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Thread: Age 50 potential changes

  1. #1
    Game Support Bishop's Avatar
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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.
    Last edited by Bishop; 16-03-2011 at 14:33.
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  2. #2
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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
    Last edited by Bishop; 16-03-2011 at 14:38.
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  3. #3
    Game Support Bishop's Avatar
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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
    Last edited by Bishop; 15-03-2011 at 16:50.
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