Results 1 to 1 of 1

Thread: Age 53 potential changes Rev 2

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

    Age 53 potential changes Rev 2

    Here are the second round of potential changes for age 53 - many thanks to those that contributed. You can comment on these changes here.

    Game Mechanic changes:

    Fortified stance will be limited in duration. After X days you will be moved into Normal stance with the normal restrictions of any stance change. Currently we are considering a 3 day limit.

    We would like to introduce a War Wins chart, ordered by wins*relative net worth of opponents.

    Those are the game mechanic changes proposed that we can announce at this stage. We may have some additional game changes to announce later.


    Race

    Avians
    Bonuses:
    * - 30% attack times
    * Defensive Specialist Strength +1

    Penalty:
    * - 10% attack gains
    * No access to stables

    Other Information:
    * Offensive Specialist: Griffins (5/0)
    * Defensive Specialist: Harpies (0/6)
    * Elite Unit: Drake (7/4, $650, 6.5 nw)
    * Spell book: Clear Sight, Town Watch, Fanaticism

    Dwarves
    Bonuses:
    * + 20% BE
    * Free Building Construction
    * Can use credits to raze buildings

    Penalty:
    * Accelerated Construction not available
    * - 25% thievery effectiveness
    * + 50% food consumption

    Other Information:
    * Offensive Specialist: Warriors (5/0)
    * Defensive Specialist: Axemen (0/5)
    * Elite Unit: Berserker (7/5, $750, 6.75 nw)
    * Spell book: Vermin, Quick feet

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

    Penalty:
    * None

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

    Faery
    Bonuses:
    * + 50% magic effectivness
    * + 50% thievery effectiveness

    Penalty:
    * - 10% population
    * Offensive Specialist Strength -1

    Other Information:
    * Offensive Specialist: Magicians (4/0)
    * Defensive Specialist: Druids (0/5)
    * Elite Unit: Beastmasters (3/8, $1000, 7.0 nw)
    * Spellbook: All spells

    Halflings
    Bonuses:
    * + 1 extra stealth per tick
    * - 50% thief cost
    * + 10% Population
    * Espionage operations are 100% accurate in war

    Penalty:
    * -20% birthrate

    Other Information:
    * Soldiers: 2/2
    * Offensive Specialist: Strongarms (5/0)
    * Defensive Specialist: Slingers (0/5)
    * Elite Unit: Brutes (5/6, $500, 5.0 nw)
    * Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression

    Humans
    Bonuses:
    * + 30% income
    * + 40% Damage on Sabotage Operations

    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, Fountain of Knowledge

    Orcs
    Bonuses:
    * + 25% gains
    * Trains elites with credits

    Penalty:
    * - 10% building efficiency
    * - 50% 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
    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:
    * - 20% 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, $1200, 7.0 nw)
    * Spellbook: War Spoils, Nightmares, Chastity


    Personalities

    The Merchant
    * +40% Income
    * -50% Money Losses on Plunder Attacks
    * Immunity to all Income Penalties (Riots, Plagues, etc.)

    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
    * + 20% Science effectiveness
    * - 20% Book Costs
    * -20% Research Time
    * -75% 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
    * +15% Enemy Casualties (on attack or defense)
    * -15% Your Military Casualties (on attack or defense)
    * 10% more OME in war
    * + 50% bonuses from honor

    The Tactician
    * Gain 30% more Specialist and Building Credits
    * -15% Attack Time
    * -30% Military Training Time
    * -50% Land Losses when Ambushed

    The Cleric
    * - 50% Your Military Casualties (on attack or defense)
    * 1 extra General
    Last edited by Bishop; 26-01-2012 at 10:20.
    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
  •