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    Forum Addict smercjd's Avatar
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    Suggestions for Age 79

    (I'll try to keep changed/added suggestions light blue, and previous values that are to be changed/removed pink)

    Age 79 Changes Suggestions



    I. MECHANICS (Science)


    Idea: Science, if kept the way it is, is too strong. These suggestions help to balance science for a longer age by reducing multipliers across the board, and a slight decrease to spawn rate. Learns are also too strong out of war, but too weak in war.

    Learn Attack: Out of War, Unallocated books = Base ~12%; [~30%]; Allocated books = Base ~3%; [~5%]
    Learn Attack: In War, Base ~6%; [~4%]
    Amnesia: Base per cast ~1-1.8%; [~ .5-.9][No longer available to all, still war only]
    Universities: Base 2.7% [1.8%], Max 75%
    Scientist Spawn Rate = Base .5%[1%]
    Science Bonus = Base SQRT(# of Books) * Multiplier

    ECONOMY-----Multiplier-----Previous Multiplier
    Alchemy-----------0.025-----0.0592
    Tools---------------0.015-----0.0424
    Housing------------0.01------0.0254
    Production---------0.15------0.254
    Bookkeeping-------0.02------0.051
    Artisan-------------0.0125----0.034

    WARFARE-----Multiplier-----Previous Multiplier
    Strategy------------0.0167-----0.034
    Siege---------------0.015-------0.03
    Tactics--------------0.0167-----0.034
    Valor----------------0.025-------0.0424
    Heroism-------------0.02--------0.034
    EDIT: Fortify-------------0.005------N/A

    ARCANE ARTS---Multiplier-----Previous Multiplier
    Crime----------------0.067------0.152
    Channeling----------0.067------0.186
    Shielding------------0.005------0.034
    Cunning-------------0.01--------0.034
    Invocation-----------0.025------0.042
    Divination-----------0.025------N/A

    EDIT:*Fortify = Decrease Gains from Enemy attacks
    *Divination = Decreased Penalties from NW differences, Decreased Losses from Failed Operations
    *Invocation = Ritual Rune Cost Reduction, Refund Runes from Failed Spells
    Reassigning Scientists Drops them by 1 level of experience
    Professor -> Graduate with 14400 experience -> Novice with 2400 -> Recruit with 0


    II. Races


    Avian
    Bonuses
    -33% Attack Time [-30%]
    +33% Birth Rate [+40%]
    +33% Specialist Credits from Attacks [+35%]
    Immunity to Pitfalls

    Penalties
    Cannot use War Horses/Stables
    [-5% Battle Gains]

    Spell Book: Town Watch, Clear Sight [Fanaticism, Greater Protection]
    EDIT:Elite: 8/3 [8/3] NW: 9.5 [9] Cost: 1100 [900]


    Dwarf
    Bonuses
    +20% Building Efficiency [+25%]
    Free Building Construction
    -25% Building Construction Time [-50%]

    Penalties
    +100% Food Consumption [+75%]
    [Can't Use Accelerated Construction]

    Spell Book: Mystic Aura, Fool’s Gold [Inspire Army]
    EDIT:Elite: 4/8 [7/4] NW: 10.25 [9] Cost: 1300 [925]


    Light Elf [Elf]
    Bonuses
    +15% WPA [+35%]
    +33% Tower Efficiency [+30%]
    +1 Defensive Specialist
    Empowered Nature’s Blessing (100% Cures Plague, Removes Storms/Droughts in addition to preventing)

    Penalties
    +25% Wages [+30%]

    Spell Book: Chastity, Tornadoes, Greater Protection [Inspire Army]
    EDIT:Elite: 7/5 [8/3] NW: 10 [9.5] Cost: 1250 [950]


    Shadow Elf
    Bonuses
    +1 Mana
    +20% Instant Spell Damage
    -25% Honor Losses
    Empowered Shadowlight (Does not expire on enemy thievery attempt, remains active for duration)

    Penalties
    -25% Effectiveness from Honor

    Spell Book: Invisibility, Mage’s Fury, Quick Feet
    EDIT:Elite: 8/4 NW: 9.25 Cost: 1400


    Faery
    Bonuses
    +33% Self-Spell Duration [+30%]
    +20% Sabotage Operation Damage
    +1 Stealth

    Penalties
    -5% Population [-10% Income]

    Spell Book: Tree of Gold, Greater Protection, Mystic Aura, Animate Dead, Town Watch
    EDIT:Elite: 2/9 [3/8] NW: 10.5 [10] Cost: 1500 [1100]


    Halfling
    Bonuses
    +15% Thievery Effectiveness (TPA) [+30%]
    +15% Population [+7%]
    -50% Thief Costs
    +1 Soldier Offense and Defense

    Penalties
    -10% Building Effectiveness [-5%]

    Spell Book: Aggression, Town Watch Quick Feet
    EDIT:Elite: 6/6 [5/7] NW: 9.0 [9.5] Cost: 1150 [900]


    Human
    Bonuses
    +20% Income [+30%]
    +20% Economy Sciences Effectiveness
    +1 Horses Strength
    +50% Stables Capacity
    Immunity to Income Penalties

    Penalties
    EDIT: +50% Rune Cost
    [-10% WPA]

    Spell Book: Inspire Army, Revelation [Greater Protection, Quick Feet]
    EDIT:Elite: 5/7 [8/3] NW: 9.25 [9.5] Cost: 1250 [1100]


    Orc
    Bonuses
    +20% Battle Gains
    -75% Draft Costs
    +25% Draft Speed
    +15% Enemy Casualties when attacking

    Penalties
    -10% Arcane Arts Sciences Effectiveness [-10% Science Effectiveness]
    +10% Military Casualties

    Spell Book: Reflect Magic
    EDIT:Elite: 9/2 [9/2] NW: 10 [9] Cost: 1400 [925]



    II. Personalities


    The Heretic
    Guilds +75% Effectiveness [+100%]
    Wizards don’t die on failed spells
    -50% Thief Losses on failed sabotage [-66%]
    +20% Arcane Arts Sciences Effectiveness [+40% Channeling/Crime]
    +1 Mana
    Spells: Blizzard, Nightmare, Fool's Gold, Amnesia [Chastity]
    Start: +200 Wizards, +400 Thieves


    The Mystic
    Guilds +150% Effectiveness [+200%]
    +20% Offensive Spell Duration
    +50% Channeling Science Effectiveness [+100%]
    Spells: Meteor Showers, Paradise, Mage's Fury, Amnesia, Revelation [Chastity]
    Start: +400 Wizards


    The Paladin
    Guilds +50% Effectiveness
    EDIT: Can cast Paladin Only spells on Kingdom mates at -1 mana cost
    +50% Valor Science Effectiveness
    [+30% Dragon-Slaying Unit Strength]
    Spells: Paladin Spells
    Start: +200 Wizards, +400 Soldiers, +200 Elites


    The Rogue
    Guilds +50% Effectiveness
    Thieve’s Dens +50% Effectiveness [+75%]
    Access to all Thievery Operations Including Rogue Only
    +50% Crime Science Effectiveness
    +1 Stealth
    Spells: Gluttony, Paradise, Invisibility, Revelation
    Start: +800 Thieves


    The Sage
    +25% Scientist Spawn Rate
    +25% Books From Scientists
    +50% Laboratories, Schools, and Universities Effectiveness
    Immune to Amnesia
    Spells: Amnesia, Revelation
    Start: +100% Starting Scientists



    The Tactician
    -15% Attack Time
    Accurate Espionage
    +20% Warfare Sciences Effectiveness
    +10% Thievery Effectiveness (TPA)
    Spells: Invisibility, Greater Protection [Clear Sight, Fanaticism]
    Start: +400 Soldiers, +400 Specialist Credits, +400 Thieves


    The Undead
    Spreads and is Immune to the Plague
    -50% Offensive Military Casualties [-30% Military Casualties]
    -100% Food Consumption
    +25% Offensive Spell Effectiveness
    Spells: Animate Dead, Nightmares [Greater Protection]
    Start: +200 Wizards, +400 Soldiers. +400 Specialist Credits


    The War Hero
    +100% Honor Bonuses
    +1 Offense Specialist Strength
    EDIT: +50% Heroism Science Effectiveness
    [Immunity to Dragons]
    Convert Specialists into Elites
    Spells: War Spoils
    Start: +800 Elites


    The Cleric
    -50% Defensive Military Casualties
    +10% Magic Effectiveness (WPA)
    +33% Shielding and Divination Sciences Effectiveness
    Spells: Chastity, Fanaticism, Greater Protection, Divine Shield**
    Start: +200 Wizards, +400 Soldiers, +400 Specialist Credits



    The Warrior
    +10% Offensive Military Effectiveness
    Full Conquest Access
    +50% Siege Science Effectiveness
    Spells: Bloodlust
    Start: +800 Soldiers, +800 Specialist Credits
    Last edited by smercjd; 15-11-2018 at 01:17.

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