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Thread: Comments on Age 54 potential changes.

  1. #1
    Game Support Bishop's Avatar
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    Comments on Age 54 potential changes.

    Please post your comments/questions on the potential changes in this thread
    Last edited by Bishop; 18-04-2012 at 14:20.
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  2. #2
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    Quote Originally Posted by Bishop View Post
    Please post your comments/questions on the potential changes in this thread
    Mechanic Changes

    Reservations will be automatically used when the new age starts and you will automatically be placed in your kingdom.

    Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent

    Plunder, Learn and Raze are now worth 2 points on the meter

    The war declaration range for kingdoms will be changed to 25% smaller or 33% larger

    War will end automatically if your opponents networth drops to 50% of yours.

    A war ending will grant, for both kds:
    All land currently out with armies at war end returns home immediately.
    Instant population growth of 20% of your max pop if you are under 50% of your max pop
    +500% Birthrate
    30% reduction in training costs of all troops
    Draft cost reduced 50%

    Winning a war will grant the following:
    +10% honor taken from the opponents honor pool
    100 Books of science per acre granted to each province
    5 times your acres in spec credits
    Free building credits to the total of your current acres

    =======================================================

    War wins add 100 bpa? Pretty awesome rewards for the winning province. Increased recovery is a good thing with this suggestion can I suggest post war period to be reduced to 72-90hours max?

    Will need sometime to digest the changes.

  3. #3
    Forum Addict CannaWhoopazz's Avatar
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    I really like the push to make both Wars and WW more exciting and useful! Very cool mechanic changes I think. I haven't really looked at the race/pers changes though


    So Fae's don't have access to the full spell book? Only the racial spells? They have to go Mystic to get MS and Chast?
    Last edited by CannaWhoopazz; 18-04-2012 at 14:54.
    Quote Originally Posted by vines View Post
    100 is the same 1. And 1/92 just means .92.

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    are the race changes late Aprils fools jokes or what?

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    The racial changes are bad, really. I really hope none of it gets implemented. None of the races are on par with Faery, not even close.

    All the races need a huge boost and I appreciate trying to change things around.

    Positives
    Orcs - giving RM, this is not bad. Isn't Shadowlight an all spell? It's pointless spell to be race specific anyway, its a very minimal advantage.

    Good that you're encouraging hybrids, but there's too much lacking from the elites, cost and the nw changes.

    So so, give humans +30% BE. I've no clue why you've given this to Humans I'd rather give them the sci bonus back.

    Negatives
    -All the + Dmg bonuses? Aweful, u only have so much space. It's never really worked in the past and there's no way it will work now not with the amount that is set.

    -You only have so much space, weak elites with medium Thievery/Magic Bonuses aren't gonna help.

    ================================================================
    I dont know how you're going to fix it but you can start with shaving 2 nw off from all the hybrid races elites considering how aweful they are.

    And changing all the +30% thievery/magic to +70%. Faery has all spells, makes no sense that a race can have all spells and all ops (rogue) and have +50% to both. That makes sense at least the halfer and elf will be strong respectively. I prefer you don't weaken the faery but strengthen both respectively, +30% isnt much, everything is affected by space after all.

    Oh yeah if you boost that then u need to boost the other races a little (except faery) and dont nerf undeads, they aren't great.

    =================================================================
    Summary
    - Reduce all weak elites by 2 nw. Except dwarf, undead, avian and orc.
    - Boost Thievery/Magic bonus to 70%
    - Give elves +30% dmg. Give avians something else, maybe +50-100% BR
    - Halfers 100-150gc thieves.
    - Humans +25-30% BE, +10% Science effectiveness and +10% honour gains. + Dmg is useless
    - Undead 50% chance of infecting with the plague, -75% offensive losses.
    - Orcs - +20% gains +50% BR, (-15% thievery/magic)
    Last edited by tak3shi; 18-04-2012 at 18:26.

  6. #6
    Forum Addict CannaWhoopazz's Avatar
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    I like that they are at least mixing things up! At first glance, there are a few changes I don't exactly like though... I need more time to look it all over
    Quote Originally Posted by vines View Post
    100 is the same 1. And 1/92 just means .92.

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    Too many races with Mystic Advantage:

    Human (+ 30% dmg), Avian (+30% dmg) Elf (+30% WPA), Faery (+50% WPA)

    However, I have this love/ hate relationship in the way Chastity is taken out from undead and given to Mystic. So next age is basically the Age of Mystic/ Magic?

    It's kinda the same with Thievery...

    And where's our beloved shepherd?


    Human becomes a rich cash cow but poor military power, even with the +20% BE. The only way out I see is a Human- Sage combo.

    However, I do like the Undead race and their spells range for next age.
    Crossed over to the Dark Side, is this what I have always wanted?

  8. #8
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    Dwarf is useless. Again.
    Faery '+50% damage on spells and ops' seems over the top. Reduce please. "-2 offspec" = trolololol Faery Circle!
    Elves/Halflings too weak.
    Lose either +spell damage or +thievery damage un humans and they'll be fine.
    The Warrior is subpar.
    Automatic war end unnecessary. Why?
    Credits/books awards seem too high imo.
    Last edited by Avenger; 18-04-2012 at 15:20.
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    Please make Avians somewhat balanced with other races. The only one that will even come close to competing with them in these changes is Human. Avian and Human are both well above all other races this age.

    -25% TPA/WPA makes Orc unplayable. Pick one.

    Dwarfs do not make sense. They're a boring race with these changes and don't have anything that makes them useful. You wrecked their economies, didn't improve their militaries. They were already underpowered - awful changes to them.

    Elf is still awful. There is no purpose for Elves that is not now better served by Avian (attacker or hybrid) or Faery (T/M). The only reason to play Elves would be if you lost a bet.
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  10. #10
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    Avians: warspoils and -30% attack, that works wonders if you get a full wave against and are all able to hit and return before their armies are. Guess its only OP at the top though, since KD further down the ladder usually have armies spread out due to timezones.
    Elf mystic with +2 mana and nightmare sounds scary too.
    Faery with the +50% damage and unbeatable tpa/wpa.

  11. #11
    Regular Rago's Avatar
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    With all respect...
    What kind of sorcery is this?
    Sorry, but I'm with Spice: "are the race changes late Aprils fools jokes or what?"
    Races are not just labels, people have some feelings when you talk about a race - mix up things "kinda random" don't make a good racial change.
    Simians FTAA!

  12. #12
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    Upgrades for personality, btw shepherd disappeared?

    The Warrior
    +2 General
    +10% ME

    The Tactician
    Gain 70% more Specialist and Building Credits
    -15% Attack Time
    Spells: Quickfeet, Fanactism.


    The Cleric
    - 70% Your Military Casualties (on attack or defense)
    Animate Dead spell always active
    Spells: Bloodlust

    The War Hero
    +50% more bonuses from honor
    -75% draft cost
    -50% train time
    -20% army cost(training and upkeep)
    -25% honour losses
    Last edited by tak3shi; 18-04-2012 at 15:47.

  13. #13
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    5 times your acres in spec credits
    Orcs hardly loose offense, and then you reward them with 5EPA? Hmm :p

    Can we get a clarification on what the +x TPA/WPA actually means?

  14. #14
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    Quote Originally Posted by tak3shi View Post
    Upgrades for personality, btw shepherd disappeared?

    The Warrior
    +2 General
    +10% ME
    Enhanced Fanacticsm

    The Tactician
    Gain 80% more Specialist and Building Credits
    -15% Attack Time
    Enchanced Quickfeet


    The Cleric
    - 80% Your Military Casualties (on attack or defense)
    Animate Dead spell always active
    Enhanced Bloodlust

    The War Hero
    +50% more bonuses from honor
    -75% draft cost
    -50% train time
    -30% army cost(training and upkeep)
    -25% honour losses
    lol.. speaking about an overpowered suggestion.

  15. #15
    I like to post KuhaN's Avatar
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    Thumbs up

    New changes is a step towards the right direction, gj.

    ...And dont really care about balancing the races, its funner when theyre unbalanced neways.
    Last edited by KuhaN; 18-04-2012 at 15:40.
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