Awesome changes bishop. I would advise you to change nothing anymore. Everything is finely balanced now. Perhaps reduce Avian Elite costs to 450 to make them more viable for long wars. But then again, there are probably some guys who are much better than me at this game who'll disagree about this. Just keep the changes!
In my opinion after removing the towers bonus for mages their game became harder. I propose to give them +1 rune/acre(similar as sages). At 3k acres MS cost 6.7k runes and if u have +1 rune/acre(or +1 rune/2 acres) ur game will become better: u will have 40-20% of the runes needed from perso bonus and for the other 60-80% u will need like 8-10% towers(depending on sci and BE). Now mages need like 12-14% towers(late age with sci pumped, early age without sci 17+) so they can cast 4 MS every 3 ticks. They have mana but no runes. I don't think that buff should go to faeries/elfs.
Last edited by Bo To; 12-03-2014 at 09:28.
Halfling/Merchant.. so overpowered with 10% extra pop and ToG... with good WPA they can put up a good defence against fireball. Good TPA meaning they can kidnap pezzies to refill their population easily.. I can see a lot of big halfling turtles next age that just sit with their army home and ToG for dragon.. and if theyre unbreakable then game over
I haven't played for several ages and decided to lurk again.
To the people saying they never pay for elites when playing UD: listen to other people. The goal is to make your province as strong as possible per acre. Using specs for offense won't help you with that. Spec conversion is a very useless benefit. Having 100% elite offense is always better.
To people complaining about Humans/Faeries/etc getting raped too often: When experience tells you those races are likely to hoard lots of gold and sci while having ****ty offense, then those are the races you target when you're looking for a nice plunder or learn. The goal is you make your own province stronger without inviting retals.
This is my province. There are many like it, but this one is mine.
My province is my best friend. It is my life. I must master it as I must master my life.
My province, without me, is useless. Without my province, I am useless.
I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...
My offense is pretty good thanks. Humans are strong, and only looking to get stronger based on these changes.
I quite like the changes this age, with the exception of:
- ToG on merchant, pretty scary thought.
- Increasing massacre damage in war, pretty scary thought.
Dwarf Merchant will be interesting to play.
Just give mystic no rune decay or something.
/me shakes his head.
Not very interesting changes mostly. Only dragon killing changes the dynamics of wars a lot and is very interesting. I think monarch should have some bonuses, considering that honor bonuses are substantial, there should be a bonus for the king. To keep being a king becoming a bouncing tools, by switching it around, let it have a delay in coming to effect like 48 or 96h. Doesn't really matter as kings usually stay in place and steward gets changed around.
The races are very well balanced and all except avian have definately a strong role possible.
I thought that and its a good combination but certainly not OPed by any stretch of the imagination. For everyone begging for double thieves dens on rogue stop asking for such stupidly large buffs. Just because they existed before doesn't mean they are magically coming back. Maybe we can get something like thieves dens are 25-50% more effective for rogues?
lower cost of dragon
From:
Dragon Cost = MAX ( Target Kingdom NW , Your Kingdom NW ) * 1.25
To:
Dragon Cost = MAX ( Target Kingdom NW , Your Kingdom NW ) * .85
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