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Thread: Age 55 potential changes

  1. #106
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    Unless otherwise specified, I'd assume anything would stay the same as it is this age.

    BTW, lore-wise Dwarves aren't inherently anti-magic, and it doesn't matter anyway because lore is what the devs want it to be. I still think Dwarves should lose their free building and rushbuild penalties, and get reduced build costs and building destruction immunities in their place. Dwarves having free build has created balance issues ever since it came into effect many ages ago, and not being able to rushbuild is a strong penalty. Something along the lines of what I proposed in my thread would be more interesting to play with, giving dwarves another support penalty but a lot more durability on their buildings and the possibility of using rotator building strategies.

    I don't see anything in the current changes that would encourage warring at the top - top still has every incentive to NAP with each other because dicing hasn't been weakened. Of course the top could ask themselves why they would agree to such generous NAP and notice terms in the first place, but it doesn't change how powerful dicing is as a means of growth compared to everything else.
    Last edited by nooblet; 26-07-2012 at 03:00.

  2. #107
    Forum Fanatic octobrev's Avatar
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    You would end up with more buildings than acres nooblet
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  3. #108
    News Correspondent peteyb22's Avatar
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    Couldn't 2 kds decide to war each other just to gain honor/land?

    For example,
    KD A withdraws from KD B at min time. Then they war again.
    KD B withdraws from KD A at min time. Then they war again.
    KD A withdraws from KD B at min time. Then they war again.
    ...
    etc.
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  4. #109
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    That would be fake warring petey and that will get both kds deleted.

  5. #110
    News Correspondent peteyb22's Avatar
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    even if they're trading acres/ops and all that during war time?
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  6. #111
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    A war ending will grant, for both kds:
    All land currently out with armies at war end returns home immediately.
    Instant population growth of 20% of your max pop if you are under 50% of your max pop
    +500% Birthrate
    30% reduction in training costs of all troops
    Draft cost reduced 50%

    Winning a war will grant the following:
    100 books of science per acre based on your median province
    3 times your median provinces acres in spec credits
    Free building credits to the total of your current unbuilt acres
    AND
    +10% honor taken from your kingdoms current honor
    OR
    +10% land generated from your kingdoms current land

    How about halving the science gained to 50 bpa
    and the honor down to 5% from opponents honor

    then we add the monarch's choice:
    either an additional 50 bpa or 5% from KD's honor or 10% land

  7. #112
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    Quote Originally Posted by Mal View Post
    Perhaps it just says that you play against poor opponents? Considering both my kingdom and Persian's run faery we are hardly complaining about faery being overpowered because they are beating us. I guess I could also point out that both of our kingdoms have won every war.

    I don't believe that halflings are an effective counter to faery because even if you can break their theives (possible I guess) it'd be way better to OP attackers with your stealth so you don't fail 50%+.
    Indeed when your in war and you have a Sapphire Dragon and the enemy elf marquis still has to cast 19 times to get ms on you it say fearies are able to achieve much to high a wpa.

    Fact is the only way a feary gets brought down is via attackers, no halfing can run the needed tpa to op a feary without instantly being chained. And a kd running enough halfings with the needed tpa (60 tpa to op a 45 tpa feary) means they have no attackers and they will loose.

  8. #113
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    Elf am NM waves with +Cap NS support?

  9. #114
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    60tpa? 45tpa? what game are you playing, champ? hope you missed some decimal points
    i kinda like the changes, except for the faery losing 3 generals. i can cop it but... i'd be happier if it was only 2 generals. otherwise good.
    not super happy with orcs and UDs getting elite values over 6. i was hoping for a full reversion to prior values (nothing over 6) that pretty much gave everyone the option to attack with the right build.
    gw devs.

  10. #115
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    Quote Originally Posted by rsjabba View Post
    60tpa? 45tpa? what game are you playing, champ? hope you missed some decimal points
    no, 60 tpa wont happen, and thats the tpa needed to ns/aw a feary sitting on 45 tpa. and there are fearies sitting on 45 mod tpa.

  11. #116
    Sir Postalot
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    Please provide us with the intel of these magical provinces with 45 mod TPA.

  12. #117
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    i agree. 45tpa is ridic, considering the average faery prov can't get more than 25 ppa (pop per acre) without having lots of homes, some great CFs and a mega low draft for a mega huge sci. and honour. LOTS of honour. pics or gtfo.

  13. #118
    Member Overreal's Avatar
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    Quote Originally Posted by shyguy99 View Post
    Humans
    +5% Population
    + 30% Sabotage damage*
    + 40% Spell Damage (Instant Spells)
    + 1 Offense specialist strength

    Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 4/4, 600gc, 4NW


    The Elite change is a HUGE nerf to humans. This is going to make elite units worse than garbage. The point is that they are elite, this 4/4 junk is worthless. Increase the cost, increase the NW, but dont reduce their power, with a 4/4 elite there is no reason at all to train them. Specially with 6/0 ospecs and 0/5 dspecs.

    As I say to my students, read first, ask questions later ;)

  14. #119
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    Rages faery ran about 30 mod tpa with baron honor in our last conflict. 45 tpa is easily achievable to any Faery above marquis.

    The idea that you can aw or prop faery with high success is crazy, you need about 2x target tpa for high success as they are difficult ops. You are easily requiring the halfling run 45+ tpa to have moderately good success on a well played faery. That's the point damaging a faery with ops is a pipe dream.

  15. #120
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    Quote Originally Posted by Persain View Post
    Didnt want to adress everything you said but


    Meter is 200 points right, Trad is 4 points so isnt the cap now 50 hits?
    Trad is 2 points, so the cap is 100 hits (not accounting for decay)
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