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Thread: Age 82 Suggestions Races & Personalities

  1. #1
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    Age 82 Suggestions Races & Personalities

    Races

    Undead
    -25% Military Casualties
    Does Not Need Food
    Permanent Animate Undead
    Convert Specs to Elites
    Spreads and is Immune to Plague

    Basic Thievery (Intel Ops Only)
    Cannot train Elites
    -35% Science Effectiveness

    Elite 9/2 Cost: - NW: 9.5
    Spells: Bloodlust, Ghostworkers

    Orc
    +10% Battle Gains
    +10% Enemy Casualties
    -50% Draft Costs
    Double Dungeon Capacity

    +10% losses to Sorcery and Sabotage Ops
    Cannot use Mercs
    -10% WPA & TPA

    Elite: 8/1 Cost: 950 NW: 9
    Spells: Bloodlust, Fanaticism, Aggression

    Avian
    -25% Attack Speed
    -50% losses when Ambushed
    +20% Birth Rates

    Cannot Use Stables, Horses, or Steal War Horses
    -10% Gains
    +10% Military Casualties

    Elite: 8/3 Cost: 850 NW: 8.5
    Spells: Fanaticism, Clearsight

    Elf
    +25% WPA
    +1 Defensive Specialist

    +20% Explore Costs

    Elite: 7/4 Cost: 850 NW: 9.0
    Spells: Inspire Army, Greater Protection, Mage's Fury

    Dwarf
    +20% Building Efficiency
    Free Building Construction
    Casting Spells Trains Small amount of Elites

    +100% Food Consumption
    Cannot Accelerate Construction

    Elite: 7/5 Cost: 900 NW: 10.0
    Spells: Mystic Aura, Reflect Magic, Clear Sight

    Human
    +15% Science Effectiveness
    -20% Losses from Learns
    +10% Specialist and Building Credits in Combat
    +1 War Horse Strength
    Double Stable Capacity

    -1 Mana per tick
    +10% Rune Cost

    Elite: 6/5 Cost: 900 NW: 9.0
    Spells: Revelation, Quick Feet, Inspire Army, Greater Protection

    Halfling
    +25% TPA
    -50% Thief Losses
    Can use Spec Credits to train Thieves & Elites
    Homes hold 20 Population

    Cannot Use Hospitals

    Elite: 5/6 Cost: 500 NW: 8.5
    Spells: Quick Feet, Town Watch

    Dark Elf
    +20% Instant Op Damage
    -50% Rune Cost
    +1 Offensive Specialist Strength


    Elite: 5/7 Cost: 950 NW: 9.5
    Spells: Mage's Fury, Fanaticism, Mystic Aura

    Faery
    +20% Spell Duration
    All Racial Spells

    -5% Population
    -1 General

    Elite: 4/8 Cost: 1000 NW: 10
    Spells: Tree of Gold

    Personalities

    Artisan
    +30% Income
    -25% Building Construction Time
    -25% Construction Cost
    Immune to Income Penalties
    -20% Losses when Razed, Greater Arson, Arson, Tornado

    Starts with +800 Soldiers and +800 Spec Credits

    Cleric
    -35% Military Casualties
    Immune to Plague
    Can cast support spells on KD members
    Support Spells cost 1 mana during war
    Access to Animate Dead, Greater Protection, Illuminate Shadows, Scientific Insight, Wrathful Smite
    Starts with +400 Soldiers, +400 spec credits, and +400 wizards

    Herectic
    +50% Guild Effectiveness
    +25% Thieves' Dens Effectiveness
    +20% TPA & WPA
    +35% Cunning and Channeling Science Effectiveness
    Wizards don't die on failed spells
    Access to Steal War Horses
    Access to all Barrier of Integrity, Fool's Gold, Nightmare, Paradise, Expose Thieves
    Starts with +400 Wizards and +400 Thieves

    Mystic
    +100% Guild Effectiveness
    +1 Wizard trained per 400 acres per day
    +20% Rune Production
    +1 Mana Per tick
    Access to Chastity, Mage's Fury, Meteor Showers, Blizzard, and Paradise
    Starts with +800 wizards

    Rogue
    +75% Thieves' Dens Effectiveness
    -50% Thieves lost on failed ops
    +50% Crime Science Effectiveness
    +1 Stealth per tick
    Access to all thievery operations including: Assasinate Wizards, Greater Arson, Propaganda, Steal War Horses
    Access to Expose Thieves, Invisibility, and Paradise

    Tactician
    -15% Attack Time
    +20% Spec and Building Credits gained in Combat
    +15% Siege Science Effectiveness
    Accurate Espionage
    Access to Town Watch and War Spoils
    Starts with +800 Soldiers and +800 Specialist credits

    War Hero
    +50% Honor Bonuses
    -20% Honor Losses (does not effect attackers gains)
    +30% Damage to Dragons
    -20% Training Time & -20% Training Costs
    Immune to Dragons
    Convert Specs to Elites
    Access to Pitfalls
    Start with +800 Elites

    Warrior
    +10% Offensive Military Efficiency
    +10% Battle Gains
    +10% Enemy Casualties
    Full Conquest Access (regardless of Net Worth Range)
    Starts with +800 Soldiers and +800 Specialist Credits




    *Reduce Sorcery Spell Duration by 10%
    *Allow Forced CF only for KD outside 5% rnw (If kingdoms are within 5% Networth, forced CF can't be done)

    ***Revision***
    Undead Eilte 10/2 to 9/2
    Orc -20% WPA & TPA to -10%, Free Draft to -50% Draft Costs, Elite 9/2 to 8/1
    Human Science buildings effectiveness to +15% Science Effectiveness
    Halfer pop bonus to Homes bonus
    Dark Elf No Rune Cost to -50% Rune Cost, reduced ME penalty from -15% to -10%, elite 5/6 to 5/7
    Faery spell duration reduced from +30% to +20%

    Heretic TD bonus to +25% from +50%
    Cleric removed self spells costing 1 mana
    Warrior removed "massacre" effect on successful traditional marches

    Sorcery Spell Duration reduced to 10% from 30%

    ***Revision 2***
    Avian changed Peons gained on traditional marches to +Birth Rate (accomplishes practically same thing but already existing mechanic)
    Dwarf BE increased to +20% (from +15%), removed -10% wages penalty, elite changed to 7/5 (from 6/6)
    Human Added credit bonus, -WPA changed to -1 mana/tick, added double stable capacity, Elite change to 6/5 (from 6/4)
    Halfer TPA effectiveness increased to +25% (from +20%, now matches current age)
    Dark Elf removed all negatives

    Artisan building protection reduced to 20% (from 30%)
    Tactician removed +10% Ambush Gains, reduced Siege Science Effectiveness to +15% (from +25%)
    War Hero reduced training time to -20% (from 30%) and added reduced training costs -20%
    Warrior added +10% Enemy Casualties, removed -20% Training Costs
    Last edited by BigShotFancyMan; 13-07-2019 at 22:53.

  2. #2
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    This is… weird. Weird isn't necessarily bad, however, races:
    – I don't get the Avian bonus related to TMs. Do they, like, get extra peons? They steal gold and come back with peons? It's super weird and it forces them to be a hybrid, since you've taken away their birthrate bonus. Except, since you've also taken away their +1 dspec, means they're not a good hybrid attacker civ.
    – The same goes with dwarf. Their bonus would be nice, except their elite is terrible.
    – Speaking of terrible elites, what's with the Human elite? I'm totally gonna build an elite that has 3 more NW, the same attack as a ospec, and ALSO is more vulnerable to ambushes! /s. Also, both Human and Orc get -20% WPA, which is understandable but redundant. Pick one and come up with a different penalty for the other (people hate the -1% mana, so I suggest that).
    – Dark Elf gets one good bonus and gets crippled on everything else (terrible elite, -15% ME). Since towers are, at most, 15% of your land, why bother? Also, their spells don't make sense: are they a T/M race? Then why do they get fanaticism? Are they attackers? Why the -15% ME? It's an entire mess and you should scrap it. Seriously.
    – I do like this orc – however, since everybody else gets **** elites, I wonder if they're too OP.

    Pers:
    – Artisan is too good. Too much extra income and resilient buildings?
    – Having played Cleric, 1-mana spells during war would be awesome. In fact, too awesome – I could almost single-handedly keep all Cleric spells on my KD-mates. I see they get no guild bonus, so maybe it balances out with the atrocious success rate of support spells and the nerf on spell duration, but it's a big bonus nevertheless.
    – Mystic gets a boatload of wizards, which kind of negates the effectiveness of Assassinate Wizards. At the same time, their spells last 30% less, so they're vulnerable to attacker personalities, to whom it matters very little to have all that extra WPA anyway.
    – Attacker personalities are OP in this context, especially warrior. I do like that War Hero loses less honor.

    Finally: I get that you want more wars, but disallowing forced CFs is not the way to do it. We actually had another, similar proposal today – yours is somehow worse.

  3. #3
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    Quote Originally Posted by North Southland View Post
    This is… weird. Weird isn't necessarily bad, however, races:
    – I don't get the Avian bonus related to TMs. Do they, like, get extra peons? They steal gold and come back with peons? It's super weird and it forces them to be a hybrid, since you've taken away their birthrate bonus. Except, since you've also taken away their +1 dspec, means they're not a good hybrid attacker civ.
    – The same goes with dwarf. Their bonus would be nice, except their elite is terrible.
    – Speaking of terrible elites, what's with the Human elite? I'm totally gonna build an elite that has 3 more NW, the same attack as a ospec, and ALSO is more vulnerable to ambushes! /s. Also, both Human and Orc get -20% WPA, which is understandable but redundant. Pick one and come up with a different penalty for the other (people hate the -1% mana, so I suggest that).
    – Dark Elf gets one good bonus and gets crippled on everything else (terrible elite, -15% ME). Since towers are, at most, 15% of your land, why bother? Also, their spells don't make sense: are they a T/M race? Then why do they get fanaticism? Are they attackers? Why the -15% ME? It's an entire mess and you should scrap it. Seriously.
    – I do like this orc – however, since everybody else gets **** elites, I wonder if they're too OP.

    Pers:
    – Artisan is too good. Too much extra income and resilient buildings?
    – Having played Cleric, 1-mana spells during war would be awesome. In fact, too awesome – I could almost single-handedly keep all Cleric spells on my KD-mates. I see they get no guild bonus, so maybe it balances out with the atrocious success rate of support spells and the nerf on spell duration, but it's a big bonus nevertheless.
    – Mystic gets a boatload of wizards, which kind of negates the effectiveness of Assassinate Wizards. At the same time, their spells last 30% less, so they're vulnerable to attacker personalities, to whom it matters very little to have all that extra WPA anyway.
    – Attacker personalities are OP in this context, especially warrior. I do like that War Hero loses less honor.

    Finally: I get that you want more wars, but disallowing forced CFs is not the way to do it. We actually had another, similar proposal today – yours is somehow worse.
    Hey Southland,
    -I changed the peon on TMs to simply BR because that mechanic exists and is understood better and similar to my intent.
    -Dwarf elite changed, you and discord shared same thoughts and Amras and Hex had higher elite offense (8) with similar framework
    -I hate repeating traits as well, I took your advice and made it -1 mana/tick, I increased the elite defense by 1 but based on other changes, I didn't touch it otherwise
    -Dark Elf was edited while you typed up your message I believe; please take another look
    -I reduced building protection
    -I changed spell duration global nerf because of discord comments and yours
    -compared to this age I think they are general stronger, but hopefully balanced between themselves. due to discord comments, I've moved things, added some and scrapped others.
    Thanks a lot!

  4. #4
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    I like the changes (though poor Orcs. I would've given them an 8/2 elite).

    A few (more) notes:
    – I preferred humans having a sci building bonus instead of an outright sci bonus. It gave human players a choice: do they do for more science buildings, sacrificing current standings for future gains? Do they build less of them? Do they build none of them, to ignore that bonus in favor of other things? I guess you changed it for good reason, so this is more of a personal note than anything.
    – A 6/5 elite for human is better, but it's still kind of pointless. Why would people build a 6/5 elite? It doesn't defend as well as archers, attacks just as good as swordsmen that are half as cheap, and they add more NW. It's a primarily offensive elite that doesn't do a good job of being offensive – compare with halfling's 5/6 elite which, yes, isn't as good at attacking as a Strongarm, but it's much more likely to be used as mainly a T/M unit that focuses on defending but can attack when the need arises. While this is valid with the human elite too, humans are not good T/Ms and their elite isn't as good defending.
    – Give Dark Elf some negatives, c'mon. How about +10% wages (since you took it from Dwarf)? People don't pay a lot of wages, and it sort of balances with the +20% sabotage damage (stealing counts, right?)
    – Does Halfling get 2/2 soldiers anymore? No aggression either?

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