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Thread: Age 68 Preliminary changes

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    Age 68 Preliminary changes

    You best put seatbelts on your eyes, because i'm going to take them for the ride of their lives.


    Seriously, a lot of changes here - yes, this will probably be fairly unbalanced (and may change a lot, including some things not happening at all) so please make your suggestions here.

    Schedule

    Age 67 End: Saturday 16th April at 12PM GMT
    Age 68 Freeze Start: Saturday 16th April at 6PM GMT
    Age 68 Protection Start: Sunday 17th April at 6PM GMT
    Age 68 Protection End: Monday 18th April at 6PM GMT

    Races
    Avian
    -25% Attack travel time
    Cannot be ambushed
    +1 General

    Elite: 9/3, 725gc, 8.75 NW
    Spellbook: Fanaticism, Greater Protection


    Dwarf
    Free Building Construction and Can Use Credits To Raze Buildings
    -50% Building Construction Time
    -50% food consumption

    Can’t use Accelerated Construction


    Spellbook: Mystic Aura, Pitfalls
    Elite: 7/7, 800gc, 10NW

    Elf
    +1 defensive specialist strength
    -30% defensive losses
    +100% land effect from Towers

    Spellbook: Pitfalls, Invisibility, Fools Gold
    Elite: 7/6, 750gc, 8.5NW


    Faery

    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells and Tree of Gold
    Elite: 6/8, 1000gc, 10.5NW

    Halfling
    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +10% population
    +1 offensive specialist strength

    Spellbook: Aggression, Mages Fury
    Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW

    Human
    + 30% income
    Immune to Income Penalties

    -20% Spell Success

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 9/4, 750gc, 9.25NW


    Orc
    +20% Battle Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness

    Spellbook: Reflect Magic, Clear Sight
    Elite: 12/2, 800gc, 10.5NW


    Undead
    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 11/3, 950gc, 10NW


    Personality


    The Cleric
    -30% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits

    The Heretic - new
    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 50% of rune cost refunded
    Access to Nightmares
    Starts with +100 Wizards and +200 thieves

    Merchant - removed

    The Mystic
    All Guilds are twice as effective
    +30% Spell Success
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity
    Starts with +200 Wizards

    The Rogue
    +1 Stealth recovery per tick
    + 100% land effect from Thieves Dens
    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 Sage
    Protect 75% of science on attacks
    Every 2 acres generates 1 book of science
    Access to Amnesia
    Starts with 40000 science books

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

    The Warrior
    +15% Offensive Military Efficiency
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    The War Hero
    +100% Honor Effects
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon and Income penalty effects
    Access to War Spoils
    Starts with 400 elites

    Mechanics

    Science: Extreme science removed. Buildings will generate science directly into specific categories based on building type.

    Unit Strength:
    Buffing unit strenghts as below
    Specialists to 6
    Mercs/prisoners to 4
    Horses to 2
    Soldiers to 2

    The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.

    War win reward: Not granted if the kingdoms are out of range at war start.

    War declaration: Requires 2 different people to have attacked.

    Fortified and End of War ceasefire: maximum time reduced to 48 hours each. Double wizards removed.

    Aggressive stance attack time buffed to -15%.

    Draft locked and timer message: Will be displayed on the military page around age start.

    Aid page: Will inform you that sending aid counts as an aggressive action.

    Anonymity: This spell will case the target to lose honor, but the attack will not gain it.

    Tree of Gold: Reduced amount gained form this spell by 30%.

    Guilds: Unaffected by BE for the purposes of calculating spell duration.

    War: now suspends the stance timer rather than overrides it.

    Empty kingdoms: I'll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.

    Admin stuff
    : a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY.

    Bugs:
    Mail: Fixed sent mail being read by sender marking it as read for receiver.
    Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don't know why, so we removed and rewrote that entire section.
    Last edited by Bishop; 03-04-2016 at 13:29.
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