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Thread: Age 94 Proposed Changes

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    Age 94 Proposed Changes

    Welcome to the Proposed changes for Age 94!


    We are making a few changes we want to hear back general thoughts on the concepts while addressing initial thoughts on racial changes and balance.

    Honor System change:
    • Please read over the concept, provide thoughts, balance, desire to make no change at all.
    • We are looking to see if there is a desire to revamp honor
    • The suggestion is aimed at reducing the impact honor stacking has per person while still rewarding kingdoms who have people who can gain/maintain honor
    • This suggestion is likely to impact late age play as well as the power of thievery and magic, so please make sure to keep this in mind when giving feedback to racial balance


    Learn and Massacre Change:
    • The concept is to balance the use of learns and massacres in war
    • Learns in war have been reverted & have increased damage. The expected use is to weaken a province overall lowering every key aspect of their science
    • Massacres have been buffed to kill additional peasants. The expected use would be when you simply need to remove Networth via destruction of economy/thievery/magic.



    Planned Schedule

    WoL Age 93 End: Saturday Nov 20, 2021 @ 00:00 GMT




    Age 94 Proposed Changes:

    Mechanics


    Races
    • Primary Race pick determines the Base Military Units (listed in each Race's units entry) and the primary racial bonus, Spell Lists are combined
      Elite Unit values are determined by the primary pick Base Elite plus the secondary pick adjustment; secondary pick does not grant the primary racial bonus
    • Only gain the Penalties of the primary Race pick
    • Half-blooded race pairings get no bonus
    • Same Race pairing provides Town Watch

      For example, picking Avian as your primary Race and Undead as your secondary choice would result in having the following combined bonuses and penalties:

      Another example - picking Human as both your primary and secondary choice would result in having the following combined bonuses and penalties:




    Military, Attacking & Defending
    • Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 15% effectiveness
    • Massacre Attack: Damage done to peasants increased 50% when in war


    Thievery
    • Steal horses now requires at least unfriendly







    Races


    Avian

    Bonuses

    Primary pick: 50% ambush protection, +25% ambush gains
    Secondary pick: Elite Unit gains +4/+0 Strength

    -15% Attack Time
    +35% Birth Rate
    Accurate intel

    Starts with: 200 Elites

    Penalties (Primary pick only)

    No Access to Stables and War Horses

    Spellbook: Clear Sight, War spoils

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 11/5, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - n/a

    Age 93



    Dark Elf

    Bonuses

    Primary pick: Successful Spell Casts refund 50% Runes (excluding Ritual)
    Secondary pick: Elite Unit gains +2/+3 Strength

    +30% Instant Spell Damage
    -100% Wizards Lost on Failed Spell Casts

    Starts with +100 Thieves and +100 Wizards

    Penalties (Primary pick only)

    -10% combat gains

    Spellbook: Nightmare, Guile

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 8/8, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93


    Dryad

    Bonuses

    Primary pick: -15% Damage from Enemy Thievery and Magic Instant Operations
    Secondary pick: Elite Unit gains +4/+1 Strength

    Can Cast Support Spells on Kingdom Members
    Every 2 acres produces 5 bushels, 1 rune, 1 gc

    Starts with: 200 Elites

    Penalties (Primary pick only)

    +20% attack time

    Spellbook: Fanaticism, Greater protection, Illuminate Shadows, Divine Shield, Wrathful smite, Reflect Magic

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 10/4, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 5/0, 1.5nw


    Dwarf

    Bonuses

    Primary pick: -75% construction time
    Secondary pick: Elite Unit gains +2/+2 Strength

    +15% Building Efficiency
    -50% Building Construction and Raze Cost
    -30% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks

    Starts with +100 Soldiers, +100 Specialist Credits and +100 Building Credits

    Penalties (Primary pick only)

    +100% Food Consumption
    No accelerated construction.

    Spellbook: Gluttony, Greater Protection, Mist

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 9/7, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Elf

    Bonuses

    Primary pick: +30% wpa
    Secondary pick: Elite Unit gains +1/+4 Strength

    +50% Guilds Land Effects
    +1 Mana Recovery per Tick

    Starts with +200 Wizards

    Penalties (Primary pick only)

    +15% Military Train Cost

    Spellbook: Blizzards, Nightmare, Pitfalls

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Base Elite Unit - 9/6, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Faery

    Bonuses

    Primary pick: +25% duration of all spells
    Secondary pick: Elite Unit gains +0/+4 Strength

    -50% Thieves Lost on Thievery Operations
    +25% Wizard Production
    +25% Arcane Science effectiveness

    Starts with +100 Thieves and +100 Wizards

    Penalties (Primary pick only)

    -5% Population

    Spellbook: Meteor Showers, Invisibility, Chastity, Mage's Fury, Fountain of Knowledge, Revelation, Sloth, Tree of Gold

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 6/9, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Gnome

    Bonuses

    Primary pick: +10% Population
    Secondary pick: Elite Unit gains +3/+2 Strength

    +25% Sabotage Operation Damage
    +50% Credits Gained in Combat
    Can Train Thieves with Specialist Credits

    Starts with +200 Thieves

    Penalties (Primary pick only)

    +15% Military Casualties

    Spellbook: Quick Feet

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 8/6, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Halfling

    Bonuses

    Primary pick: +10 Homes Capacity
    Secondary pick: Elite Unit gains +1/+4 Strength

    +40% Thieves' Dens Land Effects
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations

    Starts with +200 Thieves

    Penalties (Primary pick only)

    -50% Hospital Effectiveness

    Spellbook: Magic Ward, Vermin,

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/9, 4.5nw
    Base Elite Unit - 7/7, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 92



    Human

    Bonuses

    Primary pick: -75% Science Book Losses on Learn Attacks/Damage Taken from Amnesia
    Secondary pick: Elite Unit gains +3/+2 Strength

    +25% Science Generation
    Each Acre holds 1.5 prisoners
    3% of prisoners convert to elites each

    Starts with 2500 Science Books in each Category

    Penalties (Primary pick only)

    -1 Mana Recovery per Tick

    Spellbook: Mind Focus, Reflect Magic, Fools Gold

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 10/6, 1500gc
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.2nw
    War Horse - 4/0, 1.2nw

    Age 93



    Orc

    Bonuses

    Primary pick: -75% Draft Costs
    Secondary pick: Elite Unit gains +4/+0 Strength

    +10% Combat Gains
    +10% Enemy Military Casualties

    Starts with +200 Elites

    Penalties (Primary pick only)

    +25% Wages

    Spellbook: Bloodlust, Aggression, Sloth, Mystic Aura

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 11/4 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Undead

    Bonuses

    Primary pick: +50% elite conversions
    Secondary pick: Elite Unit gains +4/+1 Strength

    -30% Military Casualties
    Spreads and is Immune to the Plague
    No Food Needed

    Starts with +200 Soldiers and +200 Specialist Credits

    Penalties (Primary pick only)

    No Access to Sabotage Operations

    Spellbook: Animate Dead, Ghost Workers

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 10/5, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.6nw
    War Horse - 4/0, 0.9nw

    Age 93




    Support Spell List

    Changelog:
    Fix typo (Nov 16 @ 5:55)
    Remove Honor Rework (Nov 16 @ 6:13)

    Please provide your feedback directly in Discord!
    We expect Revised changes to be released on Wednesday with a Genesis round of testing to follow to see how these exciting new changes play out! We hope you join us!
    Last edited by umajon911; 16-11-2021 at 12:13. Reason: See changelog
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