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Thread: 70's Greatest Hits

  1. #1
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    70's Greatest Hits

    Here is what I perceive as balance in consideration with no real major overhaul to the game. Definitely some things are lackluster and overpowered, so I'm trying to keep in mostly slightly tweaked. Thier are subtle interactions between changes of racial spells and faery to be aware of. Also i wanted more uniqueness and seperation. It mainly follows a structure of 2 spells per race, 1 con/negative and spell specifics to personalities. Enjoy!

    Avian:

    -25% Attack Time(down from 35%)
    +50% Birth rates (up from 40%)
    Immune to Pitfalls(NEW)
    Immune to Ambush Penalty(REMOVED: Ambush Immunity)

    +10% Thief Losses(NEW)

    Elite: 9/5, 800 gc, 9 NW (NEW)
    Spellbook: Fanaticism, Greater Protection

    *I'm taking a look at them as being bird creatues. Hard to have them fall in pits, and difficult to ambush flying creatures, but not impossible. To help thrm out i gave thrm a boost to their elite defense to take more to ambush them. The thief losses was because I imagine they would have a harder time disguising their wings for ops.


    Dwarf:

    +10% Building Efficiency
    Free Building Construction and Can Use Credits To Raze Buildings
    -50% Building Construction Time
    (REMOVED: +1 off/def spec strength)

    Can’t use Accelerated Construction
    +100% food consumption(changed from -50%)

    Spellbook: Mystic Aura, Fool's Gold (NEW)
    REMOVED: Clear Sight
    Elite: 8/7, 1000 gc, 10.25 NW (NEW)

    *The idea was to being back a dwarf as we've all seem them as, a big tank who eats and has nice architecture. We've had problems with BE being abused previously but now with sci changes as they are I believe that is impossible now, so this change is here as a small but decent bonus. Also all Dwarves we know eat a lot so here is your food consumption back. I gave them back fools gold as it fits them the best, and removed clear sight to have its uniqueness on tact along with weakening Faery a bit.

    Elf:

    +2 defensive specialist strength
    +40% Spell Success
    +50% land effect from Towers

    Cannot use dungeons

    Spellbook: Mage's Fury, Clairvoyance, Fog (NEW)
    REMOVED: Fool's Gold, Invisibility, Pitfalls
    Elite: 7/7, 750 gc, 8.5 NW (NEW)

    *I wanted elves to be a typical eligant mage caster, but that still can defend. The current spell suite just doesn't fit them, and wanted them more unique. I gave thrm a small bump to defense on their elite so people would be less scared of full elite, but even at a 50/50 split which is common it's still a decent bump. I'll explain the spells further down.


    Faery:

    +25% Combat Instant Spell Damage(up from 20%)
    +25% Sabotage Operation Damage(up from 20%)
    +1 mana per tick in war
    +1 stealth per tick

    -1 general (NEW)

    Spellbook: All racial spells including Tree of Gold
    Elite: 4/9, 1100 gc, 10.5 NW (NEW)

    *TMS in general are weak to attackers and wanted to bump them up defensively, while also making them a bit harder to retal and finish chains after they become ub in war. Remember that they've been weakened in some areas and strengthened in others from racial spell changes, ie. No cs, but now fog


    Halfling:

    +10% population (NEW)
    +25% Thievery Effectiveness (down from 30%)
    +2 offensive specialist strength (NEW)
    +1 off/def on soldiers
    -50% thief cost
    Can train thieves with Specialist credits (NEW)

    +10% Attack Time (NEW)

    Spellbook: Aggression, Invisibility (NEW)
    REMOVED: Mages Fury
    Elite: 5/7, 700 gc, 8 NW (NEW)

    *Wanted halfers to be a resonance super thief again. With a bump in def they can halfway defense themselves, and could now be hybrid if they wanted to. They are small so I wanted them longer attack times, but higher population too.


    Human:

    +25% income (down from +30%)
    Immune to Income Penalties
    -25% defensive losses (down with -50%)

    -15% Spell Success

    Spellbook: Quick Feet, Revelation
    Elite: 10/4, 850 gc, 9.5 NW (NEW)

    *Wanted them to get slighlty away from being banks and give them more attack power but at an increase in cost and nw.


    Orc:

    +20% Battle Gains
    +20% Enemy casualties when attacking (down from 25%)
    Free draft

    -15% science effectiveness (up from 10%)

    Spellbook: Reflect Magic, Vermin (NEW)
    Elite: 12/2, 900gc, 9.75 NW

    *vermin needs brought back as a viable tool to help the starving process. Also I weakened their kills and raised lower science to weaned them a bit as they ate really strong this age.

    Undead:

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

    Basic Thievery (Intel operations only)
    Cannot use Farms (NEW)

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

    *Town watch will get a slight buff, but mainly wanted to help them out in protection and just remove farms entirely from them so you don't have to raze them in protection, nor allow for any lame ud farm farms.



    ***********************************************

    To explain what is unclear or new.

    Avians immunity to ambush penalty is stating that if ambushed they fight at full defensive strength, so instead of fighting at 80%(or 4 def points), they fight at the full 5. The thief losses is from all successful or failed thievery operations that you make where thief losses would normally occur, to clergy if you would normally succeed with no losses it's still holds the same, but if you were to lose 10 on a sucess or failure you would lose 11 instead.

    Clairvoyance is an instant spell available at any relations where cast will allow you to see the active spells and current number of wizards a province has. Difficult and cost should be somewhere around explosions spell.

    Fog is a self duration spell (basically opposite of blood lust) that when attacked your opponent suffers 15% higher offensive casualties while you suffer 5% higher defensive casualties. Same everything as Bloodlust (duration, cost, length, just opposite effect).


    Vermin as it used to be except that food decays at a rate of 10%, up from a base of 1%. Up from 6% decay rate, same cost and duration.

    Town Watch is now every 4 peasants fight as 1 soldier on defense. Everything else stays the same. But 4 peasants basically equals 2 defense points. Isn't effected by Aggression for faeries.

    Revelation is now additive instead of multiplicative, but is lowered to 5% from 10%. Also this goes with base rate increased to 5% random instead of 3.5%. So with revelation you get a 10% chance per tick, effectively doubling your chance, this is excluding my soon to come sage bonus.









    Their will be much more to come as I have time. This was just mainly the racial side. Personalities, science, and mechanics of all sorts soon to come.

  2. #2
    Forum Addict Bo To's Avatar
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    I stop reading after the avian PF immunity. I don't understand what is this idea of introducing more immunity. There are already: ambush, income penalty, plague and dragon. I think more complete immunity is bad for the game and the game can be better without the existing.
    Last edited by Bo To; 28-10-2016 at 19:35.

  3. #3
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    Agreed, I think we should get rid of a few existing immunities and replace them with resistances or just something with a lesser effect. Nature's Blessing comes to mind

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    @Bo To

    I'm sorry you stopped reading, as I've always appreciated your comments, but onwards anyways.

    @natebane

    I do agree that some immunities are getting out of hand, but flavor wise and balance wise some can be implemented. I actually took away 2 immunities, adding 1 new one, but kind of pseudo weakening the other in the avian by allowing them to be ambushed, but harder to do so. You could call it ambush resistance ;)

  5. #5
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    The thing you probably didn't think about is a 25 provs KD with 18 avians who have fb protection. That's economy you can't control. Kidnap is extremely weak and it requires 5-6 provs to control one. MS + chastity takes a lot time to actually do dmg, it's random dmg and avians do have kidnap to recover if they lose anything.

    The WH dragon immunity is practically useless the last couple of ages because drakes die so fast and easy. Still now we have heretic with 2 immunities. We are one step from getting a race/perso that doesn't get attacked.

  6. #6
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    Personalities - as a note all spells are unique to the personality

    Cleric - Unchanged

    Bonuses:
    -35% Own casualties when attacking
    -35% Own casualties when defending
    Plague Immunity

    Starting Bonuses:
    +800 Starting Soldiers
    +800 Starting Specialist training credits

    Spell Book:
    Pitfalls

    ***I liked the lowered losses from last age and thinks it's actually really balanced now.


    Heretic - NEW

    Bonuses:
    +25% Magic Science Effectiveness
    +25% Spell Success (WPA)
    +25% Runes Refunded on Spell Success(lowered from 40)
    +25% Thievery Science Effectiveness
    No wizards killed from failed spells
    No thieves lost on failed ops

    Starting Bonuses:
    +200 Starting Thieves
    +100 Starting Wizards

    Spell Book:
    Nightmare and Greater Arson (NEW)
    REMOVED: Blizzard

    ***I like the heretic being focused on both, so giving them a special thief op would fit that. I like how heretics csn now work with rogues and mystics more woth these changes.


    Mystic - NEW

    Bonuses:
    +100% Guild Land Effect
    +50% Magic Science Effectiveness
    -50% rune decay (NEW)

    Starting Bonuses:
    +200 Starting Wizards

    Spell Book:
    Chastity, Meteor Showers, and Blizzard (NEW)

    ***Got another spell from the heretic, while also having less rune decay as a niche bonus. Wanted them greatly focused on magic, but I do believe that +1 mana is absurdly powerful so I'm trying to stay away from that.


    Rogue

    Bonuses:
    +50% Thieves Dens Land Effects (NEW)
    +75% Thievery Science Effectiveness
    +1% Extra Stealth Per Tick
    Access to Assassinate Wizards and Propaganda
    REMOVED: Greater Arson

    Starting Bonuses:
    +400 Starting Thieves

    Spell Book:
    Gluttony

    ***Even though they lost greater arson they got back part of the tds bonus. I do believe that rogues were really strong before, I think this balances them out, while making them work better woth heretics and mystics overall crating more synergy and tram work.


    Sage - NEW

    Bonuses:
    -50% Losses on Abduction Attacks
    +25% Science Effectiveness (down from 30%)
    Double the base chance to get a scientist (NEW)

    Starting Bonuses:
    +7 scientist (NEW)

    Spell Book:
    Amnesia

    ***Keep this in mind that I would like to have base spawn rate be 5% instead of 3.5%. So it is a sizable bonus to double the spawn rate. The previous bonus of +12% Starting Scientists was real low so giving them 7 or about 1 average in each category. Since they should reach max scientist earlier I lower the science effectiveness a bit.


    Tactician - Unchanged

    Bonuses:
    -15% Attack Travel Time
    Accurate Espionage

    Starting Bonuses:
    +800 Starting Soldiers
    +800 Starting Specialist training credits

    Spell Book:
    Clear Sight

    ***Balanced as I see, no change needed.


    War hero - NEW

    Bonuses:
    +100% Honor Bonus
    Dragon Immunity
    Cannot be Bribed (NEW)
    -50% Mercenary Cost (NEW)
    -25% Honor Loss (NEW)
    REMOVED: Convert Specialists into Elites and Income Penalty Protection

    Starting Bonuses:
    +400 Starting Elites
    +451 Honor Points (NEW)

    Spell Book:
    War Spoils

    ***A big overhaul as its been weak for far too long. Removed double income immuntiy since human already had it, along with Specialist conversion as its pretty useless after a few weeks. The other bonuses are newer and interesting. I wanted to give them a starting bonus that would make them reach baron assuming completely left alone.

    Warrior - NEW

    Bonuses:
    +1 General
    +10% Offensive Military Efficiency
    Access to conquest regardless of Net Worth
    Conquest is not considered a failed attack (NEW)

    Starting Bonuses:
    +800 Starting Soldiers
    +800 Starting Specialist training credits

    Spell Book:
    Bloodlust

    ***This is a minor change, as I feel conquest is real weak. I wanted conquest to actually give some bonuses, like credits and peasants and honor. It's still way weaker than a traditional march but some would be nice. Maybe like 1/4th of a traditional March just as an example numbers might be tweaked.

  7. #7
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    Heretic - do you realize what is the difference between magic and crime science? It's the rune production. Giving heretics bonus rune production and runes refund is bad imo.

    Mystic is bad: -50% rune decay is nothing - literally. In war when you actually need most mystic's bonuses and lets say you produce 3k runes/tick that means to save 10-15 runes/tick which is basically nothing. There is a difference between giving them something - like +1 mana, and giving them nothing just to have something. And don't think after 1-2 days of warring KDs have runes - even if you start with millions of runes in stock you will lose them because of fb/ll attackers are going to do.

    Rogue - still don't like it. +50% TDs is again op - I will make 30% TDs and get 45%. Enough to lower my losses a lot. Losing GA is not that bad when you have 85-90% dmg reduction and can aw/prop with all thieves. I think it's much better if rogue keeps GA but is orientated more to retraining thieves with -50% thief cost and ToG instead of lowering the losses with bonus TDs(just a note: the bonus tpa TDs give is irrelevant).

    Why are you nerfing the sage? It's already bad with +30% sci effectiveness. Double chance is again nothing when the base is 3% and abducts are much better.

    Tactic, warrior, wh - if you haven't check my thread do it.

    Overall - you don't introduce new things which I think is bad. You are just switching bonuses persos used to have but you want to keep the old play stile.

  8. #8
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    Increase base random spawn rate of scientist to 5%

    Science Caps - NEW

    Income: 30% (15 profs)
    BE: 20% (20 profs)
    Pop: 15% (30 profs)
    ME: 10% (20 profs)
    Food: 150% (15 profs)
    Magic: 100% (20 profs)
    Thievery: 100% (20 profs)

    Total needed for max science: 140 professors

    Food needs to be easier to achieve than this age. But at the same time I think miltiary, crime, magic, and pop should be a little harder. Even given that you need more to max them out, increasing the base spawn rate, war bonuses, revelation being useful, and even upgraded laboratories will help with this.


    Buildings - NEW

    Laboratories - completely redone

    0.25% chance to max of 10% additive to % chance to spawn scientist. Also if a scientist spawns you have a 0.5% chance to get 2 instead of 1 to a max of 20%.

    University still prorects but also adds a 2.5% chance to add 2 days towards graduation per tick instead of 1, towards 1 non professor in a random category to a max of 50%.

    Banks 1.5% max of 37.5%
    Mills soldier reduction max at 50%
    Homes max at 100% birthrate
    Farms to 75
    Towers to 15
    Forts to 40% max

    Guard station protect 50 % vs raze (1% to max of 25% protected) - so if you were to get razed it would protect assuming you had max of 25% protection and raze would've normally gotten 100 acres you only get razed for 75 acres (they still also destroy the gs themselves)

    Dungeons

    Hold 25 prisoners
    Prisoners produce 1gc
    Reduce raze cost by 5% to max of 50%

  9. #9
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    Random mechanic changes/fixes/clarifications.

    Scientist base spawn rate up to random 5%.

    Scientists should have a set networth value based on each level of experience to make calculating based on networth easier.

    Target finder needs a checkbox to exclude in provinces in protection/vacation.

    Auto win war should be when 50% networth after 5 real life days instead of 7 to better suit people's work/play life. Start war on Monday finished by Friday to give weekend free eowcf :)

    Show relation other kds have with your kd in relations tab in politcs.

    Allow 2 or 3 stewards in kd.

    Show peasant on Espionage page..

    Add a tab on the side menu for sorcery and move wizard training to mystic page. This would make for less clicks in game

    Show who sent dragon in your kd paper, would also allow a snatch news to show who sent it, could be relevant.

    Let you know when you are starving and how much died in news.

    In protection start with 1000 runes.

    Gbp in war up to 25%

    Buy 100 creds for $20

    Have option to buy entire age ad free and hostile meter instead of 12 weeks.

    Unemployed peasants make 1 gc while employed make 3 gc.

    Free prisoners op should be that 50% go to you if you have dungeons, and space available to fill them.

    Steal war horses up to 15% in war to be stolen.

    On aid page show what your current % of your aid balance is compared to your current nw, color coded to match positive/negative. Also when sending aid say how much is taxed. Put a link to the aid wiki page on the aid page, also on the aid page show values that each resource cost from a trade standpoint and even nw cost.

    Eowcf buffed

    +100% food production
    Negates active offensive spells, ops, and plague is swept from lands
    -50% raze cost
    If under 50% population auto fill to 50%
    Winner get 2 scientist
    Losers get 1 scientist

    Unfriendly: 7 points
    Hostile: 20 points min 200 points max
    War: hits by 3 different people from each kd
    -75% gains Protection slides in after 12 hours not 24

    Ambush does not add to meter if enemy kd is greater than 25 % nw, gives a way for smaller peeps to fight back without moving meter.

    Meter decays at 20%, or 2 points minimum whichever is greater

    All dragons come with -5% science effectiveness.

    Anon does not destroy honor in war.

    Honor is created at beginning of age up to 1800 points. Since anon has been killing honor it is more difficult to acquire. So I propose to increase it to 1920 which would be a full 8 days instead of the current 7.5 days.

    Allow the game to have built in cfs, as a pseudo protection vs dB and meter absuse. Still have the old blank ones which terms can be agreed upon and broken whenever ofc. But have maybe a cf with 24hrs(1day) to 168hrs(1 week) that way if selected you'll have to wait for it to be broken because that's what was agreed upon. Have a note in the kds paper saying kd x:x has chose to end our cf, and we have the agreed upon time of xxx hours to decide new relations. When accepting a cf it will say, by accepting this you agree to a xxx hour notice before dropping cf. Do not allow the game to have any other attachments other than time, gc, acres, whateve ran be decided by kds, just that a decisive cf with some alloted time can be implemented.

    Intra kd rob the towers destroys a portion of the runes like rtv and rtg.

    Add an espionage tab to your own kd page would help ghettos out maybe.

    Make a hybrid gains based on kd nw and attacker/defender size/nw factor.

    Reduce the effectiveness of raze in war. I think it should remain strong, but a cap of like maybe 10% if over/under 250% nw? It really is quite strong, and should remain so, especially for in range, but oor I think needs a little nerf.

    10 free acres daily instead of 5.

    Have a dragon send confirmation button.

    Show if a person read in game mail.

    Shows a dragon on a war hero sot.

    Default tactician number of thieves to 10 on thievery page.

    Peasants honor status loses voting ability. Would make beginning of age fun for a few days :)

    Knight gains some bonuses

    Pop bonus - base
    OME 1%
    Income 1%
    mWPA 1%
    mTPA 1%
    Votes - 1

    ***clairvoyance would not allow to see duration of spells only that they are active.

    ***guard stain protection vs raze is meaning towards buildings, specifically in war as raze oow destroys land.

    *********((((((())))))))**********

    Ideas

    Maybe add sage bonus where scientist do not generate networth value.

    Maybe have some sort of mercenary credit system, maybe available to war hero only.

    Increase thief cost as a penalty, maybe double?, to a race, maybe avians instead of +10% losses, maybe or even +25% thief losses.

  10. #10
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    Have the difference in hostile meter points start at 50 but increase by 0.5% less gains. With my other suggestion of 200 point max meter would give a 75% protection if someone maxed meter out vs 50 or less points. Since it doesn't start until their is 50 Points disperity it can only be maxed at 75% less gains. So 100 points disperity would be 25% less gains, 150 points would be 50% less gains, and 200 points would be 75% less gains.

  11. #11
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    Lower wpa bonus on heretics to 20%. No reason a heretic, based on personality bonus only, should have more mod wpa than a mystic. This at least puts them even. I know lowering it makes it harder for nm, but this isn't lowering it too much.

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