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Thread: Age 52 Potential Changes

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    Age 52 Potential Changes

    Hi all, here are the potential changes for age 52. This age we intend to add some new features to the game so the changes to the game mechanics wont be huge, but we hope they are interesting. We have a lot of stuff planned for release down the line, some of it is behind the scenes and will allow us to support our players better, some of it is purely for your enjoyment (and to help keep the game running of course). With that in mind here are the potential changes for age 52.


    Changes to mechanics:

    Undeads will not convert any troops if they hit out of the end of war ceasefire period.

    Fog is removed from the game.

    We will now be actioning Fake Wars. We will use a combination of automatic detection, reporting and manual views of wars to determine if they are real, if they are not we will take punitive action.

    We will be changing the relations system as follows:

    * We will be capping the relations meter and granting a button to both kingdoms if both parties reach this cap. The exact number is yet to be decided but it should be sufficiently high that it takes a fair level of activity to reach it.

    * A large disparity between the hostility of kingdoms will result in gains dropping off. In other words, if a kingdom continues to hit another kingdom that does not retaliate the aggressors gains will be reduced. If retals begin the disparity on the meter is reduced, and so the gains for the aggressor will increase back to normal.

    Honor generation will be reduced.

    Casting Storms or Drought on a Shepherd will not be blocked but you will get a message that they are immune on a successful cast.

    We will be re-jigging fortified (or possibly splitting it out again) so as to provide an viable stance to pump in. For example, it may contain a training time decrease for troops.

    Race Changes

    Avian
    Bonuses:
    * - 25% attack times
    (lost fog immunity as fog no longer exists)

    Penalty:
    * - 25% birthrate
    * No access to stables

    Other Information:
    * Offensive Specialist: Griffins (5/0)
    * Defensive Specialist: Harpies (0/5)
    * Elite Unit: Drake (8/3, $650, 6.5 nw)
    * Spell book: Clear Sight, Town Watch

    Dwarf
    Bonuses:
    * + 25% BE
    * Free Building Construction
    Can use credits to raze buildings
    Penalty:
    * Accelerated Construction not available
    * - 20% thievery effectiveness
    * food consumption doubled

    Other Information:
    * Offensive Specialist: Warriors (5/0)
    * Defensive Specialist: Axemen (0/5)
    * Elite Unit: Berserker (7/4, $800, 6.0 nw)
    * Spell book: , Animate Dead (Fog removed)


    Elf
    Bonuses:
    * + 2 mana per tick in war
    * Defensive Specialist Strength +1
    * +30% damage on instant offensive spells.

    Penalty:
    * No access to Dungeons

    Other Information:
    * Offensive Specialist: Rangers (5/0)
    * Defensive Specialist: Archers (0/6)
    * Elite Unit: Elf Lord (7/3, $600, 6 nw)
    * Spellbook: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic, Mage's Fury


    Faery - no change
    Bonuses:
    * + 50% magic effectivness
    * + 1 stealth per tick

    Penalty:
    * - 10% population

    Other Information:
    * Offensive Specialist: Magicians (5/0)
    * Defensive Specialist: Druids (0/5)
    * Elite Unit: Beastmasters (4/7, $900, 7.0 nw)
    * Spellbook: All spells

    Halflings - no change
    Bonuses:
    * + 40% thievery effectiveness
    * - 50% thief cost
    * + 5% population
    * Espionage operations are 100% accurate in war

    Penalty:
    * No access to hospitals

    Other Information:
    * Offensive Specialist: Strongarms (5/0)
    * Defensive Specialist: Slingers (0/5)
    * Elite Unit: Brutes (6/5, $500, 5.0 nw)
    * Spellbook: Vermin, Town Watch, Quick Feet, War Spoils

    Humans
    Bonuses:
    * + 30% income
    * + 40% Damage on sabotage ops

    Penalty:
    * - 20% magic effectiveness
    * Offensive Specialist Strength -1

    Other Information:
    * Offensive Specialist: Swordsmen (4/0)
    * Defensive Specialist: Archers (0/5)
    * Elite Unit: Knight (8/3, $800, 6.5 nw)
    * Spell Book: Greater Protection, Aggression

    Orcs
    Bonuses:
    * + 30% gains
    * Trains elites with credits
    * - 30% Draft Cost

    Penalty:
    * - 50% effects from honor
    * - 40% thievery and magic damage (on offensive operations)

    Other Information:
    * Offensive Specialist: Goblins (5/0)
    * Defensive Specialist: Trolls (0/5)
    * Elite Unit: Ogre (9/2, $800, 6.75 nw)
    * Spellbook: Fanaticism, Aggression, Bloodlust


    The Undead - no change
    Bonuses:
    * 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

    Penalty:
    * - 15% science effectiveness
    * Access to basic thievery operations only (neutral relations ops)

    Other Information:
    * Offensive Specialist: Skeletons (5/0)
    * Defensive Specialist: Zombies (0/5)
    * Elite Unit: Ghoul (9/3, cannot be trained (see 'Bonuses' above), 7.0 nw)
    * Spellbook: War Spoils, Nightmares, Chastity


    Personalities

    The Shepherd

    * Land generates 4 bushels of food per acre daily
    * Immune to Droughts, Storms, the Plague and Dragons.
    * -30% Explore time and costs
    * -30% Building Construction Time and costs

    No other personality changes.

    We are looking for input on the relations meter caps, the disparity amount range before we reduce gains and the stances - we would appreciate it if you could comment here about the relation system, and here about the rest. Feel free to link a thread that contains your idea too if you have already posted something.
    Last edited by Bishop; 19-10-2011 at 23:02. Reason: clarifying fw for dazzanub
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