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Thread: Age 64 potential changes

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    Age 64 potential changes

    Please see below the potential changes for Age 64. For this age we are looking at balancing of races and personalties as well as tweaking some spells and ops, along with sci, which should bring about some new strategies. Feel free to comment here.

    Race
    Avians
    -25% Attack Time
    + 30% Sabotage Operation Damage
    Can train Elites with Specialist Credits
    +50% Birth Rate (from +20%)

    Cannot Use Stables

    Spellbook: Fanaticism, Greater Protection, Clear Sight
    Elite: 6/1, 700gc, 4.75NW


    Dwarves

    +30% Building Efficiency (up from 25%)
    Free Building Construction and Can Use Credits To Raze Buildings
    + 30% Combat Instant Spell Damage

    Can't use Accelerated Construction
    + 50% food consumption (down from +100%)

    Spellbook: Fools Gold, Quick Feet, Mystic Aura
    Elite: 6/3 (up from 6/2), 800gc, 5.25NW


    Elf
    +30% wpa
    -50% defensive losses (up from 33%)
    +1 defensive specialist strength

    Spellbook: Nightmares, Pitfalls, Mages Fury,
    Elite: 5/4, 750gc,(down from 850) 5.75NW


    Faery
    +40% Spell damage (instant spells)
    +40% Sabotage damage
    +1 mana per tick in war

    Spellbook: All racial spells
    Elite: 3/5, (down from 4/5) 1050gc (down from 1150), 5.25NW (down from 5.5)


    Halflings
    +40% TPA
    + 1 Stealth
    + 100% land effect from Thieves Dens

    -10% Gains

    Spellbook: Invisibility, Town Watch, Aggression, Animate Dead
    Soldiers 2:2 Elite: 4/5 (up from 3/5), 600gc, 5.5NW (up from 5.25)


    Human
    +5% Population
    + 20% Spell Duration
    + 10% Offensive Military Efficiency In War

    + 30% Cost of Science (down from 50%)

    Spellbook: Tree of Gold, Fountain of Knowledge
    Elite: 6/3, 1200gc (down from 1250) 6.5NW


    Orcs
    +30% Attack Gains (up from 25%)
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness

    Spellbook: Reflect Magic
    Elite: 7/1, 800gc, 5.75NW


    Undead
    -75% 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
    +1 offensive specialist strength

    Basic Thievery (Intel operations only)
    Cannot Train Elites


    Spellbook: Town Watch
    Elite: 7/2, 6.5NW


    Personality
    The Merchant
    Gain 75% more Specialist and Building Credits
    Access to Tree of Gold
    Starts with +1600 specialist credits


    The Sage
    Every 4 acres generates 1 book
    +50% Science Effectiveness (up from 30%)
    Access to Amnesia
    Starts with 40000 science books


    The Rogue
    -50% thief cost
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    +75% Thievery Science Effectiveness
    Access to Vermin
    Starts with +400 thieves


    The Mystic
    All Guilds are twice as effective
    +1 mana per tick in War
    +50% Magic Science Effectivness
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards


    The Warrior

    +1 General
    +10% OME
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits


    The Tactician
    -15% Attack Time (down from 20%)
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits


    The Cleric

    -40% Your Military Casualties (on attack or defense) (down from 50%)
    Immune to The Plague (new)
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +100% Honor Effects
    -75% Military Training Time (up from 50%)
    (lost Plague Immunity)
    Immune to Dragon effects
    Immune to Drought (new)
    Immune to Storms (new)

    Access to War Spoils
    Starts with 400 elites


    Mechanic Changes

    Kingdom page:
    Sat provs will be highlighted to the monarch.
    Kingdom honor and rank will also be displayed to kingdom members.

    Spells:
    Mystic Vortex: Rune cost and difficulty reduced.
    Builders Boon: Time reduction buffed from 90% to 75%
    Greater Protection: Now stacks with Minor Protection

    Thief Ops
    Snatch News: Easier and takes less stealth
    Spy On military: takes less stealth

    Monarch throne room message:

    Now with line breaks.

    War wins
    Acre reward capped at 20k
    Selecting land as a bonus will also result in a smaller honor bonus and vice versa.

    Science
    Extreme, Rushed, Intensive and Accelerated cost reduced.

    Bug Fixes: TBC, probably looking at fort to fort gains, remembering GA and some behind the scenes admin stuff.

    Fin.
    Last edited by Bishop; 21-01-2015 at 23:15.
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