Make this age fun, give each province a RANDOM race and ONLY let them choose a personality.
Make this age fun, give each province a RANDOM race and ONLY let them choose a personality.
This was done on the first Age of Genesis. A lot of people abandoned their prov and created new ones just to get a good or at least better combination.
The same wouldn't happen on WoL where many people will want to stay in their current kingdom but random races is very bad. It forces players to play races that don't suit their personal play style. Imagine a player who likes aggressive attackers like Orcs or Humans who ends up with... Gnomes. That's going to cost a lot of players. I haven't even mentioned that random races will screw up kingdom strategies.
This is my province. There are many like it, but this one is mine.
My province is my best friend. It is my life. I must master it as I must master my life.
My province, without me, is useless. Without my province, I am useless.
I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...
Changes:
1. Fix bugs and glitches
2. Merge 'Wizards' and 'Mystics' together
3. The guide is on wikipedia ... come on, that's just really crap. Make a guide on utopia and use wiki for strats and formulas
4. Even out the dragons, I've posted my suggestions before and so have others
5. Make SoT 100% accurate for all. All other intel can maintain their % error (gnome exclusive)
6. To accommodate the undead, I propose these race changes:
Human - unchanged [decent economy, tanky]
Same as current age
Dwarf - remove (merged with Avians)
Avian [stronger economy, attackers stronger in long wars]
Benefits
Immunity to ambush
Free building contruction
+ 20% Building Efficiency
Immunity to fog
- 20% Attack Time
Limitations
Accelerated Construction only available with building credits
Unable to use stables
Specific Spell Book
Fog
Clearsight
Townwatch
Def Spec - Harpie
Off Spec - Griffin
Elite - Drake (8/4) ($600, 6.0NW)
With addition of the powerful undead and stronger orcs both races need a big boost, so I merged them instead.
Orc [Remain as the strongest attackers]
Benefits
+ 50% Gains on attacks
Train elites with credits
+ 25% Enemy casualties on attacks
- 30% Military Wages
Limitations
+10% Food consumption
-50% Honour effects
-1 Defensive Specialist
Specific Spellbook
Aggression
Bloodlust (new - self spell)
Units
Offensive Specialist – Goblin (5/0)
Defensive Specialist – Troll (0/4)
Elite Unit – Ogre (10/2, $850, 6.75 nw)
Orc's the suicidal heavy attackers. These monsters are war mongers and so should to help their economy reduce wages and been the brutes they are also get the extra gains and more casualties. Though costly with the reduced defensive capabilities.
Bloodlust: Increases casualties on both sides by 10% (Single - use, rune consumption similiar to nature's blessing)
Undead (great for warring KD's)
Benefits
No Food needed
No Offensive Combat losses
Small portion of specs converted to elites on successful attacks
Spreads and Immune to Plague
Limitations
-50% sci effectivness
-30% thievery effectiveness (sabotage)
Limited access to thief ops (No NS or Arson, though with rogue all ops are available)
Specific Spell book
Animate Dead
Nightmare
Units
Offensive Specialist - Skeleton
Defensive Specialist - Zombie
Elite Unit - Ghoul (9/3 nw) Cannot be trained
These guys have been over-powered most ages they participated, so added an extra limitation and boosted every other race.
Now these guys are tougher towards the end with their powerful elite.
Halfling
Same as previous age
-20% Losses on thievery operations
Elite value (6/6)
The sabotage kings + a decent ability to attack
Gnome
Benefits
+10% Population
+15% Magic Effectiveness
100% Accurate "Espionage-Type" Intel
All 'Espionage' Intel consume 1 stealth
-50% Cost of Training Thieves
Offensive Specialist Strength +1
Limitations
No Access to Hospitals
Specific Spellbook
Chastity
Vermin
Town Watch
Units
Offensive Specialist – Quickblades
Defensive Specialist – Pikeman
Elite Unit – Golem (5/6, $400, 5.5nw)
With removal of 100% accurate SoT, these guys needed a big boost, especially with their large military losses. I gave them an extra 10% pop (since their soo tiny) and Golems have been strengthened to cope with the boosts of the attackers
Elves
Benefits
+30% Magic Effectiveness
+1 Mana Recovery per Tick
-50% Rune consumption of all self spells
Can cast self spells on KD members (Rune consumption is 100%, instead of 50%. Results in no honour gain)
-10% Defensive Military Losses
Limitations
No Access to Dungeons
-15% Effects when Performing "Sabotage-Type" Thief Ops
Specific Spellbook
Mystic Aura
Clear Sight
Fountain of Knowledge
Pitfalls
Amnesia
Quick Feet
Reflect Magic
Units
Offensive Specialist – Ranger
Defensive Specialist – Archer
Elite Unit – Elf Lord (7/6, $700, 6.5 nw)
The fairest race of them all. So it'd make sense that they're supportive and more defense oriented. So reintroduce self spells Really supportive and reduced defensive losses, and improved rune economy.
Dark Elf - unchanged
Elite: (5/6)
Remain most preferred magic race.
Most of my changes have been increase the offensive power of attackers.
So to cope with the increased power, the defensive elites have been boosted.
Probably not well thought out since, the elites are now soo much more powerful than the specs, but I can't be bothered making another one
Gnome makes for great attacker bc of how cheap it is to maintain it. You can turn any T/M race into an attacker, look at Rage using Halfers - oh and I'm sorry they aren't #1 whorer bc of their race choice like ZZ/Pulse/Fratzia this age. This whole preconceived notion that each race has specific role in a kd is pure bulls... With the right build your kd can have full 25 provs attacking.
The purpose behind random is so that kingdoms have to adapt to play with what was given to them, and a good kd can still remain coordinated among the mess. One of the reasons why you mostly see uniformity of races at top level play is bc its easier to come up with 2-3builds that work for entire kd as oppose to having to make calcs for 10+ diff race/pers combinations. I'd like to believe that its a welcome challenge that's different from any other age (genesis don't count) for top level play.
I don't like the idea of not being able to choose what race I play as. Besides, it would get abused with the ability to restart your province during the freeze time. If you don't like your race, just restart your province until you get the race you want!
Why not just randomize the benefits/drawbacks and elite stats every age for the races and personalities? Some times a given race will be CRAZY powerful, other times they will all be mixed up. It would create a very interesting dynamic of the game, making you really plan out what you have to do to best use the stats you get.
Sometimes a really strong elite will be on a race with little or no military benefits. You'll have to plan out to see if it is going to be worth it to choose that race or not.
undead were not overpowerd very many ages. They had some really good ages. The only age they were really good when they had the elites trained in combat they also had +15% population or something so late age they were uber. Other ages they were good because they had no losses on attacks...
My life is better then yours.
http://forums.joltonline.com/showthr...-from-the-pool
http://forums.joltonline.com/showthr...-to-do-with-it
yeah i know im repeating myself, but you guys doing it too ;)
OLDSCHOOL
Inferno of AbsalomThe Gay
http://forums.joltonline.com/showthr...Fix-randoming.
I remember when I first started, I landed in a kingdom with 20+ prov's. When I came back from every single brake from the game I took, I landed in a kingdom with 20+ prov's. When I defected, I landed in a kingdom with 20+ prov's!!
NOW, I restarted and landed in a kingdom with 2 other prov's (both in protection). I defected twice, and I landed in a kingdom with first 1 other prov (in protection) and the second time in a kingdom with 5 provs (4 in protection, 1 was a big player who recently defected, and defected out again as soon as possible to another kingdom with 3 prov's). The only way I would have kept playing is if I was able to trade into a good kingdom, which I was able to do.
This thread goes into a major problem with the number of kingdoms in the game currently! I'm not going to go into detail, since it's said better in the thread than I can here.
Since the Dev's don't read the Suggestion page, I hope they will follow this link and read this thread! It will fix a major issue with the number of new players who don't stick around.
Last edited by Dragons Mate; 08-12-2010 at 01:19. Reason: Link didn't show up
Choice of Crystal Ball & Spy On Throne. Thanks Utopia Team.
Honor is hard enough to come by. You should be able to get 50% back for a successful ambush.
Regarding dragons, be able to use trade balance to kill dragons, say 500gc to kill 1hp. Make trade balance decrease quicker during war.
If they ever do bring back undead they will need to strongly consider that bonus. Undead needed that high base population to sustain themselves in the latter parts of an age. They can't muster up enough sciences and about 2/3 or 3/4 of the way through the age they become unable to keep up with the races not restricted in sciences.
DEUS SIVE NATURA
1.
Bring back Crystal Ball. I think there's a pretty long thread in one of the subforums that makes this issue clear.
2.
Make Paradise take from explore pool. Obvious, was implemented in the past, not sure why it was taken away.
3.
Better bottomfeed protection in terms of kingdom-over-kingdom networth. This should be an obvious change.
4.
Make OOW intel operations from ANY race have a maximum accuracy of within 10-15%. Or at the very least, make oow Gnome intel ops not 100% accurate. Gogo nerf intel farms please.
5.
Elf as a race is underpowered. Needs an economy buff (e.g. give them back free hospitals bonus).
6.
Merchant personality needs to be buffed. Is practically unplayable compared to the current shepherd.
7.
Do something about new kingdom creation bug. Fix new province randoming. Fix all the sub-15 province kingdoms.
Last edited by titanwraith; 08-12-2010 at 23:40.
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