I'm mainly suggesting these changes as ideas for potential changes. The numbers are probably going to be unbalanced, even though I tried to make them balanced. I know I'm not a mathematical genius, nor have I played Utopia long enough to know if I am suggesting something too overpowered/underpowered. Therefore, please read these keeping in mind that you could increase/lower the numbers to better balance them. These race change suggestions go with my personality suggestions
http://forums.utopia-game.com/showth...nality-Changes
Race: Avian (Neutral)
Advantage 1: -25% Attack Time
Advantage 2: +50% TPA for Espionage (Offensive and Defensive)
Advantage 3: Cannot be Ambushed
Immunity: Pitfalls
Racial Spell: Clear Sight
Disadvantage 1: +25% Training Time
Disadvantage 2: No Access to Stables
Elite: 6/2, 550gc, 5NW
Race: Dwarf (Good)
Advantage 1: +25% BE
Advantage 2: Free Building Construction/Razing
Advantage 3: Building Credits are converted into gold valued at building cost per credit
Immunity: Fool's Gold
*Edited*Racial Spells: Mystic Aura
*Edited*Disadvantage 1: +85% Food Consumption (SO FAT!!!)
Disadvantage 2: Cannot use Accelerated Construction
Elite: 5/5, 950gc, 6NW
Race: Elf (Neutral)
Advantage 1: +25% WPA
Advantage 2: -50% Defensive casualties
Advantage 3: +1 Defensive specialist strength (0/5)
Immunity: Greed
Racial Spells: Mage's Fury
Disadvantage 1: -15% Sabotage Damage
Disadvantage 2: -15% Offensive TPA
Elite: 5/4, 800gc, 5.75gc
Race: Faery (Good)
Advantage 1: +40% Instant Spell damage
Advantage 2: +40% Sabotage damage
Advantage 3: +1 Mana Recovery per Tick (Always)
*Edited*Immunity: Lightning Strike
Racial Spells: Access to all racial spells
Disadvantage 1: +50% Construction/Raze costs
*Edited*Disadvantage 2: -15% Enemy Military Casualties
Elite: 3/5, 550gc, 5NW
Race: Halfling (Neutral)
*Edited* Advantage 1: +5% Population
Advantage 2: +30% Thievery Effectiveness
Advantage 3: +1 Stealth Recovery per Tick (Always)
Immunity: Vermin
Racial Spells: Invisibility
Disadvantage 1: -35% Birth Rate
Disadvantage 2: +15% Offensive Military Losses
Elite: 5/3, 500gc, 4.5NW
Race: Human (Good)
*Edited*Advantage 1: +15% Income
Advantage 2: +20% Science Effectiveness
Advantage 3: -30% Science Costs
Immunity: Amnesia
Racial Spells: Fountain of Knowledge
Disadvantage 1: -1 Mana Recovery per Tick (Always)
*Edited*Disadvantage 2: -15% WPA
Elite: 6/4, 1000gc, 6NW
Race: Orc (Evil)
Advantage 1: +20% Attack Gains
*Edited* Advantage 2: Free Draft
Advantage 3: +20% Enemy casualties on attack
Immunity: Chastity (They're Orcs...women kind don't have a choice - don't hate me)
Racial Spells: Bloodlust
Disadvantage 1: -15% Science Effectiveness
Disadvantage 2: +30% Science Costs
*Edited* Elite: 7/2, 800gc, 6NW
Race: Undead (Evil)
Advantage 1: Spreads/Immune to Plague**
Advantage 2: No Food Required
Advantage 3: -50% Offensive Military Losses
Immunity: Nightmares
Racial Spells: Nightmares
Disadvantage 1: -1 Stealth Recovery per Tick
Disadvantage 2: No Access to Dungeons (They don't hold prisoners...their zombies eat them)
*Edited*Elite: 7/1, 650gc, 5.5NW
*Edited**Plague Change (-2% peasants per tick, -35% Food Production, -15% Income, -5% Military Efficiency)
EDIT (The following are the 4 extra races I created but updated...)
Race: Zephyr (Neutral)
Advantage 1: Elites use Offensive Strength against Enemy Ambush
Advantage 2: +50% Duration of Self-Spells (Spells that affect "next" affect next 2 instead)
*Edited*Advantage 3: Wizards add to Enemy Offensive Losses in Combat (1 raw WPA would increase losses by 5%)
Immunity: Tornados
Racial Spells: All Self-Spells (Racial and Personality)[Doesn't count towards Faery's Spells known]
*Edited*Disadvantage 1: +25% Science Costs
Disadvantage 2: Access to Basic Thievery (Intel Operations Only)
Elite: 6/1, 450gc, 5NW
Race: Trogs (Evil)
Advantage 1: -50% Elite Losses in Combat (Offensive and Defensive)
*Edited*Advantage 2: +7% Military Efficiency
Advantage 3: Specialists Kill +20% more troops
Immunity: Explosions
Racial Spells: Petrify**
Disadvantage 1: +15% Attack Time
Disadvantage 2: -10% BE
*Edited*Elite: 6/3, 750gc, 5.5NW
**Petrify: Self-Spell, increases enemy military casualties by 25% (When attacking and being attacked)
Race: Atlanteans (Good)
Advantage 1: Double Bonuses from Honor
Advantage 2: -15% Resources Lost when Attacked
Advantage 3: +1 Offensive Specialist Strength (5/0)
*Edited*Immunity: Fireball
Racial Spells: Reflect Magic
*Edited*Disadvantage 1: +50% Exploration Costs (Including +50% Rune Cost for Paradise)
Disadvantage 2: +50% Draft Costs
Elite: 4/5, 650gc, 5.75NW
Race: Formorean (Evil)
Advantage 1: +50% Birthrate
*Edited*Advantage 2: +2/+1 Soldiers (3/2)
*Edited*Advantage 3: Soldiers and Elites fill Jobs (Soldiers 4/1, Elites 5/1)
*Edited*Immunity: Meteor Showers
Racial Spells: Aggression
Disadvantage 1: +15% Resources Lost in Combat
Disadvantage 2: -1 General
Elite: 3/4, 350gc, 3.5NW