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Thread: Age 78 Proposed Changes

  1. #1
    Moderator umajon911's Avatar
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    Age 78 Proposed Changes

    Races
    Avian
    -25% Attack travel time
    +100% Birth Rate
    Cannot Use War Horses/Stables
    Spell book: Bloodlust
    Elite: Offense: 8 Defense: 2 Networth: 9.0 Cost: 750
    Soldiers: Offense: 1 Defense: 1

    Dwarf
    +20% Building Efficiency
    Free Building Construction
    -50% Building Construction Time
    Can't use Accelerated Construction
    +50% Food consumption
    Spell book: Mystic Aura, Quick Feet
    Elite: Offense: 7 Defense: 5 Networth: 9.5 Cost: 850
    Soldiers: Offense: 1 Defense: 1

    Elf
    +50% WPA
    -25% runes needed
    +1 Defensive Specialist Strength
    Spell book: Greater Protection, Quick Feet
    Elite: Offense: 7 Defense: 2 Networth: 9.0 Cost: 800
    Soldiers: Offense: 1 Defense: 1

    Faery
    +100% Self Spell Duration (will not affect spells on others)
    +1 mana/tick
    Spell book: Mage's Fury, Invisibility, Access to all other racial spells
    Elite: Offense: 3 Defense: 7 Networth: 9.0 Cost: 850
    Soldiers: Offense: 1 Defense: 1

    Halfling
    +30% Thievery Effectiveness (TPA)
    +5% Population
    -50% Thief Costs
    Spell book: Aggression, Town Watch
    Elite: Offense: 6 Defense: 6 Networth: 9.0 Cost: 800
    Soldiers: Offense: 2 Defense: 2

    Orc
    +15% Battle Gains
    Free draft
    +20% Enemy casualties when attacking
    -20% Thievery Effectiveness (TPA)
    Spell book: Reflect Magic
    Elite: Offense: 9 Defense: 2 Networth: 9 Cost: 850
    Soldiers: Offense: 1 Defense: 1

    Undead
    Spreads and is Immune to The Plague
    Does not need food
    -80% offensive losses
    Converts specialists to elites
    Cannot use Hospitals
    Cannot train elites
    Basic thievery only
    Spell book: Animate Dead
    Elite: Offense: 10 Defense: 1 Networth: 10
    Soldiers: Offense: 1 Defense: 1

    Personalities
    The Heretic:
    +100% wizard generation (instead of +100% guilds)
    Wizards do not die on failed spells
    +25% spell damage
    +50% Magic Science Effectiveness
    Access to Greater Arson
    Access to Nightmare, Fool's Gold

    The Mystic:
    +50% wizard generation
    All Guilds are 100% more effective
    +100% Magic Science Effectiveness
    Offensive Spell Duration +50%
    Access to Blizzard, Greed, Pitfalls, Chastity and Gluttony

    The Paladin
    All Guilds are 100% more effective
    Can cast support spells on Kingdom mates (only Paladin Spells).
    All Paladin Only Spells
    Paladin Only Spells
    Paladin's Inspiration (Paladin Only) - This spell has ~100% increased effects compared to Inspire Army (low difficulty;moderate/high duration)
    Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +20% (moderate difficulty/short duration)
    Illuminate Shadows (Paladin Only) - Provide -30% damage from thievery operations (moderate/high difficulty;moderate duration)
    Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in 30% higher casualties for the attacker (moderate difficulty;low/moderate duration)
    Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 100% for duration (moderate difficulty)
    Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)

    The Rogue:
    +1 Stealth recovery per tick
    Access to 2 unique rogue thievery operations: Assassinate Wizards and Propaganda
    Thieves Dens are 50% more effective
    +50% Thievery Science Effectiveness
    Access to Paradise

    The Sage:
    Sci Effectiveness +35%
    Access to Amnesia

    The Tactician:
    Attack Time -20%
    Accurate Espionage
    Access to Clear Sight

    The Cleric:
    -50% Military Casualties
    Access to Pitfalls

    The War Hero:
    Honor Bonuses +100%
    +1 Offense Specialist strength
    Dragon Immunity
    -50% training time
    Access to Fanaticism

    The Warrior:
    +20% OME
    Full Conquest Access
    Access to War Spoils

    Mechanics:
    Remove: Revelation, Tree of Gold, Meteor Showers.
    Boost alchemy science to give +45% at 30 scientists
    Boost armouries to give -50% wages at max effect
    Storms: +100% effects compared to current.
    Greed: Increases wages by 50%.
    Inspire army is a general spell again
    Decrease the drop off in extra sci effects for scientists above the soft cap.
    Set standard attack time to 12 hours, regardless of relations (so it's 12 hours OOW, 12 hours in-war).
    Negative/positive effects from payrate/paying armies extended to 85%-115%
    Allow KDs with to break a timed CF if both sides consent.
    Increase thieves to send on NS by 100% for same effects as currently.
    After a war, both the winning and losing side are awarded 10 scientists.
    Nice-to-have:
    Remove Relative KD median province NW reduction on gains (you know what I mean).
    Remove meter throttling.
    Reduce max meter to 100 points.
    Reduce CF duration on surrender to 3 days (instead of current 7).
    Increase OOW honor gains by 100%.
    Remove honor generation in war.
    Cap honor gains from a WW to 5K.
    “The only person you are destined to become is the person you decide to be.”
    - unknown

  2. #2
    Post Fiend Crystopher's Avatar
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    Remove: Revelation, Tree of Gold, Meteor Showers.
    Clearly a troll post, reported to mods :P

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