Results 1 to 1 of 1

Thread: Age 52 Changes

  1. #1
    Game Support Bishop's Avatar
    Join Date
    Jul 2008
    Posts
    21,332

    Age 52 Changes

    Here is the changelog for Age 52. The changes to the relations system and the stances are quite important and will have a large influence on game mechanics so many thanks to those that contributed to the discussions.

    Race

    Avian
    Bonuses:
    * - 25% attack times
    (lost fog immunity)

    Penalty:
    * - 25% birthrate (from -20%)
    * 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:
    * + 20% BE (down from 25%)
    * Free Building Construction
    Can use credits to raze buildings (new, clarification: credits not consumed when building acres)
    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: Quickfeet, Animate Dead - (loses Fog)

    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, Reflect Magic, Mage's Fury - lost Quickfeet

    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 - only shepherd changed, posting all for completeness

    The Merchant
    * +30% Income
    * -25% Money Losses on Plunder Attacks
    * Immunity to all Income Penalties (Riots, Plagues, etc.)
    * Banks are twice as effective (subject to DBE)

    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

    The Sage
    * + 30% Science effectiveness
    * - 30% Book Costs
    * -30% Research 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 and Propaganda
    * Thieves Dens are twice as effective (subject to DBE)

    The Mystic
    * Meteor Showers spell
    * All Guilds and Towers are twice as effective
    * +30% Spell Duration (For Duration Spells Only)

    The Warrior
    * -50% Land Losses when Ambushed
    * +15% Enemy Casualties (on attack or defense)
    * -15% Your Military Casualties (on attack or defense)
    * 10% more OME in war

    The Tactician
    * Access to enhanced Conquest Attack at all times
    * Gain 30% more Specialist and Building Credits
    * -15% Attack Time
    * -30% Military Training Time

    The Cleric
    - 50% Your Military Casualties (on attack or defense)
    Troops losses on attacks or defense converted to soldiers
    1 extra General


    Game mechanic changes

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

    Fog is removed from the game.

    Honor generation will be reduced - we feel it is currently too high, but it will still be higher than you would have seen in age 50, for example.

    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.

    End of War Ceasefire period can be extended up to 4 days

    As you can see below we heavily modified the meter and the stances, because of this we feel that we have gone a long way to addressing the need for fake wars. In light of these changes we will now be taking punitive action on Fake Wars.

    Meter changes
    Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.

    Meter Cap 200 points:
    Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.

    Stances

    Aggressive: removed the double points to meter penalty

    +10% Combat Gains
    10% Lower Attack Time


    +30% Military Wages (increased from 15%)
    +10% Military losses (new: affects hits in and out)

    Normal:
    unchanged

    Fortified: - extensively changed

    -50% gains hitting in (slides in over a period of 24 hours)
    -25% Training time and cost
    +25% draft speed
    -25% Construction time and cost

    -50% gains hitting out
    +100% Explore costs
    No Paradise spell available
    Science limited to "Active"

    We have a comments thread here if you'd like to make a remark.
    Last edited by Bishop; 26-10-2011 at 13:35.
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page | #tactics <-- click to join IRC|
    PM DavidC for test server access

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •