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Thread: Age 59 Proposed Changes

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    Age 59 Proposed Changes

    Below please find the proposed changes for Age 59. Age 58s' races were pretty balanced so this time around we are mixing things up. In addition to the race/personality changes we are going to make some changes to honor as well as some (final?) changes to the explore formula. You can comment on these changes here.

    Schedule
    End of Age 58: Tuesday 10th September, 12.00 GMT
    Start of Age 59 Freeze: Tuesday 10th September, 18.00 GMT
    Start of Age 59 Protection: Friday 13th September, 18.00 GMT
    End of Age 59 Protection: Monday 16th September, 18.00 GMT

    Race Changes

    Avians
    -30% Attack Time
    +30% Birth Rate

    No Access to Stables

    Fanaticism, Greater Protection
    Elite: 6/2, 525gc, 5NW


    Dwarves
    +30% Building Efficiency
    Free Building Construction
    Can use credits to raze buildings

    -10% attack gains
    Can't use Accelerated Construction

    Fools Gold, Quick Feet
    Elite: 6/3, 700gc, 5.25NW


    Elf
    +30% wpa
    Revives dead troops
    -50% defensive losses

    Nightmares, Amnesia, Pitfalls, Mages Fury
    Elite: 5/3, 600gc, 5NW


    Faery
    +20% Spell damage (instant spells)
    +20% Sabotage damage

    All racial spells
    Elite: 3/5, 800gc, 5.25NW


    Halflings
    +10% population
    +50% TPA
    -50% thief cost

    -20% Birth Rate

    Invisibility, Town Watch, Aggression, Animate Dead
    Soldiers: 2/2 Elite: 4/4, 300gc, 4NW


    Human
    +30% Science Effectiveness

    -10% population

    Tree of Gold, Fountain of Knowledge, Clear Sight
    Elite: 6/4, 1000gc 5.5NW


    Orcs
    +30% Attack Gains
    Free draft
    +15% Enemy casualties when attacking

    -20% science effectiveness

    Reflect Magic
    Elite: 7/1, 700gc, 5.75NW


    Undead
    -50% Offensive losses on attacks you make
    Converts some Specialists into Elites on successful land attacks
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)
    -1 General

    Town Watch
    Elite: 7/2, 1000gc, 6NW



    Personality Changes

    The Merchant
    +20% Income
    Gain 50% more Specialist and Building Credits


    The Sage
    Every 4 acres generates 1 book
    -50% cost of science


    The Rogue
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda


    The Mystic
    Access to Meteor Showers
    All Guilds are twice as effective
    +1 mana per tick in War


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


    The Tactician
    -15% Attack Time
    Accurate Espionage


    The Cleric
    -50% Your Military Casualties (on attack or defense)


    The War Hero
    -50% train time
    Immune to Dragon effects
    Immune to The Plague


    Mechanic Changes

    Explore formula: Curve heavily adjusted, no longer exponential

    Honor: We are looking at changing honor. We will keep how honor works generally but we want to reduce some of the issues with it. The proposal is as follows
    • Remove population mod from honor and replace it with Building effectiveness
      OR
    • Reduce the population mod on honor to 1%

    • Decrease attack honor gains/losses in war to make it slightly more stable
    • Increase honor gains out of war
    • Modify the formula with regards to top and bottom feeding gains.


    TF/Intel display: We are also tweaking the display of the targetfinder and intel pages slightly to improve usability.

    Sitting: We are considering reducing the minimum time on sitting, but we want to ensure it is not abusable or unbalanced.

    War Win Chart: We are totally changing this for age 59.
    Last edited by Bishop; 06-09-2013 at 11:09.
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