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Thread: The Superior Race/Personality Changes to make things great

  1. #1
    Post Fiend
    Join Date
    May 2010
    Posts
    128

    The Superior Race/Personality Changes to make things great

    Lets actually mix things up?

    RACES:

    DWARF
    -50% Build and Raze Costs
    +15% Military Science Effectiveness
    ------
    +50% Rune Costs

    Elite: 8/8 1200 GC

    Racial Spell: Mystic Aura

    HUMAN
    +15% Economy Science Effectiveness
    +25% Book Generation
    +25% Spec Credits
    ------
    -Thieves base cost 750 GC

    Elite: 8/3 1000 GC

    Racial Spell: Town Watch

    ELVES
    +15% Arcane Science Effectiveness
    -30% Defensive Combat losses
    +15% Defensive Military Effectiveness
    -----
    -20% Birth Rate

    Elite: 7/3 900 GC

    Racial Spell: Mages Fury

    GNOMES
    +20% Population
    -50% Construction and Training Time
    +1 Stealth/Tick
    ----
    +10% Combat Losses

    Elite: 4/7 350 GC

    Racial Spell: Clear Sight

    ORCS
    +20% Combat Gains
    +10% Offensive Military Effectiveness
    +50% Draft Speed
    ----
    -15% Arcane Science Effectiveness

    Elite: 9/2 950 GC

    Racial Spell: Aggresion


    TROLLS
    -50% Instant Damage from Magic and Thievery Operations
    +25% Enemy Military Casualities On Attacks
    -25% Offensive Military Casualities
    ----
    -15% Economy Science Effeectiveness

    Elite: 9/3 1200 GC

    Racial Spell: Reflect Magic

    RATKIN
    -20% Attack Time
    +30% Birth Rate
    +Spreads and is immune to the plague
    ----
    -5% Building Efficiency

    Elite: 8/2 750 GC

    Racial Spell: Vermin

    DROW
    +1 Mana/Tick
    +25% Income
    +25% WPA
    ----
    -5% Population

    Racial Spell: Nightmare

    Elite: 2/8 1400 GC


    ----------------------

    PERSONALITIES

    Warrior
    +1 General
    +10% Offensive MIlitary Effectivenes
    +20% Tactics and Bookkeeping Science Effectiveness
    Spell: Bloodlust

    Equestrian
    +1 War Horse Strength
    +100% Stable Capacity and Effectiveness
    +20% Siege and Artisan Science Effectiveness.
    Spell: Quick Feet

    Vampiric
    +100% of enemy combat losses are converted to Offensive Specs.
    +1 Offensive Spec Strength, and Converts Off Specs to Elites on Successfull Attacks.
    +20% Housing and Invocation Science
    Spell: Ghost Workers ( increases BE)

    Cleric
    +1 Defensive Spec Strength
    +50% Shielding and Heroism Science Effectiveness
    -35% Military Combat Losses
    Spell: Animate Dead

    SpyMaster
    -50% Thief Costs
    +100% Thief Dens Effectiveness
    +50% Crime and 25% Strategy Science Effectiveness
    Spell: Invisibility. Access to 2 Thievery Operations : Propganda and Greater Arson.

    Heretics
    +1 Stealth/Tick
    +50% Cunning and 25% Alchemy Science
    +100% Guild Effectiveness
    Spell: Nightmares, Fools Gold. Acess to 1 Thievery Operation: Assassinate Wizards

    Mystics
    +200% Guilds Effectiveness
    +50% Channeling and +25% Production Science,
    +1 Mana/Tick
    Spells: MS, Blizzard, Chastity


    Paladin

    +100% Guild Effectiveness
    +50% Valor and Tools Science Effetiveness.
    +Self Spells on others
    Spells: Same as now.

  2. #2
    Post Fiend
    Join Date
    Jan 2010
    Posts
    265
    Stopped reading almost right away. Boring.

    Try this on for size:

    Dwarf
    Remove free and 1/2 time build
    Allow speedbuilding
    Generates buildcreds on a per tick per acre basis
    Remove +BE%
    +50% generation of flatrate buildings

  3. #3
    Post Fiend
    Join Date
    Jan 2013
    Posts
    236
    There is no balance in there. Shaking things up is great, but kind of defeats the point if all attackers are running Troll/Vampire and gaining more troops than they lose. and with -50% damage from instant spells/thief ops, combined with a chunk of WT and some science, you can't even NS them to any effect.

    I'd say start again from scratch and then go through and combine the race/pers to see if any stand out as broken.

  4. #4
    Post Fiend
    Join Date
    May 2016
    Posts
    150
    Basically no-one would want to play TM under these changes. Dwarf 8/8 with +15% military sci, add in Warrior's bonuses and they could double tap TMs of the same size, without even taking into account effects from buildings.

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