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Thread: Age 66 potental changes

  1. #121
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    Quote Originally Posted by noobium View Post
    hu/sage is a boss under these changes.
    depends on situation, but Hman or dorf/sage is one of top combos now for ages.


    And off-topic who is gonna play ork with that -20% sci effct. 100 or so weirdos?
    Last edited by nameisis; 22-08-2015 at 22:26.

  2. #122
    Post Fiend copious's Avatar
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    Races:

    Avian
    -30% Attack Time
    +50% Birth Rate
    Ambush Immunity
    Cannot use Stables
    +15% Gains on Learns & Plunders

    Elite: 7/2 650gc 5.75nw
    Spell Book: Clearsight , Fanaticism , Greater Protection


    Dwarf
    +25% Building Efficiency
    Free Building Construction and Can Use Credits To Raze Buildings

    Can’t use Accelerated Construction nor Builders Boon
    + 50% food consumption

    Spellbook: Fools Gold, Mystic Aura, Pitfalls
    Elite: 6/3, 800gc, 6.5 nw


    Elf
    + 25% Spell Success (WPA)
    +1 defensive specialist strength

    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 6/4, 850gc, 6.50NW


    Faery
    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells
    Elite: 3/6, 750gc, 6.5 NW


    Halfling
    +40% Thievery Operation Success (TPA)
    -50% thief cost
    +10% population
    +1 offensive specialist strength
    Cannot use hospitals

    Spellbook: Mages Fury, Aggression
    Elite: 4/5, 400gc, 5.75 nw (soldiers 1:1)


    Human
    + 15% Offensive Military Efficiency
    - 15% on all Battle Gains

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 7/2, 900, 6.0 nw


    Orc
    +30% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -15% science effectiveness

    Spellbook: Reflect Magic, Fanaticism
    Elite: 8/1, 750gc, 6.25 nw


    Undead
    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 8/2, 950gc, 7.0 nw


    Personas:

    The Merchant
    +20% Income Science
    Gain 33% more Specialist and Building Credits
    Immune to Income Penalties
    Access to Tree of Gold
    Starts with +1600 specialist credits


    The Sage
    +40% Science Effectiveness
    Access to Amnesia
    Starts with 40000 science books
    Every 3 Acres produce 1 free science point per tick


    The Rogue
    +1 Stealth recovery per tick
    + 100% land effect from Thieves Dens
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    +50% Thievery Science Effectiveness
    Access to Vermin
    Starts with +400 thieves


    The Mystic
    All Guilds are twice as effective
    +1 mana per tick
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards
    Every Acre produces 1 rune per tick


    The Warrior
    +15% Offensive Military Efficiency in War
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits
    +1 General
    All Dungeons 2x Capacity


    The Tactician
    -15% Attack Time
    Accurate Espionage
    Starts with +800 soldiers and +800 specialist credits
    All successful hits take 50% more peasants
    Immune to Pitfalls
    Immune to Explosions


    The Cleric
    -40% Your Military Casualties (on attack and defense)
    Immune to The Plague
    Immune to Droughts & Storms
    Access to Animate Dead
    Animate Dead 2x effective
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +50% Military Efficiency Science
    +50% Honor Effects
    -50% Training Time Taken
    -50% Building Speed
    -50% mercenary cost
    +2 Mercenary Offensive Strength
    All Specialists and Elites do 1 additional point of damage when slaying dragon
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon effects
    Access to War Spoils
    Starts with 400 elites

    All Specialists are 5 point units
    Last edited by copious; 23-08-2015 at 00:18.
    It's a beautiful glass, nevermind half full or empty

  3. #123
    Postaholic chalsdk's Avatar
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    Quote Originally Posted by copious View Post
    Races:

    Avian
    -30% Attack Time
    +50% Birth Rate
    Ambush Immunity
    Cannot use Stables

    Elite: 7/2 650gc 5.75nw
    Spell Book: Clearsight / Fanaticism / Greater Protection


    Dwarf
    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 6/3, 700gc, 6.0 nw


    Faery
    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells
    Elite: 3/6, 750gc, 6.5 NW


    Halfling
    +40% Thievery Operation Success (TPA)
    -50% thief cost
    +10% population
    +1 offensive specialist strength
    Cannot use hospitals

    Spellbook: Invisibility, Quick Feet
    Elite: 4/5, 400gc, 5.75 nw (soldiers 1:1)


    Human
    + 15% Offensive Military Efficiency
    - 15% battle gains

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 7/3, 900, 6.0 nw


    Orc
    +30% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -15% science effectiveness

    Spellbook: Reflect Magic, Fanaticism
    Elite: 8/1, 750gc, 6.25 nw


    Undead
    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 8/2, 950gc, 7.0 nw


    Personas:

    The Merchant
    +20% Income Science
    Gain 33% more Specialist and Building Credits
    Immune to Income Penalties
    Access to Tree of Gold
    Starts with +1600 specialist credits


    The Sage
    +40% Science Effectiveness
    Access to Amnesia
    Starts with 40000 science books
    Every 3 Acres produce 1 free science point per tick


    The Rogue
    +1 Stealth recovery per tick
    + 100% land effect from Thieves Dens
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    +50% Thievery Science Effectiveness
    Access to Vermin
    Starts with +400 thieves


    The Mystic
    All Guilds are twice as effective
    +1 mana per tick
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards
    Every Acre produces 1 rune per tick

    The Warrior
    +15% Offensive Military Efficiency in War
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits
    +1 General
    All Dungeons 2x Capacity


    The Tactician
    -15% Attack Time
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits
    All successful hits take 50% more peasants
    Immune to Pitfalls

    The Cleric
    +50% Food Science
    -40% Your Military Casualties (on attack and defense)
    Immune to The Plague
    Animate Dead always on
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +50% Military Efficiency Science
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon effects
    Access to War Spoils
    Starts with 400 elites

    All Specialists are 5 point units
    thats some piss good changes! Well done!

  4. #124
    Post Fiend copious's Avatar
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    Think you caught me in the middle of tweaking lol. It's done now.
    It's a beautiful glass, nevermind half full or empty

  5. #125
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    age changes

    why does people compare human warriors to orc undead on other personalities. make the comparison fair, if the human is warrior compare it to orc or undead warrior.


    don't know why ppl is so upset about the human ome/warrior personality. we already have it this age. they only made the human ome effective at all times and made the personality ome change depending on war realations. which to me makes more sence.

    atm I do play human attacker and oow I feel weak, in war I'm capable to challenge orc and undeads in off.

    removing tog how ever will put them in disadvantage compared to orcs free draft and undeads reduced cashualties.

    adding -20% gains for an attacking race and no way to counter it, by added gen or some building will suck. bad max gains, and very bad for chain strat. feels like humans will have the means to be competetive opa wise going into war, but with no tog a long war will be fatal, and crap gains will be like having the means to fight but no way to reaping the reward.

    I'd like to see maby Lowe BE bonus on dwarves and 5/5 elites- make them into the pure turtlerace they used to be.

    and this age I felt birthrates in war is just to low. even with 20% homes and L&P and kidnapps I couldn't recoup from t/m ops. pretty lame that 2 t/m can fb away 30k peasants in an inital fb wave, put MeS, then jsut have to comeback every 12-24hrs and do a few more fb's to make sure you stay down at 3-5k peasants which can't support j-****.

    even with all them spells making like 300 peasants per hour with a 100k+ tot pop, MeS killing like 150 per hour and fb's still killing like 300-500 per op when peasant rate is down to 3000 from 35000. so in the later wars as human A, thank god for tog since peasants was down to 3000, with l&p and 20% homes and kidnapps I sometimes managed to get back up to 7000-10000 peasants in 12-16hrs just enought to be able to pay 200% wages again. and then comes 1 t/m again with a few fb's and puts the prov back at 3000 peasants.


    it's been way to easy to Control peasants/pop, please increase the overall basic birthrates, I mean for all races-


    massacres also been freaky weaird. do they get stronger as war prolongs? why arn't the dmg from massacres nw controlled like all other attacks? we had 2 wars where we after war declaration started with massacres then chains on attackers and opponents doing the opposite. we hit on provs in decent nw range 90-110%, they hit on provs up to 250%. and at the end when looking at the war conclusions with the same ammount of massacres from both sides but at different timestamps in war, they Always killed about 2x more then we did on average.

  6. #126
    Forum Fanatic khronosschoty's Avatar
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    -20% gains on an attacker race is very very bad, it is true.
    #magi

  7. #127
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    I actually do wish the pure attackers had higher offense values so that hybridization could put 6 on an elite and such.

  8. #128
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    Quote Originally Posted by copious View Post
    Races:

    Avian
    -30% Attack Time
    +50% Birth Rate
    Ambush Immunity
    Cannot use Stables
    +15% Gains on Learns & Plunders

    Elite: 7/2 650gc 5.75nw
    Spell Book: Clearsight , Fanaticism , Greater Protection


    Dwarf
    +25% Building Efficiency
    Free Building Construction and Can Use Credits To Raze Buildings

    Can’t use Accelerated Construction nor Builders Boon
    + 50% food consumption

    Spellbook: Fools Gold, Mystic Aura, Pitfalls
    Elite: 6/3, 800gc, 6.5 nw


    Elf
    + 25% Spell Success (WPA)
    +1 defensive specialist strength

    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 6/4, 850gc, 6.50NW


    Faery
    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells
    Elite: 3/6, 750gc, 6.5 NW


    Halfling
    +40% Thievery Operation Success (TPA)
    -50% thief cost
    +10% population
    +1 offensive specialist strength
    Cannot use hospitals

    Spellbook: Mages Fury, Aggression
    Elite: 4/5, 400gc, 5.75 nw (soldiers 1:1)


    Human
    + 15% Offensive Military Efficiency
    - 15% on all Battle Gains

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 7/2, 900, 6.0 nw


    Orc
    +30% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -15% science effectiveness

    Spellbook: Reflect Magic, Fanaticism
    Elite: 8/1, 750gc, 6.25 nw


    Undead
    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 8/2, 950gc, 7.0 nw


    Personas:

    The Merchant
    +20% Income Science
    Gain 33% more Specialist and Building Credits
    Immune to Income Penalties
    Access to Tree of Gold
    Starts with +1600 specialist credits


    The Sage
    +40% Science Effectiveness
    Access to Amnesia
    Starts with 40000 science books
    Every 3 Acres produce 1 free science point per tick


    The Rogue
    +1 Stealth recovery per tick
    + 100% land effect from Thieves Dens
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    +50% Thievery Science Effectiveness
    Access to Vermin
    Starts with +400 thieves


    The Mystic
    All Guilds are twice as effective
    +1 mana per tick
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards
    Every Acre produces 1 rune per tick


    The Warrior
    +15% Offensive Military Efficiency in War
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits
    +1 General
    All Dungeons 2x Capacity


    The Tactician
    -15% Attack Time
    Accurate Espionage
    Starts with +800 soldiers and +800 specialist credits
    All successful hits take 50% more peasants
    Immune to Pitfalls
    Immune to Explosions


    The Cleric
    -40% Your Military Casualties (on attack and defense)
    Immune to The Plague
    Immune to Droughts & Storms
    Access to Animate Dead
    Animate Dead 2x effective
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +50% Military Efficiency Science
    +50% Honor Effects
    -50% Training Time Taken
    -50% Building Speed
    -50% mercenary cost
    +2 Mercenary Offensive Strength
    All Specialists and Elites do 1 additional point of damage when slaying dragon
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon effects
    Access to War Spoils
    Starts with 400 elites

    All Specialists are 5 point units
    I like what you did with WH. but I bet they do not have time to implement.

  9. #129
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    lemme write up tweaks too:

    avian:
    elite upgrade to 6/2, same nw and same cost.

    dwarf:
    elite: 5/4, 5.75nw, 700gc.
    food penalty removed
    +1 offspec strength
    gain reflect magic

    elf:
    elite: 5/3, 5nw, 600gc
    -40% defensive troop losses
    gain clear sight

    faery:
    lose sabotage and instant damage spell bonuses
    +30% spell duration (was +20%)
    Flat-rate and capacity buildings (except homes) are 25% more effective
    -5% maximum population
    elite nw down to 5.5

    halfling:
    elite nw drop to 5
    lose +1 ospec
    +3 capacity for homes
    -30% thief cost (down from -50%)
    +30% tpa (down from +50%)

    human:
    no change

    orcs:
    elite: 7/2, 800gc, 6.25nw
    -30% troop training time
    -30% build time
    lose reflect and clear sight
    gain animate dead

    undead:
    -60% offensive losses (was -75%)
    100% of fallen troops revive as basic soldiers
    lose animate dead
    elite: 7/1, 700gc, 6nw

    merchant:
    +30% effect of tools science
    Remove Income Penalty Immunity

    sage:
    +20% science effects (was +40%)
    -50% research cost
    Amnesia spell
    Start with 25000 books (was 40000)

    rogue:
    +40% sabotage damage
    remove +1 stealth/tick

    mystic:
    +20% instant spell damage

    warrior:
    -50% wages
    +1 prisoner strength
    +50% effect of slave labor (income and BE)

    tactician:
    +30% effect of military science in addition to current bonuses
    +50% TPA on espionage ops (attacking and defending)

    cleric:
    +30% effect of food science
    Immune to Income Penalties

    war hero:
    Remove dragon immunity
    +30% effect of housing science

    all of these are in addition to the current effects unless specifically removed/altered.
    Last edited by noobium; 23-08-2015 at 05:58.

  10. #130
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    Quote Originally Posted by topsy's revenge View Post
    !addreminder 11 weeks. Post suggestions.
    The original Topsy was on time with these things. This lousy sequel is just embarrassing. Empire Strikes Back he is not.

  11. #131
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    almost agree to the no Changes to human in terms of keeping the current penalty with increased science costs instead of planned -20% gains.

    I Think it ould be interresting to see ToG being removed from human as racial and then also faerys.

    also merchants could get +10% income aswell as being immune to income penalties and having tog. so they really would get rich and fat and be bank / supporter for sure.

    animate dead should stay with undead. Always been for undeads. just like orcs used to have bloodlust. which i Think they should have again.

  12. #132
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    And on the subject of Human -20% gains with no way to counter? Lies, all lies.

    It's called Human Tactician. Add enough Barracks to achieve 8 hour attack time. Add 4 hours to your attack for extra gains. Achieve standard 12 hour attack time with normal gains. Not ideal, but if you want the free science bonus and NW efficiency of being Human... you make some adjustments.

  13. #133
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    Originally Posted by topsy's revenge View Post

    !addreminder 11 weeks. Post suggestions.

    __________________

    well if it's to late to change bigger things for age 66, mods could still take some notes and Think about it for age 67-

  14. #134
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    Any chance elf generals could add to def when at home, the same they add to offence when you send them out? Like a built in fanaticism.

    I would like to see them with an attacking buff spell like bloodlust or QF to.
    Last edited by Obduro; 23-08-2015 at 03:34.

  15. #135
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    Copius has some good change ideas there !

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