Results 1 to 6 of 6

Thread: Krozair Kontemplating

  1. #1
    Forum Addict Krozair's Avatar
    Join Date
    Oct 2009
    Location
    Sydney
    Posts
    1,028

    Krozair Kontemplating

    Looking at a more simplified system of game changes where the base race and personalities remain the same - but where the AGE variables change

    Why? Well after discussions with many newer players they find the learning curve with the constant "Tweaking" very confusing - this way variety can be added but also a measure of stability.

    This is more for my own benefit - as I know some may agree - many will not - but it does provide food for thought.


    Races Avian
    Bonuses -20% Attack Time
    +15% Enemy Military Casualties

    Spells Access to Aggression, Fanaticism

    Penalty +10% Combat Losses
    No Access to Stables and War Horses

    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 11 0 350 4.4
    Defense 0 11 350 5.5
    Elite Units 14 5 850 7.25
    Mercenarys 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses N/A N/A N/A N/A


    Races Dwarf
    Bonuses Free Construction
    -50% Construction Time

    Spells Access to Miner's Mystique, Mist, Mystic Aura

    Penalty +50% Food Consumption
    Cannot Accelerate Construction

    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 10 0 350 4
    Defense 0 10 350 5
    Elite Units 13 6 950 7.5
    Mercenary's 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses 3 0 0 0.9


    Races Elf
    Bonuses +20% Spell Duration
    Guilds create 10 runes per tick

    Spells Access to All Racial Spells

    Penalty -10% Population


    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 10 0 350 4
    Defense 0 12 350 6
    Elite Units 12 6 975 7.5
    Mercenary's 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses 3 0 0 0.9


    Races Faery
    Bonuses +20% Magic Effectiveness (WPA)
    No Runes Needed (excluding Ritual)

    Spells Access to Chastity, Ghost Workers, Gluttony, Invisibility, Magic Ward, Sloth

    Penalty -5 Homes Capacity
    -20% Birth Rate

    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 10 0 350 4
    Defense 0 10 350 5
    Elite Units 4 12 900 6.75
    Mercenary's 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses 3 0 0 0.9



    Races Halfling
    Bonuses +10% Population
    +20% Thievery Effectiveness (TPA)
    -30% Thief Cost
    Spells Access to Town Watch

    Penalty -5% BE


    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 10 0 350 4
    Defense 0 10 350 5
    Elite Units 10 4 625 5.5
    Mercenary's 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses 3 9 0 0.9


    Races Human
    Bonuses +10% Science Efficiency
    +20% Birth Rate

    Spells Access to Greater Protection, Tree of Gold

    Penalty +15% Military Casualties
    +25% Spell Rune Cost

    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 12 0 350 4.8
    Defense 0 10 350 5
    Elite Units 8 12 1150 8.25
    Mercenary's 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses 3 9 0 0.9


    Races Orc
    Bonuses +20% Combat Gains
    Free Draft

    Spells Access to Bloodlust

    Penalty +15% Damage taken from Instant Spells
    +15% Damage taken from Sabotage Ops

    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 10 0 350 4
    Defense 0 10 350 5
    Elite Units 14 4 950 6.75
    Mercenary's 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses 3 9 0 0.9


    Races Undead
    Bonuses -50% Offensive Military Casualties
    Spreads and is Immune to the Plague
    No Food Needed
    Access to Animate Dead
    Spells N/A
    Penalty -20% Science Efficiency
    No Access to Hospitals

    Offensive Defence GC cost Networth
    Soldiers 3 3 0 1.5
    Offensive 10 0 350 4
    Defense 0 10 350 5
    Elite Units 15 4 850 7.25
    Mercenary's 8 0 Varies 0
    Prisoners 8 0 0 1.6
    War Horses 3 9 0 0.9


    Personalities
    The Cleric
    -15% Military Casualties
    Immune to the Plague
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards


    The Heretic
    +75% Wizard Production
    -50% Thieves Lost on Failed Thievery Operations
    +20% Spell Damage
    +20% Sabotage Damage
    Access to Amnesia, Fool's Gold, Nightmare, Vermin
    Starts with +400 Thieves and +400 Wizards


    The Merchant
    +30% Income
    30% Protection of Gold from Theft, Plunder, Fool's Gold
    Immune to All Income Penalties
    Access to Clear Sight
    Starts with +600 Soldiers, +600 Specialist Credits and +100k gold


    The Mystic
    +100% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Blizzard, Mage's Fury, Meteor Showers, Pitfalls
    +20% Channeling Science Efficiency
    Starts with +800 Wizards



    The Rogue
    +100% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    +20% Crime Science Efficiency
    Starts with +800 Thieves


    The Sage
    -50% Science Book Losses on Learn Attacks
    Access to Fountain of Knowledge, Revelation, Scientific Insights
    Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category



    The Shepherd
    -15% Combat Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    Immune to Droughts, Storms
    Access to Reflect Magic
    Starts with +800 Soldiers and +800 Specialist Credits


    The Tactician
    +1 General
    Enhanced Conquest Attack
    Accurate Espionage
    Access to Quick Feet
    Starts with +800 Soldiers and +800 Specialist Credits


    The War Hero
    +50% Bonuses from Honor
    -30% Honor Loss in Combat
    +5% Military Efficiency in War
    Starts with 800 Elites


    The Warrior
    +15% Offensive Military Efficiency
    -20% Military Wages
    -75% Mercenary Cost
    Starts with +800 Soldiers and +800 Specialist Credits



    The Seasons


    Summer

    Spells
    Builders boon Decreases construction costs by 25%
    Fertile land - rune cost decresed by 15% food production 25%
    Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 15%.
    Love & Peace Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%. Duration: 22hours
    Mist Lowers enemy gains by 10% on defensive battles for a duration
    Nature's Blessing rotects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast). Duration: max 24 hours
    Quick Feet Effect: Decreases your attack time by 25%.
    Heat wave Effect: Reduces the building effectiveness of a province by 12%.
    Droughts Decreases food production by 35%, military draft rate by 25% and horses production by 60%. Some horses may also die as a result.
    Bushfire Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
    Storms Effect: Kills 1.5% of peasant population per day. Increases Tornado damage taken by 15%.
    Vermin Effect: Destroys (on average) about 50% of target's food supplies.
    Fog Effect: Increases enemy attack times by 3 hours.


    General
    All attacks -20% attack time except ambush
    Base gold production remains the same
    Anon attacks no change
    All attacks convert spec to elite
    Specialist credits gained normal
    Homes birthrate stays the same


    Rituals
    Affluent: +15% Income, +20% Draft Rate
    Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
    Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
    Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
    Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
    Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    Stalwart: +10% Defensive Military Efficiency, -15% Defensive Military Casualties



    Fall / Autumn

    Spells
    Builders boon Decreases construction costs by 20%
    Fertile land - rune cost increased by 5% food production 25%
    Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 25%.
    Love & Peace Increases base birth rate from 2.05% to 2.95%. Increase War Horses production by 40%. Duration: 25hours
    Mist Lowers enemy gains by 10% on defensive battles for a duration
    Nature's Blessing rotects your land against Storms and Drought. Has a 40% chance of curing Plague (per cast). Duration: max 24 hours
    Quick Feet Effect: Decreases your attack time by 15%.
    Blizzard Effect: Reduces the building effectiveness of a province by 10%.
    Droughts Decreases food production by 15%, military draft rate by 5% and horses production by 30%. Some horses may also die as a result.
    Hurricane Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
    Storms Effect: Kills 2.5% of peasant population per day. Increases Tornado damage taken by 25%.
    Vermin Effect: Destroys (on average) about 40% of target's food supplies.
    Fog Effect: Increases enemy attack times by 2 hours.


    General
    All attacks -no change to attack time
    Base gold production reduced by 5%
    Anon attcks gains increased by 10%
    All attacks convert spec to elite plus 10% increase due to bravery at venturing out in the bad conditions
    Specialist credits increased by 5%
    Homes birthrate decreases by 5%


    Rituals
    Affluent: +20% Income, +25% Draft Rate
    Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
    Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
    Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
    Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
    Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    Stalwart: +15% Defensive Military Efficiency, -20% Defensive Military Casualties


    Winter

    Spells
    Builders boon Decreases construction costs by 20%
    Fertile land - rune cost increased by 15% food production 20%
    Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 30%.
    Love & Peace Increases base birth rate from 2.05% to 3.25%. Increase War Horses production by 40%. Duration: 36hours
    Mist Lowers enemy gains by 25% on defensive battles for a duration
    Nature's Blessing rotects your land against Storms and Drought. Has a 50% chance of curing Plague (per cast). Duration: max 24 hours
    Quick Feet Effect: Decreases your attack time by 5%.
    Snow Storm Effect: Reduces the building effectiveness of a province by 20%.
    Droughts Decreases food production by 5%, military draft rate by 5% and horses production by 20%. Some horses may also die as a result.
    Floods Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
    Storms Effect: Kills 3.5% of peasant population per day. Increases Tornado damage taken by 5%.
    Vermin Effect: Destroys (on average) about 20% of target's food supplies.
    Fog Effect: Increases enemy attack times by 1 hours.


    General
    All attacks+ 20% attack time including ambush
    Base gold production reduced by 8%
    Anon attcks gains increased by 25%
    All attacks convert spec to elite plus 15% increase due to bravery at venturing out in the cold
    Specialist credits increased by 10%
    Homes birthrate increases by 10% (More people stuck indoors)


    Rituals
    Affluent: +20% Income, +25% Draft Rate
    Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
    Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
    Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
    Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
    Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    Stalwart: +3% Defensive Military Efficiency, -5% Defensive Military Casualties



    Spring

    Spells
    Builders boon Decreases construction costs by 25%
    Fertile land - rune cost decresed by 20% food production 30%
    Ghost Workers The required number of jobs filled for maximum Building Efficiency is reduced by 20%.
    Love & Peace Increases base birth rate from 2.05% to 3.05%. Increase War Horses production by 40%. Duration: 30hours
    Mist Lowers enemy gains by 10% on defensive battles for a duration
    Nature's Blessing rotects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast). Duration: max 48 hours
    Quick Feet Effect: Decreases your attack time by 15%.
    Spring Shower Effect: Reduces the building effectiveness of a province by 8%.
    Droughts Decreases food production by 25%, military draft rate by 15% and horses production by 50%. Some horses may also die as a result.
    Meteor Showers Kills peasants and troops (soldiers, specialists and elites) at home also destroys 2% buildings each Utopian Day the spell is active
    Storms Effect: Kills 2.5% of peasant population per day. Increases Tornado damage taken by 25%.
    Vermin Effect: Destroys (on average) about 60% of target's food supplies.
    Fog Effect: Increases enemy attack times by 6 hours.


    General
    All attacks -10% attack time except ambush
    Base gold production increased by 12%
    Anon attacks no change
    All attacks convert spec to elite
    Specialist credits gained normal
    Homes birthrate stays the same


    Rituals
    Affluent: +20% Income, +30% Draft Rate
    Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
    Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
    Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
    Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
    Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    Stalwart: +10% Defensive Military Efficiency, -15% Defensive Military Casualties



    As I said this is just me thinking out loud and I am sure a lot smarter people (If they like the idea) can run with this - or not....and obviously the community would have to agree on the final numbers...

    Happy Gaming peoples...
    Laughter IS the best medicine - always

  2. #2
    Newbie
    Join Date
    May 2019
    Posts
    5
    It would definitely make it easier for new players and more consistent. As changes go lately we cant even get long time veterans to understand the consequences of the changes much less new players.

    Also this will help eliminate all the times they make changes and intentionally don't list them for personal gain.... Like they literally just did with drought..

  3. #3
    Needs to get out more DHaran's Avatar
    Join Date
    Aug 2008
    Location
    Maryland, USA
    Posts
    8,415
    I've been telling them for years they change way too many mechanics age to age, but they're retards and don't want to listen to anyone. Even returning pros are like "how the **** do I play this game?" because of how drastic it changes in short periods now.
    S E C R E T S

  4. #4
    Regular
    Join Date
    Aug 2009
    Posts
    74
    The seasons idea is interesting. But I think the races / personalities need to change every age, it keeps the game fresh and gives a reason to try new races / personality combos.

  5. #5
    Forum Addict Krozair's Avatar
    Join Date
    Oct 2009
    Location
    Sydney
    Posts
    1,028
    Yes its to combat the "learning curve" that made me think of this...


    Spring Spells
    Builders Blossom: Reduces construction costs by 25%
    Fertile Fields: Decreases rune cost by 20% and boosts food production by 30%
    Spirit of Renewal: Reduces required workforce for maximum Building Efficiency by 20%
    Harmony's Embrace: Boosts base birth rate from 2.05% to 3.05% and increases War Horses production by 40%. Duration: 30 hours
    Misty Veil: Lowers enemy gains by 10% in defensive battles for a duration
    Blessing of Gaia: Protects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast). Duration: max 48 hours
    Swift Sprout: Decreases attack time by 15%
    Spring Shower: Reduces the building effectiveness of a province by 8%
    Dryad's Woe: Decreases food production by 25%, military draft rate by 15%, and horses production by 50%. Some horses may also perish.
    Stellar Bloom: Causes casualties among peasants and troops (soldiers, specialists, and elites) at home and destroys 2% of buildings each Utopian Day the spell is active
    Storm Petal: Causes casualties of 2.5% of the peasant population per day and increases Tornado damage taken by 25%
    Verdant Pestilence: Destroys (on average) about 60% of the target's food supplies
    Mistral Shroud: Increases enemy attack times by 6 hours


    Winter Spells
    Winter's Forge: Decreases construction costs by 20%
    Frosty Harvest: Increases rune cost by 15% but boosts food production by 20%
    Spectral Chill: Reduces required workforce for maximum Building Efficiency by 30%
    Frost's Embrace: Boosts base birth rate from 2.05% to 3.25% and increases War Horses production by 40%. Duration: 36 hours
    Frozen Veil: Lowers enemy gains by 25% in defensive battles for a duration
    Winter's Shield: Protects your land against Storms and Drought. Has a 50% chance of curing Plague (per cast). Duration: max 24 hours
    Swift Frost: Decreases attack time by 5%
    Snow Squall: Reduces the building effectiveness of a province by 20%
    Bitter Frost: Decreases food production by 5%, military draft rate by 5%, and horses production by 20%. Some horses may also perish.
    Glacial Deluge: Causes casualties among peasants and troops (soldiers, specialists, and elites) at home and destroys 2% of buildings each Utopian Day the spell is active
    Winter Tempest: Causes casualties of 3.5% of the peasant population per day and increases Tornado damage taken by 5%
    Hoarfrost Plague: Destroys (on average) about 20% of the target's food supplies
    Mistral Frost: Increases enemy attack times by 1 hour

    Autumn / Fall
    Autumn's Harvest: Decreases construction costs by 20%
    Golden Fields: Increases rune cost by 5% but boosts food production by 25%
    Spectral Reapers: Reduces required workforce for maximum Building Efficiency by 25%
    Harvest's Embrace: Boosts base birth rate from 2.05% to 2.95% and increases War Horses production by 40%. Duration: 25 hours
    Autumnal Veil: Lowers enemy gains by 10% in defensive battles for a duration
    Fall's Shield: Protects your land against Storms and Drought. Has a 40% chance of curing Plague (per cast). Duration: max 24 hours
    Swift Gale: Decreases attack time by 15%
    Leafy Blizzard: Reduces the building effectiveness of a province by 10%
    Harvest Drought: Decreases food production by 15%, military draft rate by 5%, and horses production by 30%. Some horses may also perish.
    Tempest of Leaves: Causes casualties among peasants and troops (soldiers, specialists, and elites) at home and destroys 2% of buildings each Utopian Day the spell is active
    Autumn Storms: Causes casualties of 2.5% of the peasant population per day and increases Tornado damage taken by 25%
    Harvest's Scourge: Destroys (on average) about 40% of the target's food supplies
    Misty Morn: Increases enemy attack times by 2 hours.

    Summer
    Sun's Blessing: Decreases construction costs by 25%
    Harvest Sun: Decreases rune cost by 15% and increases food production by 25%
    Spectral Laborers: Reduces required workforce for maximum Building Efficiency by 15%
    Summer Solstice: Increases base birth rate from 2.05% to 2.85% and increases War Horses production by 40%. Duration: 22 hours
    Sunlit Mist: Lowers enemy gains by 10% in defensive battles for a duration
    Solstice Sanctuary: Protects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast). Duration: max 24 hours
    Swift Breeze: Decreases attack time by 25%
    Scorching Heatwave: Reduces the building effectiveness of a province by 12%
    Summer Drought: Decreases food production by 35%, military draft rate by 25%, and horses production by 60%. Some horses may also perish.
    Wildfire: Causes casualties among peasants and troops (soldiers, specialists, and elites) at home and destroys 2% of buildings each Utopian Day the spell is active
    Summer Storms: Causes casualties of 1.5% of the peasant population per day and increases Tornado damage taken by 15%
    Verdant Plague: Destroys (on average) about 50% of the target's food supplies
    Haze of Heat: Increases enemy attack times by 3 hours.



    Thoughts on the updated names?
    Last edited by Krozair; 12-06-2024 at 01:17.
    Laughter IS the best medicine - always

  6. #6
    Enthusiast
    Join Date
    Jul 2008
    Posts
    319
    Quote Originally Posted by Stimpo View Post
    It would definitely make it easier for new players and more consistent. As changes go lately we cant even get long time veterans to understand the consequences of the changes much less new players.

    Also this will help eliminate all the times they make changes and intentionally don't list them for personal gain.... Like they literally just did with drought..
    what did we change with drought?!
    The Elf Mystic
    Flaming stupid people since 1999

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •