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Thread: Age 72 Suggestions

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    Forum Addict smercjd's Avatar
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    Age 72 Suggestions

    Age 72 Suggestions

    Races

    Human
    Bonuses
    +25% Income
    Immune to Income Penalties
    War Horses +2 Offense (+4/0)
    Stables also decrease attack time (1/2 rate of barracks)

    Penalties
    -15% Spell Success
    +50% Rune Costs
    +25% Duration and Effects of Greed

    Spell book: Revelation, Tree of Gold
    Elite: 10/7, 1250gc, 11NW


    Orc
    Bonuses
    +15% Battle Gains
    Free draft
    +33% Enemy casualties when attacking (Doubled to +66% against Elves)

    Penalties
    -25% Science Effectiveness

    Spell book: Fanaticism, Blood Lust
    Elite: 14/4, 1000gc, 11.5NW


    Undead
    Bonuses
    -50% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required
    Successful land attacks convert Offensive Specialists into Elites
    Defensive losses automatically convert to soldiers(Permanent Animate Dead)
    +3 Offensive Specialist strength

    Penalties
    No Elite Training
    -15% Thievery Effectiveness (TPA)
    +50% Thief Losses

    Spell book: Town Watch
    Elite: 12/6, 11.5NW


    Avian
    Bonuses
    -33% Attack travel time
    +100% Birth Rate
    Immune to Pitfalls
    Pegasus (Horses) +2 Defense against ambushes (+2/+2)

    Penalties
    -15% Building Efficiency

    Spell book: Greater Protection, Town Watch, Clear Sight
    Elite: 9/8, 900gc, 10.5NW

    Dwarf
    Bonuses
    +33% Building Efficiency
    Free Building Construction and Can Use Credits to Raze Buildings
    -50% Building Construction Time
    +25% Chance to Automatically Negate spells cast by Elves

    Penalties
    Can't use Accelerated Construction
    +100% Food consumption
    +15% Attack Time

    Spell book: Mystic Aura, Reflect Magic
    Elite: 9/9, 1200gc, 13NW


    Halfling
    Bonuses
    +10% Population
    +50% Thievery Operation Success (TPA)
    -50% Thief cost
    +1 Stealth per tick
    raw TPA = +% Offensive Military Efficiency
    -50% Wages

    Penalties
    Ponies - 1 Offense (+1/0)

    Spell book: Invisibility, Quick Feet
    Elite: 7/9, 600gc, 8NW


    Faery
    Bonuses
    +50% Combat Instant Spell Damage
    +50% Spell Durations
    +1 mana per tick (not just in war)
    raw WPA = +% Offensive Military Efficiency

    Penalties
    -5% Population

    Spell book: All Racial Spells
    Elite:5/11, 1150gc, 11NW
    Show Text!


    Elf
    Bonuses
    +3 Defensive Specialist strength
    +35% Spell Success (WPA) [Doubled to +70% against Orcs)
    +50% Rune Generation
    -35% Military Casualties [Doubled to +70% against Dwarves)
    Immune to Greed

    Penalties
    +75% Military Wages

    Spell book: Pitfalls, Mage's Fury, Fool's Gold
    Elite: 9/7, 1000gc, 10NW



    Personalities

    The Cleric
    Hospitals are 100% more effective
    +15% Spell Success (WPA)
    Immune to Nightmares
    Access to Animate Dead, Chastity, Greater Protection
    Starts with +800 soldiers and +200 wizards


    The Heretic
    Towers are 100% more effective
    Successful offensive spells cast get 50% of mana refunded
    Successful sabotage operations get 50% of stealth refunded
    +100% Sabotage damage against Clerics
    Access to Nightmares and Blizzard
    Starts with +200 Wizards and +200 thieves


    The Mystic
    Guilds are 100% more effective
    +1 Mana Recovery per tick
    +50% Magic Science Effectiveness
    Access to Meteor Showers
    Starts with +400 Wizards


    The Rogue
    Thieves Dens are 100% more effective
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    +50% Thievery Science Effectiveness
    Access to Gluttony
    Starts with +400 thieves


    The Sage
    Laboratories are 100% more effective
    Protect 50% of scientists on abduct attack
    Scientists are 25% more effective
    Access to Amnesia
    Amnesia does double dmg against Tacticians
    Starts with 100% extra scientists


    The Tactician
    Barracks are 100% more effective
    +15% Thievery Operation Success (TPA)
    Automatic Espionage Success against Sages
    Accurate Espionage
    Starts with +800 specialist credits, +200 Thieves


    The Warrior
    Training Grounds are 100% more effective
    Enhanced Conquest range
    -50% Military Losses from Conquests (doubled to -100% against War Heroes)
    + 1 General
    Access to War Spoils
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    Armouries are 100% more effective
    +150% Honor Effects
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon effects
    +10% Battle Gains (doubled to +20% against Warriors)
    Access to Fanaticism
    Starts with 800 elites



    Mechanics
    Scientist Recruit rank increased from 3 hours to 4 hours
    Scientist Spawn rate lowered slightly
    Food Science will now be Production Science, and it will increase both Food and Rune production
    Production Science maximum will be 150%, up from 120%
    Revelation will increase scientist spawn rate by 50%, up from 30%
    Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the caster & +10% Military Losses for the enemy
    The Raze attack's damage while in war has been increased
    The attack gains formula adjusted slightly more to discourage bottom-feeding and top-feeding
    Last edited by smercjd; 08-05-2017 at 04:17.

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    Was wanting to play a halfling heretic but don't think I would with these changes. Some of the racial bonus seem op, and perhaps too drastic a change from this age. I think age by age race/pers changes should be steadily progressive in changes not drastic.

  3. #3
    Forum Addict Bo To's Avatar
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    Quote Originally Posted by Relswick8619 View Post
    Was wanting to play a halfling heretic but don't think I would with these changes. Some of the racial bonus seem op, and perhaps too drastic a change from this age. I think age by age race/pers changes should be steadily progressive in changes not drastic.
    Drastic changes are bad if done every age. If we do some drastic change and try to balance it the next ages it's fine. If we don't do drastic changes the game gets stagnant.

    @OP IMO rogue doesn't need more than +50% TDs because it's getting too strong. Also I don't think mystic needs less spells. Actually moving ga/prop from rogue to heretic would be better.

    And one final question - for mana/stealth return how do you round it?

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    Forum Addict smercjd's Avatar
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    Quote Originally Posted by Bo To View Post
    Drastic changes are bad if done every age. If we do some drastic change and try to balance it the next ages it's fine. If we don't do drastic changes the game gets stagnant.

    @OP IMO rogue doesn't need more than +50% TDs because it's getting too strong. Also I don't think mystic needs less spells. Actually moving ga/prop from rogue to heretic would be better.

    And one final question - for mana/stealth return how do you round it?
    Good question! I would say rounded up unless Utopia tends to round everything down.

    As for more than +50% TDs...even with all the new boosts to other personalities?

    As for mystic...yeah, it's just been a while and I didn't remember all the spells and got lazy towards the end...I agree that more spells should be good. Actually...I'm thinking something like

    Heretic gets Blizzards and Nados and Mystics get MS/Nightmares...OR Mystics get "All Personality Spells + MS" or something like that

    I also thought about giving Heretic one of the 3 rogue unique ops...or improved versions of others
    Last edited by smercjd; 08-05-2017 at 11:05.

  5. #5
    Veteran Shockwave's Avatar
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    I didn't see anything horribly wrong with these changes as I skimmed, except off/def values. I feel like we need to get rid of these ridiculously high numbers and take it back to lower values that had off and def proportionally closer. As it stands right now, to be a t/m with decent tpa/wpa, you have to be approx 50% bigger than an attacker to be unbreakable.

    I would have to calc out if that would still be the case here, as I saw you raised values for def on the t/m races, but we're kind of at a point where we have big numbers just to see big numbers on the throne page.
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    Forum Addict smercjd's Avatar
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    Quote Originally Posted by Shockwave View Post
    I didn't see anything horribly wrong with these changes as I skimmed, except off/def values. I feel like we need to get rid of these ridiculously high numbers and take it back to lower values that had off and def proportionally closer. As it stands right now, to be a t/m with decent tpa/wpa, you have to be approx 50% bigger than an attacker to be unbreakable.

    I would have to calc out if that would still be the case here, as I saw you raised values for def on the t/m races, but we're kind of at a point where we have big numbers just to see big numbers on the throne page.
    I agree, and briefly thought about lowering the numbers, but decided it was best to just leave the numbers and try to balance them a little

    Though I'd like them potentially lower still...what about
    (Bring Specialists back to 4/0 and 0/4, horses to +1/0, and mercs/prisoners to +3)
    Human: 3/5 [horses +2/0]
    Orc: 7/2
    Undead: 6/3 [Offense Specs +5/0]
    Avian: 5/3 [horses "pegasus" +1/+1 -- for ambush]
    Dwarf: 4/4, specs
    Halfling: 3/4 [horses "pony" +.5/0]
    Faery: 1/6
    Elf: 4/3 [Defense Specs +0/5]
    Last edited by smercjd; 08-05-2017 at 13:37.

  7. #7
    Forum Addict smercjd's Avatar
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    Another note...probably already noticed, but one major point is that I'd like if there were more balance between Attackers/TMs/Hybrids.

    As in...notice Avian elites having 9/8 elites. Still majoring as an attacker, they would survive immediate chaining effects (same with many others as overall defense values were increased).

    For balance I tried to give the "super" attackers an elite value of 18 (total), the moderate attackers an elite value of 17, and TMs 16 as TMs also don't have such terribly debilitating penalties.

    EDIT: Furthermore, I added some race/personality specific hostilities. (Elf vs Orc, Elf vs Dwarf: both bonuses and penalties)(Each personality would have another rival personality)

  8. #8
    Forum Addict Bo To's Avatar
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    Quote Originally Posted by smercjd View Post
    Good question! I would say rounded up unless Utopia tends to round everything down.

    As for more than +50% TDs...even with all the new boosts to other personalities?

    As for mystic...yeah, it's just been a while and I didn't remember all the spells and got lazy towards the end...I agree that more spells should be good. Actually...I'm thinking something like

    Heretic gets Blizzards and Nados and Mystics get MS/Nightmares...OR Mystics get "All Personality Spells + MS" or something like that

    I also thought about giving Heretic one of the 3 rogue unique ops...or improved versions of others
    Rogue can be extremely strong so there must be some kind of a drawback. Depending on BE and needing high % tds is good enough. Otherwise even attackers(and I mean orcs and unds) can run rogue with 3 tpa+15% tds and prop other attackers.

    I don't think swapping chastity for NM is a good idea mainly because mystics have high wpa which is required for NM runs(this is the heretic's drawback btw). Having all persos spells or all offensive spells is another thing(it's a huge buff and I'm not against it but it will make heretic less desirable - kinda like WH for attackers).
    Last edited by Bo To; 09-05-2017 at 15:02.

  9. #9
    Forum Addict smercjd's Avatar
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    Quote Originally Posted by Bo To View Post
    Rogue can be extremely strong so there must be some kind of a drawback. Depending on BE and needing high % tds is good enough. Otherwise even attacks(and I mean orcs and unds) can run rogue with 3 tpa+15% tds and prop other attackers.

    I don't think swapping chastity for NM is a good idea mainly because mystics have high wpa which is required for NM runs(this is the heretic's drawback btw). Having all persos spells or all offensive spells is another thing(it's a huge buff and I'm not against it but it will make heretic less desirable - kinda like WH for attackers).

    Yeah that's good IMO. If an Undead or Orc run rogue, they can get away with some ops like that. I think this is encouraged...but remember, they will also lose whatever personality buff they COULD have had if they had gone a more attacking type. Also, Orc having -25% sci effect and Undead having lower TPA will still be worse than actual TMs.

    Yeah the spells need to be looked at for these suggestions...I didn't want to do all spells because like you say, a little on the too strong side of things and makes heretic less desirable...I just didn't want to duplicate spells given to personalities/races if avoidable. I actually think Mystic Vortex and Tornados (if not other spells) should also be separated into races/personalities. There are too many spells accessible to everyone, and though there definitely should be some, I think there could be a few more that are race/pers specific and that would make it easier to include mystics/heretics

    I would say Mystic Vortex should be Elf only (therefore also Faeries), and Tornadoes, Blizzards (Elemental Spells) could be given to heretic and MS, NM to mystic...something along those lines

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