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Thread: Age 77?

  1. #1
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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.

  2. #2
    Forum Addict RattleHead's Avatar
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    I like a lot of these but im too lazy to read it all at once and form some kind of proper analysis... so +1

  3. #3
    Post Fiend
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    Yeah I really like what you've done with the science.

    Dryad seems a bit OP though. -50% Enemy Military Casualties is not really a penalty since it's a lot easier to overpop someone and lock their military. Also, what do you mean stables act as dungeons?

  4. #4
    Strategy Moderator
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    thanks guys.... the overall idea was just to try to get massively different w/out having to introduce that many "new" concepts. i mean fundamentally i changed non war offer declare, defense v t/m ops, and plague. but the big shakeup would change alot w/out having to have that much work on the backend.

    as for dryad.
    -yes it "could" be op i had a hard time with them. how do u balance a "big offense" prov w/out making it op once already chained. its almost impossible to pull someone outa war and big offense is that reason. BUUT if u dont have "enough" offense its t/m v t/m and it just takes forever. so increasing t/m damaage but adding some def to that attackers would focus could balance out if not for dryad.
    - anyway i figured -50% miltiary causuallties meant they wouldnt be geting a ton of prisoners, and when chaining that persons def doesnt drop as much. similarly theres no huge gain for them engaging some one since they can hit "more" but they dont do that damage home on someone since reduced damage, and multi hits means they get to "max meter" faster which is even more reduced damage to the person they are hitting.

  5. #5
    Sir Postalot Pillz's Avatar
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    I have only finished half of this but disapprove thus far mostly. I may post again

  6. #6
    Strategy Moderator
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    honestly pillz thats a compliment coming from u. point was to suggest a mixup, take or leave exact changes. the "mostly" means theres something u like :P

  7. #7
    Post Fiend
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    my thoughts on what I've read...

    +10% BE for dwarf is very meagre compared to the high BE a sage could get from max tools/pop sci! Dwarf has always been the race with high BE/free build, they aren't heavy hitters these days so their appeal is that high BE and +10% isn't appealing at all, increase it to 20-25%, hey even higher, why not? 30%?

    That 100% food penalty is a killer early age and even with decent production sci and when I last played them +20% BE you still needed more farms than any other race, meaning less of something/everything else.

    Tactician is still boring imho, nothing exciting or new, maybe bring it back to -20% attack times?

    Love the new science ideas.

    Love you bought back the +1 gen, I've been posting that for ages now since they removed it.

    EOWCF, great ideas, I would also like to add that all active T/M ops on a province be negated, but I know this isn't hugely popular.

    Did you just suggest to make magic shield a racial spell? It's the most basic defence we have, it's not even that awesome when you're being op'ed by a T/M but it helped when being peppered by attackers etc, how are we to defend against dark/black magic now? Purely through Resistance science which is only reduced damage and does not offer the option of a failed spell attempt, that's a huge nerf.

  8. #8
    Post Fiend
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    Regarding EOWCF:

    - Reduced to 24h.

    - -100% training cost
    - -100% building cost

    - -100% training time
    - -100% building time

    - Provinces under the median gets free acres to match the median acre instantly

    - able to train peasants into wizards at 0gc instantly
    - able to train peasants into soldiers at 0gc instantly

    Pretty much skips EOWCF phase and get back to warring. More war = better.

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