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  1. #1
    Strategy Moderator
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    Jan 2012
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    Age 77?

    Okay i know these pop up alot, but as im at couldnt sleep and felt like there has been a few ages of stale changes and nothing hugely new besides the personal news i figured i'd dream up some changes that reasonably could be added


    Concept: was overal to mix up science, and make chaining someone in war actually remove them (no pking though). My changes those made it so to invest a bit heavier in # of hits since the science got added. That is any t/m or hybrid heavy setup wouldn't run the gains science as other stuff is more important. I then tried to balance out clearly what each races "Roll" would be in a kd with the personalities adding simply flavor. And finally defined Leets to be insanely nw efficient instead of high numbers to allow for in war econ to really play a roll. See +75% econ is a science allows for in war spec training to actually match raw numbers of a leet heavy based setup but you end up geting bad nw/acre and ops do hurt a bit more. (see nm/ms/ns/prop all which all directly target a military unit got buffed in power 25%)



    Races

    Avian
    Bonuses
    -30% Attack travel time
    +25% Birth Rate
    Immune to Fireballs and Kidnaps

    Penalties
    Cannot Use War Horses/Stables

    Spell book: Fanaticism, Town Watch, Aggression, Bloodlust
    Elite: Offense: 7 Defense: 2 Networth: 5.5 Cost: 850
    Soldiers: Offense: 1 Defense: 1

    Bocan
    Bonuses
    +25% Sabotage Damage
    +50% Effects from Honor
    Can Train Thieves using Specialist Credits

    Spell book: Clear sight, Inspire Army, Nightmare
    Elite: Offense: 5 Defense: 7 Networth: 7 Cost: 1000
    Soldiers: Offense: 1 Defense: 1

    Dark elf
    Bonuses
    +30% Spell Damage
    +2 Offensive Specialist strength
    Converts Specialists into Elites on successful Traditional March

    Penalties
    +20% Wages

    Spell book: Nightmare, Magic Shield
    Elite: Offense: 4 Defense: 6 Networth: 6 Cost: 1050
    Soldiers: Offense: 1 Defense: 1

    Dryad
    Bonuses
    All land produces food
    No defensive losses
    Mercenaries & Prisoners 7/0
    War Horse 3/0
    Stables act a dungones

    Penalties
    +15% Attack Travel Time
    -50% Enemy Military Casualties
    Desertion due to overpopulation occurs at twice normal rate

    Spell book: Inspire Army
    Elite: Offense: 10 Defense: 1 Networth: 7.25 Cost: 950
    Soldiers: Offense: 1 Defense: 1

    Dwarf
    Bonuses
    +10% Building Efficiency
    Free Building Construction And Razeing
    +50% Resistance Science Effectiveness

    Penalties
    +100% Food consumption

    Spell book: Mystic Aura, Inspire Army, Greater protection
    Elite: Offense: 6 Defense: 6 Networth: 6.5 Cost: 950
    Soldiers: Offense: 1 Defense: 1

    Elf
    Bonuses
    +30% WPA
    +25% Tower Efficiency
    +1 Defensive Specialist Strength

    Spell book: Mage's Fury, Chastity, Inspire Army
    Elite: Offense: 6 Defense: 5 Networth: 6.25 Cost: 1025
    Soldiers: Offense: 1 Defense: 1

    Feary
    Bonuses
    +20% Spell Duration, Spell Damage, & Sabotage Damage
    Can Cast Fading Spells on Kingdom Mates
    +15% Offensive wpa/tpa

    Penalties
    -100% Resistance Science effectiveness

    Spell book: Greater Protection, Invisibility, Reflect Magic, Tree of Gold, Animate Dead, Fool's Gold, Mystic Aura, Mage's Fury, Magic Shield
    Elite: Offense:4 Defense: 8 Networth: 7.5 Cost: 1200
    Soldiers: Offense: 1 Defense: 1

    Halfing
    Bonuses
    +50% Thievery Effectiveness (TPA)
    +10% Population
    -50% Thief Costs

    Penalties
    -10% Building Effectiveness

    Spell book: Aggression, Town Watch, Invisibility
    Elite: Offense: 5 Defense: 6 Networth: 6.25 Cost: 1000
    Soldiers: Offense: 2 Defense: 2

    Human
    Bonuses
    +100% Income
    +15% Credts (Building & Military from Attacks)
    Can use spec Credits to train leets
    Income Penalty Protection

    Penalties
    +50% gold costs for everything

    Spell book: Greater Protection, Inspire Army, Quick Feet, Magic Shield
    Elite: Offense: 7 Defense: 3 Networth: 5.5 Cost: 500 (will scale up 50% to 750)
    Soldiers: Offense: 1 Defense: 1

    ORc
    Bonuses
    +25% Battle Gains
    +50% Terra Science Effctiveness
    Free draft
    +15% Enemy casualties when attacking

    Penalties
    -15% Science Effectiveness

    Spell book: Reflect Magic
    Elite: Offense: 8 Defense: 1 Networth: 6.25 Cost: 950
    Soldiers: Offense: 1 Defense: 1


    Personalities

    The Heretic
    All Guilds are 100% more effective
    Reduced offensive thief and wizzard losses by 50% (explostions, failed and successfull theif ops)
    +50% Resistance Science Effectiveness
    +50% Magic and Thievery Science Effectiveness
    +1 Mana
    Access to Blizzard and Revelation
    Starts with +600 Wizards and +400 thieves

    The Mystic
    All Guilds are 200% more effective
    +50% Theif Mage Science Effectiveness
    +50% WPA
    Spell Damage +25%
    Access to Meteor Showers, Chastity, Revelation and Paradise
    Starts with +1000 Wizards

    The Paladin
    All Guilds are 50% more effective
    Troops attack dragon with +25% increased power
    -25% Military Casualties
    Immune to the Plague
    Starting Soldiers +400
    Starting Specialist Credits +400
    Starting Wizards +400
    All Paladin Only Spells & Fool's Gold & Town Watch
    Paladin Only Spells

    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 50% more effective
    +50% Theif Mage Science Effectiveness
    Access to Gluttony
    Access to Revelation
    Access to Paradise
    Starts with +800 thieves

    The Sage
    -50% Abduct Losses
    +100% scientist spawn rate
    Scientists spawn in as professors
    Scientists Have no NW
    Access to Amnesia

    The Tactician
    Attack Time -15%
    Succesfull Espionage
    Starting Soldiers +800
    Starting Specialist Credits +800
    Access to Clear Sight

    The Undead
    Spreads and is Immune to The Plague
    Unpaid Military wages do not stop attacking
    +1 General
    Starts with +800 soldiers and +800 specialist credits
    Access to Greater Protection and Animate Dead

    The War Hero
    Honor Bonuses +100%
    -50% wages
    Dragon Immunity
    Convert Specs into Elites
    Starting Soldiers +800
    Spec Credits +800
    Access to War Spoils and Pitfalls

    The Warrior
    +5% Off Military Efficiency
    Military Science Efficiency +100%
    Full Conquest Access
    Starting Elites +800
    Access to Fanaticism

    Mechanics
    War offers can be made through CF (even dated cf's) acceptance auto cancels the CF.
    All provs will start with 1 raw wpa

    EWOCF:
    Building Time reduced 50%
    Upon Entering eowcf you will enter a 100%(lose) or 125%(win) Power Affluent Ritual Based on War win

    OPS:
    Damge increased by 25% on NM, MS, NS, PROP
    Magic Shield: no longer on All provs

    Rune cost formula tweaked :
    -From: Runes cost = ROUNDDOWN ( (0.68 * Size + 680) * Spell Cost Multiplier )
    -To: Runes cost = ROUNDDOWN ( (0.50 * Size + 200) * Spell Cost Multiplier )

    Building costs
    are now Fixed:
    1000 gc/acre to build
    500 gc/acre to raze

    Plague:
    100% chance to spread
    DME lowerd to 5% from 10%
    Cure rate uped to 40% fro NB
    Max Duration 8 hours after hit/hitting
    Hosptials cure rate 1.5%-> 3% cap 50%

    Meter:
    OPs: Most spells and sabotage ops will move the meter 1 point
    OPS: NS, AW, LL, and MS move the meter 3(2?) points
    Conquest: 3 points
    Trad marches: 6 points
    Abducts: 4 points
    Plunders:4 points
    Unfriendly: 25 points
    Hostile: 100 points
    Meter decays 55% per day
    Meter at or above 200 Decays to 200 at day change
    Auto declare happens when both kds are hostile
    After 3 days keeping a kd hostile game auto cf's 1 week

    Science: (Cap)
    Terra +25% Land Gains and -Land losses
    Dragon +150% Funding of and damage to Dragons
    Peasent +15% Population and BE
    Production +75% Food, Rune, Horse, and Gold Production
    Military +10% Military Efficiency
    Theif Mage +100% Thievery and Magic Effectiveness
    Resistance +30% Reduced Damage from T/M ops (both instant and duration damage)

    Rituals:
    Affluent: Income +20% & Draft Speed +25% & Birth Rate +25%
    Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
    Havoc: +30% Offensive TPA & +30% Offensive WPA & +40% Spell/Thief damage
    Onslaught: +10% OME & +15% enemy casualties on attacks & +10% Battle Gains
    Resilient: -50% Gains on attacks you make & -75% Military Casualties on defense & +100% wizzard production
    Godspeed: -10% Attack Time & 25% Less Military Casualties on Offense
    Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
    Last edited by Persain; 21-05-2018 at 20:13.

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