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Thread: Race/Pers suggestions for Age 80

  1. #1
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    Race/Pers suggestions for Age 80

    I spent some time trying to create some new cohesive race/personality identities and mechanics, so hopefully even if these suggestions themselves aren't great or balanced, there's some good food for thought. The devs said they wanted some shakeup, so here's something with some shakeup while still staying true to what people know and love from utopia (e.g. elves aren't gonna be a heavy attacker, they're gonna be a mage). The main thing here that I'm unsure about is faery. I could probably go with removing it, but I did kind of want an extra tanky race. I look forward to people's feedback on this:

    =====
    Races
    =====

    Elf
    +25% WPA
    +25% rune production
    +1 dspec

    +30% wages

    7/3 elite 9nw 900gc
    Spellbook: GP

    Idea: Elf as a standard mage race feels pretty good right now, but I think it should be a bit harder to also have good offense, and IA seemed like it was a weird undoing of the main penalty elves were getting, which i think is a good penalty to have since they get much cheaper good defense than any other t/m race.

    Dark Elf
    dungeons hold 50 prisoners
    100% of enemy casualties are captured as prisoners
    75% of prisoners return after combat
    prisoners act as 0.5 of a wizard
    +1 ospec

    Prisoners may also die on failed spells

    4/7 elite 9.5nw 950gc
    Spellbook: Fanatacism

    Idea: I wanted to really make prisoners shine somewhere. A race that powers its dark magic with the essence of the enslaved seemed pretty...cool? This design makes DE a solid A/M with power increasing as long as they can keep enslaving prisoners, but gives good counterplay in the form of the oft-overlooked free prisoners op.

    Halfling
    +25% TPA
    +6% population
    -50% thief cost

    -5% BE

    5/7 elite 10nw 1000gc
    Spellbook: MA

    Idea: Halfling is in a perfectly fine spot as a primary thief. Slight adjustments and giving it MA instead of the oddly placed TW and aggression lets it potentially have some counterplay around the typical response to thieves, which is magic.

    Human
    +25% credits from combat
    can use credits for thieves
    +25% gains from robs and plunders
    -25% Mercenary cost
    Can send 1 prisoner/merc per 4 troops
    20% of mercenaries sent join your army as ospecs on successful trads and plunders

    +20% rune cost

    8/3 elite 10nw 1000gc
    Spellbook: IA, ToG

    Idea: This is kind of a combination of the econ-based human we know, the pirate personality I proposed in the past, and the old Bocan with using credits for thieves. The idea of human is an economic powerhouse A/T with robbing and plundering and ToGing, Refilling and powering up your army quickly with cheap mercs that turn into ospecs, and gaining a lot of credits that you can use to keep your TPA up even when growing.

    Undead
    Spreads and is immune to plague
    -20% casualties
    +1 war horses
    no food needed

    +20% attack time
    -20% enemy casualties
    cannot use hospitals

    10/2 elite 10.5nw 1100gc
    Spellbook: AD

    Idea: Ok for real it is WAY too easy to get UB as a T/M right now. 1-2 waves of chains and it's gonna take CQs, and I've been CQ-proof multiple times this age. Bringing undead back as a race, meshed with the old dryad, is the answer to that. Undeads have the offensive reach to pull down t/ms and can apply plague to allow allies to reach them as well. They are slow and lumbering so while they're very powerful and hard to stop, it's easy for enemy troops to escape them even if they lose the fight. Their offense * gains / attack time is pretty bad compared to other attacker races, so they'd get eaten alive by full orc/av, but they have the place as the tank-busters.

    Orc
    +20% battle gains
    +15% enemy casualties when attacking
    Soldiers are 2/2
    Free draft

    +10% casualties
    -25% arcane arts science effectiveness

    9/2 elite 9.5nw 950gc
    Spellbook: Aggression

    Idea: ORC SMASH! Orc is in a decent place. I sharpened their identity around drafting soldiers a bit more with 2/2 solds and aggression. RM is moving over to a new personality and I really wanted to weaken orc's T/M stuff a bit more while giving them a little boost elsewhere, hence the adjustment to their magic penalty as well.

    Avian
    -25% attack time
    +35% birth rate

    cannot use stables or horses

    9/1 elite 9nw 900gc
    Spellbook: TW, War Spoils

    Idea: Avian moves land fast and populates into it fast. I don't think it really NEEDS the extra credits. It already gets more peons coming in giving it more income and more to draft. TW on avian makes sense because it will get lots of peons faster than other races, and that's supposed to be a strength so I want it to have a way to mitigate the unintended weakness that comes with it. I gave avian an overall bump to offense (it loses fanat and gp, so overall the adjustment to military power is small) and to their attack speed since they felt a bit underwhelming this age. War spoils lets avian get their land in and populated quickly when they're able to beat an enemy wave home.

    Dwarf
    +25% BE
    -50% construction time
    Free construction

    +75% food needed
    Cannot accelerate construction

    7/4 elite 9.5nw 950gc
    Spellbook: Gluttony, QF

    Idea: Dwarves are pretty great at tanking up and being sturdy attackers. QF sharpens this identity, allowing players to sneak in a hit and get army back before their opponents, forcing opponents to consistently hit into high defense elites. Dwarf gives up MA to halfling in this exchange making them more vulnerable to magic.

    Faery
    Access to all racial spells
    +25% self spell duration
    can cast racial spells on mates

    3/8 elite 10.5nw 1100gc
    Spellbook: all racial spells

    Idea: Faery is the tanky, supportive race. It's good at having a lot of defense, and it can kinda do anything since it gets access to all those racial spells. It can cast a lot of spells on mates, but no spells from personalities, so no BL or RM or CS. I'm not totally sure what the right role for fae is, but having some tanky race that doesn't get bonuses to T/M but is kinda in that direction with its tankiness seems like a thing the game should have. I could see it being paired with Guardian below as a Bank/Cow.

    =============
    Personalities
    =============

    Mystic
    +150% guild land effect
    +66% channeling science
    +1 mana/tick

    Spellbook: MF, MS, Chastity, Rev, Paradise
    Starts with: 800 wiz

    Idea: Mystic is fine as is, just slightly toned down on the science

    Rogue
    +66% TD land effect
    +50% guild land effect
    +50% crime science
    +1 stealth/tick
    Access to rogue thief ops

    Spellbook: Invis, Rev, Paradise
    Starts with: 800 thieves

    Idea: Rogue is pretty fine as is (gluttony got moved to dwarf, kinda thematic yeah?). Tuned the TD effect to between this age and last.

    Enchanter
    +75% guild land effect
    +30% channeling science
    +25% duration of combat spells
    can cast spells on mates

    Spellbook: DS, SI, IS, Wrathful Smite, Pitfalls, Blizzard
    Starts with: 400 wiz, 400 solds and creds

    Idea: this is a slight rework of paladin. I don't really see much use of the paladin offensive spells. Enchanter is a buffer/debuffer and can be paired with a race that you want a spell from (elf for gp for example) if you don't want to invest in a faery

    Heretic
    +100% guild land effect
    wiz don't die on failed spells
    -66% losses on failed thief ops
    +10% spell and op damage
    +30% channeling, crime, and cunning sci

    Spellbook: NM, FG, Amnesia, Rev, Paradise
    Starts with: 400 wiz, 400 thieves

    Idea: I'm pushing heretic more solidly into the instant damage T/M. No more blizzard or chastity, but they have the good instant spells. They also should get rev and paradise as T/Ms.

    Tactician
    -15% attack time
    +50% siege sci
    increased CQ range
    accurate intel

    Spellbook: War Spoils
    Sarts with: 800 solds and credits

    Idea: Tact is getting pushed more toward gains and tactical advantages. It keeps accurate intel and picks up the CQ range from warrior. It gets war spoils as a tactical option. Losing fanat and CS is a pretty hefty loss, so it gets more siege sci to make up for that.

    Guardian
    +40% defensive WPA
    +30% shielding and strategy sci

    Spellbook: GP, RM, CS
    Starts with: 200 wiz, 200 thieves, 400 solds and creds

    Idea: There isn't much now in the way of a defensive personality. I wanted to create something that would allow a prov to be really difficult to bring down but not confer to it any offensive capabilities, and this is the general idea I came up with. The idea for this kind of prov would most likely be some sort of bank/cow, or you could consider running this on core to make it tough on t/ms trying to do damage to non-chained core, but you would lack the significant attacker bonuses from warrior or tact for example. More play styles and options are better!

    Warrior
    +10% OME
    +30% tactics sci

    Spellbook: BL
    Starts with: 800 solds and creds

    Idea: Warrior is the simple, easy pick for attackers that just want to hulk smash.

    War Hero
    +50% honor effect
    Honor also increases DME, defensive WPA, and defensive TPA
    +30% dragon slaying strength
    +30% valor and heroism sci

    Spellbook: Hero's inspiration (PI renamed)
    Starts with: 800 elites

    Idea: War hero as it is now is better than it used to be but still feels underwhelming and has a tough identity crisis of being based around honor but also being an attacker personality, and attackers have a tough time holding honor. I've adjusted it to be more of a generally applicable personality that could be pretty strong anywhere. It's still risk/reward of if you can hold honor it scales incredibly well, but if you can't it's kinda mediocre. I moved dragonslaying bonuses over to it and gave it PI, so it still retains some of the quickly refill idea of before with the valor and heroism sci and PI. And now rather than just being immune to dragons it can really help the kd take out dragons.

    Cleric
    -25% casualties
    +50% hospital land effect
    Can cast Cure and Inoculate on mates

    Spellbook: Cure (med cost, med difficulty, instantly cures plague), Inoculate (med cost, med difficulty, med duration, -75% chance of contracting plague)
    Starts with: 800 solds and creds

    Idea: With UD moving to a race, there's a gap needed for a durable attacker personality. Cleric can come back to fill that role and also offer some support with new spells cure (boosted NB for plague removal) and Inoculate, which I would see as being often used to keep T/Ms that are about to be slugged by an UD from contracting plague and being brought down to offensive range of other attackers.

    Engineer
    +10% land effect of all buildings
    +10% sci effect

    Spellbook: Revelation, Fountain of Knowledge, Ghost Workers
    Starts with: +1 scientist, 400 solds and creds

    Idea: I figured I'd bring back something sage-like for people that want a jack-of-all-trades kind of personality. Engineer has some interesting stuff going on. The land effect will apply to capacity buildings like homes, which could be a pretty nifty boost. I think there are a lot of designs for an engineer-type personality (boosting econ sci mostly, focusing just on tools, maybe housing, and build speed/cost, increasing homes effect, and more). Some combination of science, possibly focused more on the econ sciences, and building effects, generally boosting the multipliers of your province a little bit across the board like sage was generally all about. But for now not indexing too heavily on science since it's still a bit new and we don't want anything too out of control.
    Last edited by AmrasArFeiniel; 24-01-2019 at 00:05.

  2. #2
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    A plus for removing Elf IA but still +1 spec, my biggest peeve for Elf. Not a fan of spec +s for races

    Dark Elf, instead of prisoners functioning as wpa, a spell that generates mana and prisoners die, ie sacrifice

    Halfling decent

    Human looks fun. My fav is mercs concerting to your own military. I’ve been curious about creds for thieves too, but on race not sure it’s good.

    Undead stats remind me of old school and I like it all, except +1 horse :p

    Orc seems cool too

    I thinks it’s silly to give avian War Spoils when they’ve got quick attack times, and that the removed spells should stay. I agree with removing credits for same reasons but now they just seem vanilla compared to others.

    No changes I like to dwarf but they remain fair.

    At first I thought faery meh but reading your reasons I like it’s missing TM stuff. Almost vanilla like avian but casting any race spell on mates is pretty darn good

    Edited: to space out stuff
    Last edited by BigShotFancyMan; 25-01-2019 at 03:33. Reason: Clarity about removing IA

  3. #3
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    Mystic fair

    Rogue another fair personality

    Enchanter I think sorcery spells last long enough, otherwise no complaints


    Heretic I really like the idea to separate He from My. Normally I just want to see the no wizzies die back to My and reduced thief lossed back to Ro but again, with your ideas, cool!

    Tactician, maybe a broken record but another fair personality.

    Guardian, I thought the idea was to move away from cows? an idea I like so a personality I don't like.

    Warrior, very vanilla which has been a big peev the last couple ages I've played. I suppose its a good personality for new players to learn the ropes?

    War Hero I think this is the best personality here with flavor and options.

    Cleric doesn't seem broken but doesn't quite grab attention (to a noob)

    Engineer I think this could work.

    Overall, I don't think anything is broken but they all (except for war hero) are simple to me.

  4. #4
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    Hey guy's/lady's,

    I heard that the Utopian Lords are very curious about what the players want. I've send them my opinion, and I hope they create some crazy race/pers combo's. I would like to see some strong hybrid combinations, like attacker with some extra tm powers, but also a strong attacker, thief or mage. option. So you can really chose different strategies as a KD, so that there is more diversity.

    Also some more options like: some new side roles, like combination specialty's: Making a province good in a certain task, so more players have the opportunity in a KD to have their own responsibility, apart from the already existing roles. Diversity. Banks, Farms, Special Ops/Spells, Defense/Offense. Combo's like: Attacker-Thief, Attacker-Mage, Thief-Bank, Super-Mage, Scientist-Hybrid, Slow Attacker-High Gains, Fast Attacker-Multiple Targets Tactician (lower gains), etc. (But not too complicated)

    Also stealing science books would be nice!

    More spread building effectiveness and specialty bonus > effectiveness on specific building. Having build combinations, so it's less necessary to switch buildings all the time. Like Homes-Banks-Armories, not Homes-Banks or Homes-Armories, etc.

    Races with different Offensive/Defensive points for specialists, like: 3/3, 4/2, 2/6, etc, a elite that fits somewhere and some % bonus on defense/offense/speed or whatever.

    More honor bonus on beautiful hits and less honor loses when chained.

    Armies in combination with war horses, travel faster. Stables decrease attack time, but also increase food consumption.

    When KD grows up the charts, at a certain level they get some extra honor, so the KD get's rewarded as a team.

    (may sound noobish, just having creative juices, would like to see the game prosper again and grow in the future!)

    Regards and Respect!

  5. #5
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    Oh by the way: Nice new science system, like it!

    Also Paladin, nice, might need some adjustments!

    I like some of the idea's posted ^^^ above.

    Consider KD team functions: A bank/guardian/paladin/thief kinda role > Aid/Self Spells KD/Ops/Draft!!!

    Some provinces in KD team have ability's >>> race/pers combo's that are unique and have nice advantages in big team KDs!

    That's all...

  6. #6
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    Personalities:

    The Rogue:
    +100% Thievery and Thieve Dens Effectiveness
    +25% Thievery Ops Damage/Effect
    -25% Thieves lost
    Access to all thievery ops
    Starts with 800 thieves

    The Mystic:
    +100% Magic and Guilds Effectiveness
    +25% Spell Damage/Effect
    -25% Wizards lost
    Access to all magic spells
    Starts with 800 wizards

    The Heretic:
    +100% Magic/Thievery Effectiveness
    +25% Guilds and Thieve Dens Effectiveness
    -25% Thieves and wizards loss
    Access to all offensive spells/ops
    Converts specialist into elites on all attacks
    Starts with 400 thieves and 400 wizards

    The Warlord:
    -25% Attack time and military losses
    +25% Enemy casualties
    +25% Honor Bonus
    Access to War spoils, Explosions, Inspire army,
    Greater protection, Town watch, Animate death, Pitfalls
    Starts with 800 elites

    The Philosopher:
    +10% Population limits
    +25% Science effectiveness
    +25% Magic and spell effectiveness
    Can cast support spells on Kingdom mates
    Access to all self spells and Mystic vortex
    Starts with 400 Elites and 400 Wizards

    The Undead:
    -100% Food consumption
    -25% Military losses
    +10% Population limits
    Spreads and is immune to the plague
    Starts with 800 elites

    The Paladin :
    +100% Guilds/Magic effectiveness
    +25% Military Offense/Spell effectiveness
    +25% Dragon slaying strength
    Can cast support spells on Kingdom mates
    Paladin only spells and Mystic vortex
    Starts with 400 Elites and 400 Wizards

    The Anchorite:
    +25% Income, Food and Rune production
    +25% Military defensive/Thievery ops effectiveness
    25% Aid bonus, for receiver and sender
    Can cast support spells on Kingdom mates
    Access to Fools gold and Holy war
    Starts with 400 Elites and 400 Thieves

    (New spell: Holy War, +10% Production, Income and Building Efficiency)


    Races:

    Humans:
    +25% Attack speed
    +1 Stealth per tick
    +10% Gains on attacks
    +25% Crime and Tools science
    -10% Magic effectiveness
    +10% Higher wages

    Offensive specialist 4-2
    Defensive specialist 1-5
    Elites 800gc 8-6

    Elves:
    +25% Honour bonus
    +1 Mana per tick
    +10% Military effectiveness
    +25% Channeling and Production science
    -10% Birth rates and Gains on attacks

    Offensive specialist 6-0
    Defensive specialist 0-6
    Elites 800gc 10-4

    Dwarves:
    +25% Military defense effectiveness
    -25% Military losses
    +10% Building effectiveness
    +25% Artisan and Valor science
    -10% Thievery and Magic effectiveness

    Offensive specialist 3-3
    Defensive specialist 0-6
    Elites 800gc 7-7


    Orcs:
    +25% Offensive Military effectiveness
    +25% Enemy casualties
    -10% Draft and training costs and military wages
    +25% Heroism and Shielding science
    +10% Military, Thieve and Wizard losses

    Offensive specialist 5-1
    Defensive specialist 2-4
    Elites 800gc 9-5

    Halflings:
    +25% Thievery effectiveness
    +2 Stealth per tick
    +10% Thievery ops damage/effectiveness
    +25% Housing and Bookkeeping science
    -10% Military effectiveness

    Offensive specialist 3-3
    Defensive specialist 1-5
    Elites 800gc 5-9

    Dark Elf:
    +25% Magic effectiveness
    +2 Mana per tick
    +10% Spell damage and effectiveness
    +25% Alchemy and Invocation science
    -10% Building effectiveness

    Offensive specialist 4-2
    Defensive specialist 3-3
    Elites 800gc 3-11
    Last edited by JOFKNIP; 31-01-2019 at 01:18.

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