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Thread: Comments on Age 54 potential changes.

  1. #151
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    if you want to call your father mother next month.... what is to debate about that
    * how about to forbid attacking kingdoms in war (or outside) since there are some kingdoms and multi cheaters doing it a lot now spoiling wars ?
    * how about to remove raze, at least out of war because there are kingdom doing a lot on smaller kingdom only for fun, to depart players from game ?
    * how about to not cap gains on much smaller kingdoms to 1/3 but to zero to stop big noob kingdoms
    attacking much smaller kingdoms year after year and actually play ? and dimnish gains over much biger kingdoms as well as over smaller kingdoms ?
    Last edited by beeper; 19-04-2012 at 15:06.

  2. #152
    I like to post Landro's Avatar
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    Quote Originally Posted by beeper View Post
    * how about to forbid attacking kingdoms in war (or outside) since there are some kingdoms and multi cheaters doing it a lot now spoiling wars ?
    I've only seen this done by nubs and by people who got hit by that kingdom shortly before the start of the war.

    * how about to remove raze, at least out of war because there are kingdom doing a lot on smaller kingdom only for fun, to depart players from game ?
    Raze is the only way big provinces can protect smaller kingdom mates. Let's not remove that.

    * how about to not limit gains on much smaller kingdoms to 1/3 to stop attacking much smaller kingdoms year after year and actually play ? and dimnish gains over much biger kingdoms as well as over smaller kingdoms ?
    Doing it in both directions would be fair but it's usually smarter not to outgrow your kingdom. That would prevent most of these type of complaints.
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  3. #153
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    Undeads > now need food? No just NO.

    I'm baffled like everyone else. From one extreme to another.

  4. #154
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    Quote Originally Posted by IceBlue View Post
    Rather than pull out random background info with nothing to back it up why not explain why you think Humans are OP on that list and how Orcs are trash. Human changes make it basically Dwarves from this age plus bonus op damage and ToG and FoK. ToG+FoK and op damage are great but it doesn't at all address the main weaknesses of the Dwarves and their 6/5 elite. Are you going to say that Dwarves are OP this age? Or you really think 600gc for a 6NW 6/5 is so OP compared to 700gc for the same elite?

    Being "a leader in a top kingdom" doesn't mean you necessarily fully understand game balance. What you're saying is basically "give Dwarves ToG and FoK and it becomes OP". Ridiculous. As for Human bank, what can they do with these stats that Faeries can't? Faeries are better in all their bonuses except they have a lower pop. Their elite cost per defense point is only slightly higher. On top of this, the faery elites have 60% more defense per population used, their wizards and thieves are more effective (takes 3 human wizard/thieves to match 2 faery wizards/thieves at base) and hit harder. Faeries basically make better banks based on these changes. The bonus to BE is great but it's not in the OP territory. As it is now, it's basically a slightly better version of a mediocre race and worse at being a bank than a great race.
    firstly i didnt call humans crap i said they were good for banking, thier bonuses are nearly entirely based around income which means that at high acres with ToG and BE bonus on low draft etc they are a damn good bank. You obviously have never bank as all your arguments are based around a pumped province on static acres.

    At the top the single most important thing is army speed/gains - iut allows you to whore better and war better, hence the only real viable core for a top kd with these changes are avian.
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  5. #155
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    "War will end automatically if your opponents networth drops to 50% of yours."

    mmm.... isn't this a bit much and doesn't this mean that the biggest kingdom has an advantage over the smallest one since it is 50% of your NW?

    Why not take a ratio of the relative NW at the beginning? The war ends automatically if this ratio moves more than 30% either way.

    For example: Kingdom A (100NW) declares on Kingdom B (133NW). The ratio is 1.33. If it rises to 1.33*1.3 = 1.73 then Kingdom B automatically win. If it falls to 1.33*0.7 = 0.98 the Kingdom A automatically win.

    In this example, if you assume that Kingdom B is the winner and has nonetheless lost - 25% of its NW due to the war, then this implies that Kingdom A has lost -42%.

    I do not know if 1.3 is the right factor here but I used it anyway for illustrative purposes. It could also be non-symetrical making auto warwin is easier for the smaller kingdom?
    Last edited by Tabuazero; 19-04-2012 at 17:07.

  6. #156
    Post Fiend newatthis's Avatar
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    - add free science for human as bonus if you wanna take 2 points offensive point from their elites
    - bring back the no food required n no casualties bonuses for ud so they can compete with orcs next age
    - bring back the defensive spec bonus for avian but add +50% military wage or -% income for their penalty
    Last edited by newatthis; 19-04-2012 at 16:26.

  7. #157
    I like to post Landro's Avatar
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    If auto warwins have to be introduced, can you at least make it so that it won't kick in until at least 1 whole week has passed?
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  8. #158
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    Quote Originally Posted by Tabuazero View Post
    "War will end automatically if your opponents networth drops to 50% of yours."

    mmm.... isn't this a bit much and doesn't this mean that the biggest kingdom has an advantage over the smallest one since it is 50% of your NW?

    Why not take a ratio of the relative NW at the beginning. The war ends automatically if this ratio moves more than 30% either way.

    For example: Kingdom A (100NW) declares on Kingdom B (133NW). The ratio is 1.33. If it rises to 1.33*1.3 = 1.73 then Kingdom B automatically win. If it falls to 1.33*0.7 = 0.98 the Kingdom A automatically win.

    In this example, if you assume that Kingdom B is the winner and has nonetheless lost - 25% of its NW due to the war, then this implies that Kingdom A has lost -42%.

    I do not know if 1.3 is the right factor here but I used it anyway for illustrative purposes. It could also be non-symetrical (i.e. auto warwin is easier for the smaller kingdom?
    +1 to this makes more sense to me.
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  9. #159
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    undeads need food is lol

  10. #160
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    Quote Originally Posted by Landro View Post
    If auto warwins have to be introduced, can you at least make it so that it won't kick in until at least 1 whole week has passed?
    lol 1 hour war win, 12 hour cf free 100 bpa 5 spec credits. all you have to do is declare on a kd that has 1 giant prov and get him to defect, lol would be awesome to get 3 war wins in 3 days.

  11. #161
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    increased thief damage is useless. Cut the % of "increased thief damage" in half and make it an increase in sabotage caps

  12. #162
    Post Fiend ElusiveWitch's Avatar
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    I kind of like all the changes mostly. The Mechanics part is kinda of neat. Thank you for those. Personalities are neat. I like the specific bonuses for mystic and rogues. They make sense and are worth picking up depending on what you want as a KD. There's a couple that seem to need a bit more to make them more appealing. Warrior and Tactician are kind of blah. Although admittedly I don't have any suggestions worth noting to improve them.

    Races - Interesting change up. The only thing I really don't like is Orcs having RM. Makes no real sense they'd be capable of such a spell. I think just a removal of that and it's fine.

    UD's ... well sadly I believe you've removed a couple of the things that makes them unique and attractive. Give them back no food since you've wacked their sciences by another 5%. Looks like you took away NM and gave it to Elves which also was something that drew people to them. Really no reason to choose them over Orc now. Sure animated the dead is cool and I always thought made sense for them but a Cleric can have that anyway so really no appeal there.

    Overall though, kind of neat. Thanks for the hard work!

    And of course, as always, these are just *my* random thoughts on the subject at hand :)

  13. #163
    Enthusiast Twyla's Avatar
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    While I'm very appreciative of the developers wanting to correct a number of imbalances, many of the Racial changes completely disrupt the essence of what the Races are meant to be. The following is my take on how to best combine the proposed changes with the status quo (as well as some of the more 'historic' traits of Utopia):

    Avian
    -30% Attack Time
    +1 Specialist Strength (Offense and Defense)

    -10% Attack Gains
    No Access to Stables

    Spell Book: Clear Sight, Town Watch, War Spoils
    Elite Unit: 8/3, 650gc, 6.75 NW


    Dwarf
    +20% Building Efficiency
    Free Building Construction
    Use Building Credits to Raze buildings

    Accelerated Construction not available
    +50% Food consumption
    -50% Thievery and Magic damage (on offensive operations)

    Spell Book: Vermin, Quick Feet, Fanatacism
    Elite Unit: 7/4, 700gc, 6.5 NW


    Elf
    +20% damage on instant offensive spells
    +20% Magic Effectiveness (WpA)
    +1 Mana/Tick in War

    Spell Book: Pitfalls, Clear Sight, Amnesia, Reflect Magic, Mystic Aura
    Elite Unit: 7/3, 600gc, 6.25 NW


    Faery
    +25% damage on Spells and Ops
    +50% Magic & Thievery Effectiveness (WpA & TpA)

    -10% Population
    -2 Offensive Specialist Strength

    Spell Book: All Racial Spells
    Elite Unit: 3/8, 1000gc, 8.0 NW


    Halfling
    2/2 Soldiers
    +20% damage on Thievery Ops
    +20% Thievery Effectiveness (TpA)
    -50% Thief Costs
    Espionage operations are 100% accurate in War

    -15% Birth Rate

    Spell Book: Animate Dead, Town Watch, Quick Feet, Vermin, Aggression
    Elite Unit: 5/6, 500gc, 6.0 NW


    Human
    +30% Income
    Every 8 Peasants act as 1 Thief (defense only)

    -20% Magic Effectiveness (WpA)

    Spell Book: Greater Protection, Fountain of Knowledge, Tree of Gold
    Elite Unit: 7/5, 850gc, 6.5 NW


    Orc
    +20% Attack Gains
    Can train Elites with Credits

    -25% Offensive Magic & Thievery Effectiveness (WpA & TpA)

    Spell Book: Fanatacism, Aggression, Bloodlust
    Elite Unit: 8/4, 900gc, 7.0 NW


    Undead
    -50% Offensive Losses
    Successful land attacks convert Specialists to Elites
    Spreads and is immune to The Plague
    No Food needed

    -20% Science Effectiveness
    -10% Building Efficiency

    Spell Book: Animate Dead, Nightmares, War Spoils
    Elite Unit: 9/2, 1000gc, 7.0 NW


    While I realize that some of the numbers may need tweaking (particularly the cost and NW of Elites), I feel the above approach accomplishes the intended goals while helping to preserve the traditional essence of Utopia.


    The Merchant
    +30% 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
    Every 4 Acres of land produces 1 Science Book per Hour
    Immune to Droughts, Storms, the Plague and Dragons.
    -30% Explore time and costs
    -30% Building Construction Time and costs


    The Sage
    +25% Science effectiveness
    -75% Losses on Learn Attacks
    -25% Book Costs
    -25% Research Time


    The Rogue
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    Each Thieves Den counts as two (subject to DBE)


    The Mystic
    Access to Meteor Showers, Mage's Fury, and Chastity
    Each Guild and Tower counts as two (subject to DBE)
    +25% Spell Duration (For Duration Spells Only)
    +1 Mana per tick in War


    The Warrior
    +1 General
    +15% Enemy Casualties (on attack or defense)
    -15% Your Military Casualties (on attack or defense)
    +10% OME in war


    The Tactician
    Gain 50% more Specialist and Building Credits
    -15% Attack Time
    -50% Losses (Land and Military) when Ambushed


    The Cleric
    - 50% Your Military Casualties (on attack or defense)
    All Combat Losses (on attack or defense) are resurrected as Soldiers


    The War Hero
    +50% increased bonuses from Honor
    -50% draft cost
    -50% train time


    As to the Mechanic Changes...

    While I agree that Raze should be worth 2 points (along with TM), I feel that Plunder, Learn, and Massacre should remain at 1 point each. I also feel that Ambush should not affect the Meter at all.

    The reconstruction bonuses to the EoW-CF are greatly needed, and very much a good decision all the way around - as well as the auto-end for when one Kingdom so heavily trounces another.

    Though I agree that the 100 BpA award for winning a war is too extreme. This should either be eliminated altogether or reduced significantly (to perhaps 25 BpA).


    Just my nickel on the matter...
    Last edited by Twyla; 19-04-2012 at 16:54.
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  14. #164
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    I'm a bit confused

    Spellbook: All racial spells

    So apparently Faeries no longer have access to -all- spells. What spells do they have access to then? All spells apart from the ones that are linked to Mystic (MS/Chas/MF)?

  15. #165
    Enthusiast Twyla's Avatar
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    Quote Originally Posted by Overreal View Post
    I'm a bit confused

    Spellbook: All racial spells

    So apparently Faeries no longer have access to -all- spells. What spells do they have access to then? All spells apart from the ones that are linked to Mystic (MS/Chas/MF)?
    In essence, yes.
    The only people who never make mistakes are those who never try to accomplish anything.

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