Spending 1 op to steal food every couple of days is totally outrageous. Halfers 100%+ food production.
Spending 1 op to steal food every couple of days is totally outrageous. Halfers 100%+ food production.
The Sage
Every 4 acres generates 1 book
-50% cost of science
-75% learn protection during war
During this age, many kingdoms we warred against had the not so pleasing strategy of people hitting chained zero def people for learns, effectively leaving with hardly any science when compared to the kingdom. I undestand that there must be a risk-reward scenario, you cant just hop on the sage wagon and be entitled to be near inmune to learns in the game, but if you are going to war having schools is something you dont want and it really sucks being chained for having a strong province only to be vultered down off your sci.
Having some kind of learn protection during war would help sages to be resistant to this annoying vulturing tactic, which virtually screws your prov in the long term, and still leaving a risk when out of war of being learned, forcing you to run high schools if you want to keep huge ammounts of sci.
I still think sage should get double school effectiveness. That helps protect them against learns but only if they devote build to it. If you did that you might lower or eliminate the point cost reduction, and it would be a more substantial change instead of these tweaks we're seeing.
just two things
Accurate Espionage on tact?
i assume this is for even oow?
and
-20% br on haffer is kinda ridonkulous. running high homes constantly is just not right
looks like orc merc or warrior is ftw this age
along with super humans again .. like the last past 3 ages!
nothing to see here people .. move along
I also want to know what happened to the unlisted spells (like war spoils)
removed or fae only?
While I frequent these forums quite a bit, I rarely poke my head up to offer my opinion but I'm going to try and speak my mind. I welcome all rebuttals and/or arguments.
Reading through this thread, one main motif continuously crosses my train of thought- These changes are, ironically, more "balanced" now that they have been incredibly "imbalanced" (save a few numerical tweaks possible).
The following comments/suggestions have been proposed MANY times throughout this thread:
Sage needs science protection.
Rogue needs Thieves' Dens DBE.
Undead needs more thievery operations.
Undead needs their general back.
Mystic needs doubled Tower effectiveness.
Etc.
I could go on but all you really need to do is pick any page in this thread and you'll see at least 1 example of any of these. My point, and you can call me what you want, is that these changes:
1) Force each Race/Personality's hand in terms of role
WHILE
2) Opening up the playing field for the mindfully and tactfully superior players out there in Utopia.
Sage does suck without protection, yes, but the lack of Science protection forces those who pick this personality to run a high percentage of Schools. I'm willing to bet you will see 100% elite-based Human provinces with a high percentage of schools to take advantage of the racial bonus.
Removing a general from the Undead forces possible Undead players to reconsider what personality they attack with. Undead Cleric provides a massively sustainable army to drag on in a war. Remove one general from the race and Undead players are forced to choose between that general (Warrior) or better sustainability (Cleric).
Since the Mystic personality has a (pending) loss of doubled Tower effectiveness, it forces the Mystic to either dump all science into Channeling and/or BE for the first week of gameplay or to mass more Towers than they normally would. Since most Mystics would increase Tower percentage, it forces them to sacrifice another building in it's place (WT's, TD's, or Forts for example).
All in all, each of the things that people are complaining about are actually ways of passively coercing players into either going "all-in" for a specific role or adapting to a clever and/or weird hybrid formula which is completely up to the game's collective strategy base.
Since Bishop's original post politely requested that we attempt to stick to numerical suggestions rather than conceptual, I'll at least throw a few of these in here (I tried quoting but I haven't even made the minimal 10 posts required to include links within a post).
Avians:Reduce BR from 30% to 25%. Given proposed changes, they have noticeably large sustainability.
Dwarves: Reduce Elite cost from 700gc to 625gc. It doesn't make sense for the 6/3 Dwarven elite to cost 175gc more than the 6/2 Avian Elite who will probably see more action.
Elves: No change. This race is extremely open to tact and strategy depending on player.
Faery: Increase Elite NW value from 5.25NW to 5.75NW. Having the most defensive unit in the game, Elites should be able to bear a slightly larger burden on a player's turtling capabilities.
Halflings: Increase Elite cost from 300gc to 375gc. 350gc is the minimal cost of a non-thief unit- The def/off specs are more expensive than their elites! There is absolutely no incentive to train specialists given the proposed changes. They are even equal in NW-weight.
Human: No change. Not because I like the numbers, but because 30% science effectiveness will, in the long-run, make up for population nerf.
Orcs: Reduce Attack Gains from 30% to 25%
Undead: No change- Undead has enough negatives applied to it and is open to different strategies.
Merchant: No change.
Sage: Increase book reward from 4acres/book to 3acres/book (just to make up for no inherent protection).
Rogue: No change.
Mystic: No change.
Warrior: No change.
Tactician: (Maybe) Decrease attack time from -15% to -20%. With average-to-good percentage of Barracks, a non-tactician can easily make up for this.
Cleric: No change.
War Hero: -75% train time. As with the Tactician, this bonus is not rewarding enough.
I personally enjoy these changes as they currently are. In as little a non-"jumping on the bandwagon" sort of way, I take side with those who are content with the shifts that have been thrown into the midst. If these changes became final and took effect tomorrow, I would maybe shrug a little bit and then crack my knuckles for a challenging age.
I have to say I really like all the proposed changes and hope nothing changes, that is they are 100% accepted.
I would suggest that thievery ops on a province with the plague, have a chance to get the plague.
Why is it that your army has the only chance for plague? You have to send your thieves into that province as well.
Also, that the plague kills some of the pop too.
Age 63: Undead/Merch
Age 73: Undead/Paladin
Id like the spell situation clarified, undead loses chasity? so does faery lose chasity?
yes, any spell that is not on any race will not be in the game.. Feary say access to ALL Racial spells(and the basics ofc) and since tits(chasity), vermin and others are just that, they will not be in the game next age, A Gigantic all around nerf/buf depening on how you look at it, at very least its a buf to attackers, a Gigantic buf.
I have asked Bishop is he did forgot to add it, and he did not, so what you se there(or dont) is what you get, so no vermin, blodlost nor tits. (Fog is still banned as well).
ITs a real shame we lose options and flavor, we shoud get more options, but thats the way the age gona go. shame shame.
Been playing this game for sometime now. This is what I have to say about these changes...
Out of the baby's crib again and into the sandbox where you get nothing but sand in the eyes ;)
Bishop,
Great that you propose changing the races/personalities.
But why so few changes on the game mechanics? Is it because it require more coding from developers?
I would like to see the game changes, rather than just race/personality changes.
Example,
Change the aid system, to eliminate the feeding of cows.
Right now it has too big of an impact in wars in the top, its all about who wins the cow battle.
It will also encourage players in not so good kingdoms to compete for top province spots.
An idea would be to remove the % tax, and just add a max buffer (2-5mil gc - after that you cant recieve any more aid - let the aid meter decrease as the tax decrease)
I would make some sort of change to the relations system. (for example, add so that gains penalties for oow hits kick in immidately when you enter a war)
Lower the max meter, (atm its 200, and its way too high imo - 100 would be better for auto war)
Encourage more wars, either by
- increasing war win bonuses by land/sci/credits.
- add some more war win bonuses, an idea would be that you give all the provinces in the kd some % bonuses for each war win.
Kingdom stance
- I would remove fortified all together or change the numbers. - just add +10% defense would be enough.
Right now if a kd wants to war another kd, if that kd is fortified...its a huge disadvantage to the waving kd. (we should encourage wars/attacks)
So remove the penalties on gains.
Aggressive mode, - add more advantages to encourage other kingdoms to use it more frequently.
Why not reintroduce a feature called "kingdom wonders"
Let the kingdom invest x amount of gc/runes/bushels into a kingdom "wonder" - (it should be huge sums)
Like "rune stone - 2 mil runes = gives all the kingdom provinces +15% in rune production etc)
Also make them destructable for other kingdoms.
KD wonders are that not dominion ? dont remeber ever seeing a kd wonder in uto.. might be wrong.
There are currently 1 users browsing this thread. (0 members and 1 guests)