I played fae/heretic this age. Elites too expensive and took waaay to long to pump wizzies. 900-1000gc elites.
General QQ:
Give EoWCF a wiz pump bonus.
Change EoWCF back to 96 hrs OR make land come back instant for both sides and cheaper/faster buildings.
Add auto-war @ 61 hostile pts.
Fort stance @ 48hrs with sliding scale timer @ 12hrs.
Land/Honor lost too easily by small kds, needs to be reworked. Bottom feeder kd nw should have a bigger effect on how much land/honor is lost by target.
Reduce dragon cost by -15%.
Dragon effects +50% buff.
Dragon health +25%.
Dragon donation/slay log needed.
Natures Blessing should have a 50% chance to cure plague.
Additions/Deletions to existing races:
Avian: -40% attack time, +300% birth rates, remove +1 general
Dwarf: +75% BE, elite 8/7 750g 10NW, can increase military wages to 300%, add changes in military and building effectiveness happen 3 times as fast
Elf: add spell Immortality: 8-10hr duration & gives non-soldier troops -100% defensive losses (high difficulty), +50% WPA
Faery: add spell Devolve: 1-2hr duration & acts like 15% overpopulation on target except only forcing troops to desert at a rate of 5%/tick (highest difficulty), reduce elite cost to 900-1000gc.
Halfling: elite cost 400g, add new racial thief ability Illusions of Grandeur: target military efficiency -5% (does not stack with multiple attempts & medium difficulty)
Human: +30% sci effectiveness, -20% spell success, plague spreads 2x more often to and from infected humans and has 20% random chance/tick to spread to other humans in same kingdom, science costs reduced by 35%, access to science level: Insane 5 books/acre at 75.0gc/book
Orc: +35% battle gains, +35% enemy casualties, +1 general, plague effects -50%, orc troops sent at dragon do double damage, elite 13/1 825gc 10.5nw
Undead: add spell Raise Dead: instantly adds 1%-2.5% of max population in peasants (low difficulty), converts some specialists to elites on successful land attacks, dragon effects -50%
Additions/Deletions to existing Personalities:
The Cleric: -65% losses on attack & defense
The Heretic: Thieves don't die on successful operations, +75% Thief/Wiz sci
The Mystic: +50% WPA, add spell Conceal: -50% thief/wiz instant op dmg on self (low difficulty)
The Rogue: Add thief operation Termites: Destroys 2% of targets' land for 8-10hrs (very high difficulty)
The Sage: Protects 25% of sci on attacks, +15% sci effectiveness
The Tactician: Cannot be ambushed
The Warrior: +30% OME
The War Hero: -75% honor losses on thief/wiz ops & military attacks, +100% honor gains, Remove converts specialists into elites on successful land attacks
Add Personality: The Freak: 50% chance per attack to attack with double offense value, 25% chance to attack with half of offense value, 25% chance a normally successful attack or thief/wiz op against you will fail. Starts with random mix of 10-100 wizards, 50-200 thieves, 100-600 specialists credits, 200-600 soldiers, & 100-300 trained elites