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Thread: Military science: bring back gains & combine it with ME

  1. #1
    Post Fiend
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    Military science: bring back gains & combine it with ME

    Simple suggestion, bring back military gains in military science and combine it with ME, so the 15% will be 15% ME and 15% gains.

    Any reason why this is a bad idea, can't see it being abused, I guess orcs could be scarier if they max their mil sci but I think it's still worth considering.

    Thoughts?

  2. #2
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    while we at it bring back +1 general...I think it's best to give it to a personality, maybe Tactician which is really boring in it's current form, liked it better when it was -20% attack time, so maybe Tactician could be -20% attack time and +1 general?

    I guess that might make avian/tact with current avian perks slightly OP.

    Anyway, bring back +1 general please.

  3. #3
    Post Fiend
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    +1 general lead to only one personality or race being chosen for attackers - or at least a significant bulk of them. The +gains thing, i mean theres the issue of rubberbanding chain victims, which would make chaining harder, so i guess might effect the length of wars.. i think leaders would need to micromanage chains a little more if +gains was brought in. I dont like or dislike the idea though.

  4. #4
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    How about getting +1 gen with max mil sci? :P

  5. #5
    Sir Postalot Pillz's Avatar
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    Tie it to ME and attack time

  6. #6
    Postaholic
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    Quote Originally Posted by Wolfric View Post
    How about getting +1 gen with max mil sci? :P
    I kind of like that idea a bit. When you hit the soft cap of science you get a "breakthrough". But make the soft caps harder to get to so only like 3-4 categories are likely to be capped in an age.

    Alchemy: Immune to Greed and 20% less damage from rob the vaults.
    Tools: Peasants fill 1.5 jobs for purposes of Building Efficiency
    Production: Spells cost 20% less runes to cast. 20% less damage from rob towers and rob granaries.
    Housing: Homes now hold 12 population instead of 10. Fireball is 20% less effective.
    Military: +1 general
    Crime: +1 stealth generation per tick
    Channeling: +1 mana generation per tick

    Something like that.

    Perhaps you can only have 1 breakthrough active at a time or something, and it takes 3 ticks to change your breakthrough.
    Last edited by jmiedema; 05-07-2018 at 01:05.

  7. #7
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    I like the idea of a breakthrough, although those bonuses are a bit much imo. Immune to greed?

  8. #8
    Post Demon
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    I'd like to se fewer modifiers you can stack for once

  9. #9
    Post Fiend
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    I can only second that breakthrough is a very appealing idea. It could lead to a sense of long-term development and achievement of a province (during an age).
    Try develop that idea to following age I'd say. It could certainly make me see it as a fresh look and development of the science-part of the game.

    I have to spin off on this a bit :) below...

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