Hey guys,
Some of the changes for the up coming age makes no sense to me, so instead of complaining about it i tried to figure out how i would have done things differently.
Below you will find how i would have made the changes, let me know what you guys think.
Anything in Violet is what i changed compared to the official revised changes.
(Constrictive Criticism only please)
Base Numbers
Soldiers: 1/1
Specialists: 4/0 & 0/4
Prisoners & Mercenaries: 4/0
Horses: 1/0
Tree of Gold: Gives Flat 30% of Income
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Races
Avian
Bonuses
-33% Attack travel time
-25% Training Time
Can Train Elites with Credits
Penalties
-10% Gains
-20% Training Credits
-2000 Starting Credits
Cannot Use War Horses
Spell book: Fanaticism & Blood Lust
Elite: 7/3
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Dark Elf
Bonuses
+1 Offensive Specialist strength
+25% Spell Success (WPA)
+30% Combat Instant Spell Damage
35% Runes Refunded on Successful Spells
Penalties
-1 Defensive Spec Strength
Spell book: Nightmare & Mage's Fury
Elite: 3/5
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Dwarf
Bonuses
+30% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
Access to Greater Arson
Penalties
Can't use Accelerated Construction
+100% Food Consumption
Spell book: War Spoils & Greater Protection
Elite: 5/3
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Faery
Bonuses
All Spells (Except Paladin Only & Paradise)
+1 Mana per Tick
Penalties
-15% Income
Spell book: All Spells (Except Paladin Only & Paradise)
Elite: 3/6
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Human
Bonuses
+30% Income
Increase Sci Effectiveness +20%
+1 Army Generals
Penalties
+100% Rune Costs
Spell book: Revelation & ToG
Elite: 6/2
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Orc
Bonuses
+30% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+10% Military Casualties
-20% Spell Success (WPA)
-20% Thievery Effectiveness (TPA)
Spell Book: Reflect Magic & Clear Sight
Elite: 8/2
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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
Basic Thievery (Intel Operations Only)
No Elite Training
-20% Science Effectiveness
Spell book: Town Watch & Pitfalls
Elite: 9/2
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Bocan
Bonuses
+10% Population
100% Success Rate on Intel & Robbing (Granaries, Vaults & Towers)
+1 Stealth per tick
Penalties
-5% Building Efficiency
-15% Birth Rate
Spell book: Invisibility & Mystic Aura
Elite: 3/5
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Dryad
Bonuses
All Land Produces Food
+50% Prisoners Captured in Attacks
War Horses 2/0
Penalties
+33% Attack Travel Time
-20% Enemy Military Casualties
Spell book: Aggression & Quick Feet
Elite: 10/2
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Personalities
The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Pop Sci Effectiveness +15%
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection & Animate Dead
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The Heretic
-75% Wizards lost on failed Spells
-75% Thieves lost on failed Ops
+20% Magic & Thievery Science Effectiveness
+20% Spell and Operation Damage
Access to Nightmares, Blizzard & Revelation
Starts with +150 Wizards and +300 Thieves
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The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
+1 Mana per Tick
Spell Damage +20%
Access to Meteor Showers, Chastity, Revelation & Paradise
Starts with +800 Wizards
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The Paladin
Can Cast Self Spells on Kingdom Mates
30% Mana Refunded on Successful Spells
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +300
All Paladin Only Spells & Revelation
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The Rogue
+1 Stealth Recovery per Tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 100% more Effective
+75% Thievery Science Effectiveness
Access to Gluttony, Revelation & Paradise
Starts with +500 thieves
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The Sage
-30% Abduct Losses
Science Effectiveness +30%
Starting Scientists +50%
Access to Amnesia
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The Tactician
Attack Time -20%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
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The War Hero
Honor Bonuses +100%
Honor Gains +25%
Honor Loss -25%
Convert Specs into Elites
Starting Elites +800
Access to Fanaticism
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The Warrior
+10% Off Military Efficiency
Military Science Efficiency +15%
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Pitfalls
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Rituals
Onslaught: +10% OME, +10% Gains on Attacks & +15% Enemy Casualties on Attacks,
Barrier: +10% DME, -10% Enemy Gains on Attacks & -15% Enemy Spell/Thief Damage
Affluent: Income +10%, Draft Speed +20%, BR +30%, +5% BE
Havoc: +15% Off TPA, +15% Off WPA & +15% Spell/Thief Damage