a strong destructive force to any Race.
Orcs will gain some defensive psychological measures, I.E. Plague which will help them to counter the plethora of ops and hits they recieve without making them any harder to actually take down, beyond the protection of the Draft changes, which they can afford to use with their 50% Draft and Possibly WH benefits.
I know I havent covered a lot of other things people would like to see, but I dont think we should change everything in 1 age. The addition of new ops, spells, mana-rasp, races, etc should be tested on the next Age of Genesis to go into WoL after modification for balancing, next age.
Flame on ;)