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  1. #11
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    suggested race tweaks, trying to keep in line with proposed changes:

    avian:
    elite: 6/2, 800gc, 5nw
    start with -50% training credits; 25% of starting soldiers are automatically put into training as defense specialists when a new province is created
    (avian elites become far more versatile, better fitting their role. by the way, how do you intend to handle avian protection if things remain as they are? huge elite offense oop but difficulty training defspec? i figured some workaround should be implemented if you give avian a better elite.)

    dwarf:
    normal food consumption (was +100% food consumption)
    +30% BE (was +25%)
    elite: 5/3, 750gc, 4.5nw
    spellbook: animate dead added
    (dwarf is shifted to a much more defensive race, and gets to preserve a few % of acres that would have been farmland. this makes them far more adept at counter-attacking. dwarf gets all of the cast-once buffs if i'm not mistaken with AD)

    elf:
    keep as is. maybe drop their elite nw to 5.5 in order to be more rational.

    faery:
    keep as is.

    halfling:
    spellbook: lose aggression and animate dead
    elite nw dropped to 6
    (puts halfling more in the role of superthief, encourages them to use offspec more and makes hits against them far more fragile)

    human:
    remove science cost penalty
    Elite: 6/3, 1000gc, 5.25nw
    spellbook: gain aggression
    (much less gimped on their elites; they need it in order to be a competitive pick outside of growth kingdoms, and even growth kingdoms can't use them as they are now. maybe remove their population bonus if you think this is too good)

    orc:
    Elite: 7/2, 900gc, 6nw
    nerfs to their existing bonuses to make this elite more rational.
    (a better defending elite - note that there are no /1 elites at all, if you're going to force elite wage increases then those elites will need to be a lot more versatile)

    undead:
    -60% offensive combat losses (was -75%)
    Elite: 6/4, cannot train, 6.5nw
    (weakens Undead top-end offense but brings their at-home defense to age62 human levels post-chain; balanced because undead cannot train their elites and cannot thieve, but an undead that can arrange all-elite offense can choose to run a more defensive strategy).

    under this scheme, orcs retain a lot of ability to target t/m but don't get locked into army in army out as much, and undead's hat is more that they stand up to being chained, and have some defensive tactics against turtle types rather than just waiting for their army to get shredded and all they get is some lousy plague.

    i like the personalities more or less as they are.
    Last edited by noobium; 08-10-2014 at 17:07.

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