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Thread: Age 69

  1. #16
    Veteran texn's Avatar
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    Get Palem's Combined Charts into the game in rankings. Might do so more people strive to win that "crown" and we get some more action in the game.
    - Combined Charts are showing your "live" placement depending on where u are on the other 4 rankings.
    Played in Freeakstyle from 2009 to age 72 (2017) <3 - 7honor 1war crown | On a break

  2. #17
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    Increase war loosers eowcf to max of 96 hrs (they don't get any of the credits and it takes extra time to earn gold to raze and rebuild). Leave winners as current.

    Increase acres from 5/day to 15 a day. 5 on the 7th, 5 on the 14th, 5 on the 21

    Remove all nasty spells at war surrender.

    Nurf anon oow

    Implement aid horses.

    Definitely need 3 stewards w full access (just like M)
    War Monkeys War Monger - Contact me if interested in a beating.

    Quote Originally Posted by Bishop View Post
    Rather than whining, getting pissy and getting on my radar why don't you just .....

  3. #18
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    1. Make WW points dependant on relative kd size (land) compared to the biggest kingdom on the server calculated at war start. If your kd is 50K and biggest kd is 200K, your WW points are multiplied by 0.25. It encourages warring kds to grow and fight better kingdoms.
    2. Same idea as above but now based on WW bonus honor gains. Also modified by relative kingdom size compared to #1 land, but now a smaller factor and maxed at 50% less.

  4. #19
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    Lower base wizard generation by 30%. At the start of war snapshot the number of wizards and give a boost at the start of eowcf until you've recovered the difference

  5. #20
    Forum Addict RattleHead's Avatar
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    End of War science should be based on how long the War was.

    Both KDs would receive the median province's acres 'Sustained' science rate * duration of the war, Sustained is 0.5 bpa/tick

    Winner would also receive either;

    2 * the median province's acres 'Rushed' science rate * duration of the war, in ticks, Rushed is 2.0 bpa/tick

    OR (depending on if Extreme still exists)

    1.3 * the median province's acres 'Extreme' science rate * duration of the war, in ticks, Extreme is 3.0 bpa/tick

    48h War

    Loser gets
    0.5 bpa/tick * 48 ticks = 24 BPA on their median province

    Winner gets
    0.5 bpa/tick * 48 ticks = 24 BPA on their median province
    plus
    2 * 2.0 bpa/tick * 48 ticks = 192 BPA on their median province
    or
    1.3 * 3.0 bpa/tick * 48 ticks = 187.2 BPA on their median province

    for a total science WW bonus of 211.2 - 216 BPA total for a mintime War

    96h War

    Loser gets
    0.5 bpa/tick * 96 ticks = 48 BPA on their median province

    Winner gets
    0.5 bpa/tick * 96 ticks = 48 BPA on their median province
    plus
    2 * 2.0 bpa/tick * 96 ticks = 384 BPA on their median province
    or
    1.3 * 3.0 bpa/tick * 96 ticks = 374.4 BPA on their median province

    for a total science WW bonus of 422.4 - 432 BPA total for a four day War
    Last edited by RattleHead; 01-07-2016 at 14:57. Reason: added "also"

  6. #21
    Strategy Moderator
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    Improving eowcf:
    1. eowcf razing land is free, build times take 1 tick.
    2. All currently in progress land comes in at start of ewocf
    3. Cant starve
    4. Always at max pop
    5. no desertions due to overpopulation
    6. Military training costs same as fort stance


    Improving science:
    1. I liked the idea that built land gives free science, not sure rate/mix
    2. science is fixed in bpa not books. So as you grow/shrink your bpa is always the same


    Improving Honor:
    1. increase honor gains oow if attacking someone that attacked you in the past 24 hours ---encourages retals and thus wars.


    Improving war (i'd couple these all with the science changes):
    1. i personally like targeted Prop at some consistent rate
    2. Make MS unable to be MV'ed
    3. Overpop calculated on land+incoming land
    4. Slightly lower difficultly of NM since its heretic only.
    5. Always hit for 12% of enemy land, IN WAR:. NW and size mods are removed. (This would actually drastically change wars, i'd LOVE it but i admit it could have some strange effects to whoring/cows)

    Improving Personality/races:
    1. Tactician- has 100% successful intell ops not 100% accurate.
    2. Cleric- Some buff. No military desertions could be cool. i.e. you always have to release to attack.
    3. Sage - if you implement changes to science the free science needs to be adjusted
    4. war hero- has needed a buff for a while. Dead leets get turned into specs. So if i hit you for 1000 dead leets they get truned into 1000 dspecs. If you attack with offspecs and leets, you get both offspecs converted to leets and the dead leets converted to offspecs in addtion to the naturally dieing offspecs.

    5. Dwarf gets +10% pop bonus
    6. Halfing - loses pop bonus but military turned into 6/8 for 9 nw and 550 gc.
    7. Avain birth rate to +50-75%
    8. Feary - lower leet cost by 100 gc
    9. Human 9/5 military for 9.5 nw 850 gc

    Improving war win
    1. 1/2 the land gained via war win distributed as is done currently. The other half of the land is given to the smallest proves in the kd (given to bring min size up across the board). i.e. if my kd is 23 people at 5000 acres, 1 person at 200, 1 person at 500 and i would gain 5000 acres as a kd. my post war win looks like 23 people at 5100 acres, and 2 people at 975 acres.
    Last edited by Persain; 01-07-2016 at 17:01.

  7. #22
    Game Support Bishop's Avatar
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    Quote Originally Posted by Bo To View Post
    I thought I was giving a constructive criticism(same goes for Bart). Does that mean I can't criticize others because there are things I want to mention?

    I continue with my suggestions.

    11. Option to remember the last spell/op in self/combat tabs and thievery.

    12. Order spells by duration in the mystics tab(or at least provide an option for that).
    I didn't say it wasn't constructive, I just don't need 20 pages of back and forth on the same idea. I'd like to keep this thread clean and to the point. Besides, I am plenty capable of dismissing ideas without assistance :)
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page |
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  8. #23
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    I still suggest linking provinces played with acct (EOA only), similar to rankings. It would be excellent to see the list of provinces you've played, along with stats.

    Wizards are extremely frustrating this round. I am not sure what change to make to them, except increase the production of them for everyone. I know you said no buffs, but they are SO SLOW, ratio-wise (wpa), if your province has any growth! This bothers me, being a growth strategy game.

    ETA: After running some numbers, changing wiz prod to .025 (instead of .02) seems about right.
    Last edited by Panthira; 02-07-2016 at 03:07.

  9. #24
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    2 new personalities:

    Merchant:

    Immunity to income penalties
    Can train elites with credits
    +100% spec credits gained in combat
    Access to Fool's Gold (removed from Elf)

    Artisan:

    Free building
    Can use credits to raze
    -50% build time
    +100% building credits gained in combat
    -20% training costs

    Sage:

    +100% schools coverage
    +50% library effects
    Every 2 acres produce 1 point/tick
    Access to: Amnesia


    Dwarf:

    +30% BE
    +30% spell damage

    Access to: Quick Feet, Mystic Aura
    Elite: 8/6 - 700 gc - 10.5 NW

  10. #25
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    A way for monarchs to see who has used how much from the pool. :p

    A better mail system, even if just for monarchs at this time!
    Last edited by Panthira; 02-07-2016 at 06:45. Reason: Oops post

  11. #26
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    If we are gonna have 1 thief op targeting specific troops, let it be NS instead of propaganda.

    In general, it seems current Rogue is a bit strong against Mystics, especially when it comes to AW's. Im not playing either myself, so Im mostly going by what I see from my KD and the long Wizard training thread in Uto talk. A couple of suggestions:
    - Reduce strength of Rogue
    - Improve WT's
    - Introduce new spell - Mystic only, can EITHER be a direct debuff to thieves (-20% gain on thievery for x duration) OR self spell to reduce losses to thievery in general OR specifically protect wizards
    - Reconfigure Mage's Fury - Add to it a similar effect to AW as Patriotism does against Propaganda.



    In regards to making things a bit more competitive: Remove Monarch option of choosing Honor OR Land as reward for winning wars - Make war win bonus include both.
    If I remember the sequence of changes correctly, this option was introduced at some point to discourage extensive land dropping. That didn't work, so intra KD attacks started costing 20% honor as well. I assume this didn't entirely cure the problem either as this age we saw the change to Anonymity (from neither takes nor gives honor, to takes honor but does not give honor).
    The idea is that either people defend their Honor and Land or they accept honor and land loss to stay small.

  12. #27
    Regular Jukelius's Avatar
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    Like somebody mentioned. Add steward number to 2-3. Or if you want something special, name it chancellor or something for variety and fun :)

  13. #28
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    Moar stewards
    96 hour eow cf
    give dwarf BE back
    Make the free build into a pers
    Up base wizzard production by 25%!

  14. #29
    Strategy Moderator
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    Quote Originally Posted by Jotun View Post
    If we are gonna have 1 thief op targeting specific troops, let it be NS instead of prop
    well I like the idea of ns and aw for damage and a targeted prop which does less damage per op but takes units. As it is I'd rather prop b consistent but less damaging than other ops. Both magic and thief ops seem so random compared to chaining someone sometimes and this aims to change that
    Last edited by Persain; 02-07-2016 at 12:32.

  15. #30
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    I am mostly "for" adding more mathematical predictability to the game. Propaganda is too random, and coupled with success rates a lucky KD might be able to break open an enemy rogue simply by having 1-2 lucky early props on their thieves, while the other KD gets 20x soldiers/elites/wizards. Tricky one though!

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