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Thread: Adding adviser benefits

  1. #1
    Member
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    Jul 2011
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    Post Adding adviser benefits

    I was thinking that adding an adviser feature could really add one more level of complexity to the game to greatly enhance the level of strategy while not having an overwhelming amount of options. It will allow players to go “all in” on a strategy, mitigate their weaknesses, or to switch back and forth between these. I think an addition like this will really be enjoyed by Utopia’s player base.

    I envision a drop down menu on the throne page (or similar) where players can pick which adviser they would like to use. Each adviser will have different benefits that will kick in a set amount of time after they are chosen (maybe 3 ticks? Or maybe 10 if we don’t want players to feel compelled to switch a lot). Below is a rough list of my ideas for advisers and their benefits. I think it could really open the door to a lot of fun strategies! Let me know what you all think : )

    • Financial adviser
      +10% income
      Generates 1 gc per acre per day.
    • Exploration adviser
      -10% exploration cost (men and gold)
      -10% building cost
    • Domestic adviser
      Every 2 acres increases max population by 1
      Every acre produces 1 bushel of food
    • Military training adviser
      5% reduced military training costs (thieves included)
      10% reduced training time
    • Mystic adviser
      +5% WPA
      -10% rune costs
    • Stealth adviser
      +5% TPA
      -10% thief losses
    • Border adviser
      +10% chance of catching enemy thieves
      +20% reduction in damage from enemy spells
    • Offensive Military adviser
      +10 Offensive military efficiency
      +10% enemy military losses on attack
    • Defensive Military adviser
      -20% military losses on defense
      Increased gang bang protection
    • Swift Military adviser
      10% reduced attack duration
    • Science adviser
      +15% increase in new scientists
      Protect 15% of science from enemies

  2. #2
    Post Fiend
    Join Date
    Jan 2013
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    236
    I like this concept, will definitely need to tweak the benefits, and I would say a minimum of 12 ticks to change, but I could definitely see this adding a bit more depth and customization to the way we play.

  3. #3
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    Jul 2011
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    Glad you like the idea! I think I am going to like being able to switch over to a different advisor when I feel like I am behind in an area, or switch when I start to get chained ect. I like being able to do something help myself. The bonuses will definitely need to be tweaked. I balanced the ones I posted to be similar to 10% of acres in a building so that they will feel balanced but that may be too much or to little, only play-testing will tell.

    I am hoping the idea will get traction but I won't be surprised if it doesn't.

  4. #4
    Post Fiend
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    May 2016
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    150
    Yeah, those benefits definitely need to be tweaked. Offensive Military advisor for one would give a crazy good bonus, on par with warrior pers. Like +3% OME would be plenty.

  5. #5
    Post Fiend
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    May 2016
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    I think that because its a resource that gives a bonus that can't be taken away it shouldn't be changeable during the age. It's essentially like choosing a Minor Personality, but that Minor Personality can be changed to suit whatever is happening, which i'm not sure fits with the long term strategy aspect of the game.

  6. #6
    Director of Age Changes
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    So, like a personality? With more balance issues?
    Discord: Hex | IRC: Hextor / Avenger

  7. #7
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    Yea, balancing will be key. The main reason I like this idea is it allows players to change up their strategy on the fly with little cost (losing adviser benefits while they wait for the new adviser benefits to start). Right now, the only way to change your strategy is to raze and rebuild your buildings, which you can do, but it is costly. I envision strategy being played on three levels, Long, medium and short term strategies.

    Race/personality: long term strategy. Cannot be changed without reset (strong effect)
    Buildings: Medium term strategy. Most players probably won't drastically change this outside of the end of wear cease fire (medium effect)
    Advisers: short term strategy. Can be changed as needed (weak effect)

    Right now we are missing the short term strategy element to the game. I am often asking myself "what can I do next" and for the most part, it's not much. With advisers I can switch them around in preparation for what I want to be doing. For instance, a player wanting to build up their military for the next few real life days may want a military training adviser before they switch to an offensive military adviser when the war starts. A kingdom wanting to fund a dragon could have everyone switch to a financial adviser to build up money for the dragon ect.
    Last edited by Natrix316; 04-05-2018 at 16:11. Reason: Spelling

  8. #8
    Director of Age Changes
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    You have rituals and sci re-assign for short time strategy.
    Discord: Hex | IRC: Hextor / Avenger

  9. #9
    Enthusiast
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    Oct 2011
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    457
    As long as the "behead advisor" button comes back with it I'm in.

  10. #10
    Member
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    Jul 2011
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    10
    You are right! let's talk about where rituals and scientists fit in. Rituals have been one of the best things added to Utopia in a while. Increasing the diversity of kingdom wide cooperation is great! While a ritual might be great for the kingdom it might not be what your provence needs right now. As for sciences, it takes four days for a switch in scientists to become fully effective so I am placing scientists in the medium term strategy category. Rituals will be here too as it does take a number of days for it to be fully cast. It can be cast quickly but for a typical kingdom it will not be. Here is my revised strategy list.


    • Long term strategy
      Race and Personality
    • Medium term strategy
      Buildings, sciences, and rituals
    • Short term strategy
      Advisers


    In order to better differentiate between sciences and advisors I think an acre based bonus system will work well. This would go nicely with some flavor text like "advisers work with and organize your people to make your land work for you." Here is my thoughts on how this type of system could work. This idea did not work for all of the advisors but it is a good start : )



    • Financial adviser
      Generates 1 gc per acre per day.
    • Domestic adviser
      Every 2 acres increases max population by 1
      Every acre produces 1 bushel of food per day
    • Tower adviser
      Every 3 acres produces 1 rune per day
    • Military training adviser
      Every acre has a 0.5% chance to give you a specialist training credit per day
    • Mystic adviser
      +0.3 WPA
    • Stealth adviser
      +0.3 TPA
    • Offensive Military adviser
      Every acre give you +3 offensive military points
    • Defensive Military adviser
      For every acre that is lost to an attack, your people will have a 3% chance to explore for new land (not removed from explore pool)
    • Swift Military adviser
      5% reduced attack duration
    • Science adviser
      +10% increase in new scientists
      Protect 10% of science from enemies
    • Exploration adviser
      -5% exploration cost (men and gold)
      -5% building cost
    • Border adviser
      +5% chance of catching enemy thieves
      +10% reduction in damage from enemy spells


    I also like the idea of being able to pick two advisers and being able to double up. This would give more diversity to peoples choices. Let me know what you all think : )

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