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