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Thread: Age 61 potential changes comments.

  1. #31
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    Hey new changes kinda early.

    Dragon changes: All reasonable. Sapphire is a bit too strong, and buffing Emerald makes it more useful for attrition warfare than the small buff looks. Also like that specialists now function at their proper strength, this is how it should have been all along. Missed the part about elites slaying, but I don't think a lot of people would use elites to slay unless the situation is desperate or someone needs to remove overpopulation losses. I think it's a very good idea though, in order to weaken the strength of deep chaining (unless kingdoms delay sending their first dragon)

    Building changes: Definitely a step in the right direction towards emphasizing economy over cramming offense. Some building options could be improved, but if those two buildings are the only thing changed it makes the game a lot more interesting.

    Personality and Race:

    If Merch has ToG and most other personalities get nerfed or remain as they are, I think ToG should get a nerf. If ToG cost more runes and/or the gold gained was reduced, it would be a lot easier to balance.

    Not particularly getting into races, but in short: yay, Dwarves are back, and boo, Avians are dead.
    Last edited by noobium; 12-03-2014 at 00:28.

  2. #32
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    Quote Originally Posted by Meep View Post
    I can't think of a reason to play Halfling next age with no homes BR and that BR penalty.

    Faery or Human are just better.
    Faery and Human were just better this age so that is not surprising.

  3. #33
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    200 extra starting elites isn't going to make war hero viable. Avian nerf: why?. Halfling nerf: also why?. Undead buff: Is this april 1st?.

  4. #34
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    Quote Originally Posted by Fiskinator View Post
    200 extra starting elites isn't going to make war hero viable.
    -50% train time
    Immune to Dragon effects
    Immune to The Plague
    Access to War Spoils

    Starts with 400 elites

    That's about it
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  5. #35
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    Quote Originally Posted by Fiskinator View Post
    200 extra starting elites isn't going to make war hero viable. Avian nerf: why?. Halfling nerf: also why?. Undead buff: Is this april 1st?.
    I swear there's some KD pretty close to crowning with a bunch of war heroes.

  6. #36
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    On which chart?.

  7. #37
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    Quote Originally Posted by Fiskinator View Post
    On which chart?.
    Some ghetto that's currently in the lead on the land and NW charts by a mile.

  8. #38
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    Quote Originally Posted by Meep View Post
    Some ghetto that's currently in the lead on the land and NW charts by a mile.
    For him that chart is lame!
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  9. #39
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    Quote Originally Posted by Avalanche View Post
    Ps:
    Please bring back rogue double td effectiveness
    Do not want. Rogues in warring kingdoms are already pretty good, especially with the overall balance shifting more towards defense and economy. Easy low thief losses shouldn't be a given.
    I think -20% thief cost would be a decent way to buff Rogues economically (and reduce the Halfling bonus to -40%, Halfers' training costs are not their problem.)

  10. #40
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    rogue is tricky. Either you have sustainability on thieves regardless of who you op into, in which case you can op hard targets and it's op, or you don't have that sustainability against the targets you'd want to target and then it's totally useless.

  11. #41
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    Potential revision:

    Avians:
    -30% attack times
    +20% birth rates
    Accurate Espionage (taken from Tactician)

    No access to stables
    (removed: -10% gains)

    Greater Protection, Fanaticism
    Elite: 6/2 500gc 5nw

    Dwarves no change

    Elf
    +30% wpa
    -50% defensive losses
    +1 defensive specialist strength

    -10% gains (taken from Avian, defensive advantages are countered by difficulty fortifying military gains)

    Nightmares, Pitfalls, Mages Fury
    Elite: 5/4, 800gc, 5.5NW (brought closer in line with other races elites)

    Faery
    +30% Spell damage (instant spells)
    +30% Sabotage damage
    +1 mana per tick in war

    All racial spells
    Elite: 4/5, 750gc, 5.5NW (a race with native ToG has a lot of advantage as-is, and Faeries got some really nice buffs; the added cost nerfs their substantial economic lead)

    Halflings
    +10% population
    +50% TPA
    -40% thief cost (down from -50%)
    +1 offensive specialist strength

    -25% Birth Rate

    Invisibility, Town Watch, Aggression, Animate Dead
    Elite: 4/4, 450gc, 4NW

    Human no change

    Orc
    +25% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -20% science effectiveness

    Reflect Magic
    Elite: 7/2, 750gc, 6NW

    (expensive elites and a slight decrease in nw-efficiency as attackers, compensated by added defense on their elites, giving them slightly more durability and less of a disadvantage if caught armies-in)

    Undead
    -50% Offensive losses on attacks you make
    Converts some Specialists into Elites on successful land attacks
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Town Watch, Vermin
    Elite: 7/1, 600gc, 5.75NW

    (trades elite with Orcs. while i don't like this approach to undead, the only other usable elites that aren't used by other races would be 5/5 which should be avoided, and 7/3 which is far too strong. the low defense value on ghouls might encourage Undeads to use more offspecs to counteract ambush and huge defensive losses. in exchange, their nw efficiency is slightly improved relative to Orc, but lack the Orc damage mods. Undead given Vermin adds some unique flavor to them, but also fits well with attacking food stores, while also indirectly giving Faeries Vermin)

    Merchant no change

    Sage:
    Every 3 acres generates 1 book
    -30% cost of science
    Protect 30% of science from the Learn attack.
    Access to Amnesia and Fountain of Knowledge
    Starts with 40000 science books

    (FoK is already a racial unique, but this gives people who pick Sage another slight edge in accumulating science. Right now Sages are too underpowered for most kingdoms to consider, but Amnesia as a personality unique is an interesting approach to allow Sages to attack other kingdoms' science.)

    The Rogue
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    -20% thief training costs
    (remove Vermin)
    Starts with +400 thieves

    (Building up tpa with Rogues during war becomes easier, without giving them too much more power; pumping Rogues saves considerable money as well. They lose Vermin, which becomes a racial spell for Faery and Undead.)

    Mystic: (no change)
    All Guilds are twice as effective
    +1 mana per tick in War
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards

    The Warrior
    +1 General
    +10% OME in hostile
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    (the only change is removing the loophole which encourages kingdoms to drag out hostiles against Warrior kingdoms, but even without this warrior should be fine)

    The Tactician
    -15% Attack Time
    (remove Accurate Espionage)
    -30% military wages
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    (Tacticians lose their accurate espionage to Avians. They pay less on wages to make up for this, which is a slight improvement for pure attackers who don't care so much about thief losses.)

    The Cleric
    -30% Your Military Casualties (on attack or defense)
    Immune to Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits

    (Loses some of their durability in exchange for Plague Immune, and its removal from War Hero. Since other attacker options have been weakened, Cleric should not be buffed too much.)

    The War Hero
    -50% train time
    Immune to primary Dragon effects (the effects on income and drafting will remain, but the specific effects of Ruby, Emerald, etc. are negated)
    (remove Plague Immunity)
    Access to War Spoils
    Starts with 400 elites

    (I don't know if all of these can be programmed. War Heroes are quite strong in the right kingdom. Transferring Plague Immunity to Cleric would be enough. I don't like Dragon Immunity as a concept, but partial dragon immunity might be a way to nerf the WH. If this appears too weak, maybe they can get +50% honor bonuses back (blech). I don't think WH is too OP so whatevers...)

    Mechanic/Other Changes

    Dragons:
    Dragon HP increased slightly (5%? 20%?) to account for dragons being easier to slay.
    Removal of friendly dragon exploits (if they still exist)

    Shop Items:
    Hostile Meter is free - why not reveal this information for all kingdoms? I guess it is useful for noobly kingdoms that can't monitor and count hits, but I have to wonder how many kingdom hostile meters sell.
    Sitters can now sit for a second province and control 3 overall. (This should increase the willingness of kingdoms to use sitting credits when they are lacking active players, and possibly increase revenue if that is the goal. Again I am not sure how well this can be programmed.)

    Buildings
    Homes: Increase population by 10
    Stables: Hold 80 horses per stable, draft 2 horses an hour.
    Armories: Reduce draft cost and wages by % * 2.5 instead of % * 2

    Magic
    Tree of Gold rune cost multiplier increased to 1 (from 0.8), difficulty increased, and gains reduced by -10%
    Greater Protection effect increased to +7% DME from +5%, rune cost multiplier increased to 0.9 and difficulty increased
    Greater/Minor Protection override each other and do not stack

    Anyway the changes as they stand are fine, aside from Avian being weak.
    Last edited by noobium; 12-03-2014 at 03:17.

  12. #42
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    Humans looking mighty buff again, is good.
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  13. #43
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    Well i just wrote a long post, but I played human, and never again, human stink and are by far the worst race, no income bonus can make up for all the disadvamntages, orcs, undeads and every race just target humans. For 1000 elites its 1 million dollars, please, make the human 8/8 elite for 500 gc and then maybe orcs and undeads wll stop constantly raping us. Feel free to look at my human account and how humans are raped everyday. The faerys rape us too in war and so does every race. The human has no expertise, he is a 3rd rate attacker and is a poor mage and poor thief, so what you have is a jack of all trade, master of none, who cannot go head to head against a single race and win.

  14. #44
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    Set up your kd with 20 undead merchants and 5 mages. Im not seeing what sort of kingdom is going to be able to handle a kd like that in war. 20 provinces that can fund dragons with tog. Slay dragons with 7 point elites while your opponent struggles with 4 point dspecs. Reduced combat losses and lotsa cash to replace losses. Use the mages for nightmare and own. ok ok maybe a kd full of war heroes would be problematic but there wont be any kds full of war heroes.

  15. #45
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    Dwarf is gonna be boss this age

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