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Thread: Age 54 Potential Changes Rev II

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    Age 54 Potential Changes Rev II

    This is the second revision of the potential changes. We focused on adding in some flavour mechanics and we revised the roles of Avian and Dwarf due to popular demand. For this round of changes we would like people to comment on the numbers themselves as we move closer to finding balance.


    Race Changes

    Avian
    -20% Attack Time
    +40% thievery damage

    - 10% attack gains
    No Access to Stables

    Spell book: Town Watch, Vermin
    Elite: 7/2, 700gc, 6.25NW


    Dwarf
    + 10% BE
    + 30% Spell Damage (Instant Spells)
    Free Building Construction
    Can use credits to raze buildings

    + 50% Food consumption
    Accelerated Construction not available

    Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
    Elite: 7/3, 750gc, 6.5NW


    Elves
    +50% WPA
    +1 mana in war
    + 1 defence specialist strength

    Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
    Elite: 6/4, 700gc, 6NW


    Faery
    +30% damage on spells and ops
    +30% WPA and TPA

    -10% Population
    Offensive Specialist Strength -2

    Spellbook: All racial spells
    Elite: 3/8, 1000gc, 7.5NW


    Halflings
    +50% TPA
    +1 stealth
    - 50% thief cost

    -15% Birth Rate

    Spellbook: Invisibility, Town Watch
    Soldiers: 2/2
    Elite: 5/6, 600gc, 5.75NW


    Humans
    +10% Population
    + 50% Thievery Damage (Sabotage Ops)
    + 50% Spell Damage (Instant Spells)

    Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 5/5, 500gc, 5.5NW


    Orcs
    +20% gains
    Can train elites with credits

    -50% Combat Instant Spell Damage and Sabotage Damage

    Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
    Elite: 9/2, 850gc, 7.25NW


    The Undead
    -50% Offensive losses on attacks you make
    Successful land attacks convert specialists to elites
    Spreads and is immune to The Plague
    No food needed

    - 25% science effectiveness

    Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
    Elite: 9/3, 1000gc, 7.5NW


    Personality Changes

    The Merchant
    +30% Income
    -50% Money Losses on Plunder Attacks
    Immunity to all Income Penalties (Riots, Plagues, etc.)


    The Sage
    + 25% Science effectiveness
    -66% Losses on Learn Attacks
    Immune to The Plague


    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
    Access to Meteor Showers
    All Guilds and Towers are twice as effective
    +50% Spell Duration (For Duration Spells Only)
    +1 mana per tick in War


    The Warrior
    +1 General
    +15% OME in war
    Enhanced Conquest range


    The Tactician
    Gain 50% more Specialist and Building Credits
    -15% Attack Time
    Accurate Espionage (in war)


    The Cleric
    - 50% Your Military Casualties (on attack or defense)
    Animate Dead spell always active


    The War Hero
    +50% more bonuses from honor
    -50% draft cost
    -50% train time




    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, Massacre 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. This will only occur after a minimum of 7 days of warring.

    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 based on your median province
    3 times your median provinces acres in spec credits
    Free building credits to the total of your current unbuilt acres
    Last edited by Bishop; 27-04-2012 at 12:12.
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