Age 27 - The Age of Prophecy - Preliminary Changes

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Age 27 - The Age of Prophecy - Preliminary Changes

Postby Fogtopia » 25 Jun 2015, 11:56

Age 27 - The Age of Prophecy - Preliminary Changes

Age will begin Monday 29th June and run into September.

Summary of Changes to Preliminary

Elves lose riot immunity
Removed yr 9 rebuild limit
Reverted faery change
Halfling Shadowthief improved: +30% thievery
Can use recon with idol
Change LandLust to hostile / war
Orc new bonus changed to 4x trade balance decay.
Lower honor start at 1000
Ent +15% attack speed
Donate Land to be in Jubilant only.
Teach Science general kingdom aid ability, to provinces with less than half your books per acre, and is removed from sage instructor
Undead gain Quickfeet.




Focus for the Age

Making it easier and welcoming for new players, and to make the monarchs job easier. Encourage more conflict out of war, and encourage more team play.

General Changes

Defiance at 50% effect when hitting the kingdoms directly above and below you in the land charts.

Banish to have the same penalties as Defect.

Defect to be allowed until end of age as long as the defection will not put your new kingdom in the top 10 for land, networth or honour.

Vacation can last a maximum of 2 weeks per age.

Starvation out of war to be at 50% effectiveness.

Provinces leave protection with 1000 honour.


New Player Help

New players to be pushed towards joining the most active kingdom with free space available. 'start new kingdom' only available from defect menu unless no kingdom is available.

The guide needs to be correct and inclusive - new players guide? Please let me know what charts and numbers are missing.

Kingdom adverts to get automatically sent to new players joining.

Monarch/Kingdom Help

Add email notifications (opt in/out) when being messaged in game and attacked or opped, setting a min time between emails, they will contain a small summary of events.

'Send to All in Kingdom' message send option

Each game month monarchs receive 20 gems per province in their kingdom, and 2 sitting hours per province, these extra sitting hours (when in full days) can be distributed by the monarch.

Item Changes

Necronomicon to be added for this age.

Werewolf legendary and composite items strengthened.

Black Cat Legendary to be renamed - I need a cat for one of the familiars..

Familiars to be added - these will be similar to dragonlings, aimed at thief/mage players. No hatching required, though random. They grow/evolve in strength over time.

Curious Peddler to be added, adding 12 temporary items.

All dragonlings lose attack speed bonus, I left one in accidentally.

The Idol of Sanctuary: You can use the reconnaisance attack with this item.

Draupnir (and Midas Crown): Triple gold income on the first, does not boost Tree of Gold.

Aid

Donate Land: In Jubilant Stance you can redistribute kingdom land by transferring barren acres to a province less than half your size. The acres are removed from your province immediately and added to the target provinces exploration queue. The target province cannot have more incoming exploration acres than its current size.

Teach Science: You can aid available books to provinces that have less than half your books per acre (science/acres), their books per acre can not exceed half of yours.


Science

Military Science to be changed back to previous ability of just increasing gains.


Training Troops

A tickbox option to force the use of gold rather than training credits.


Magic and Thievery

A few operations will change in availability to even out thief/wizard strengths, and encourage conflict.

Thief Op Availability Changes

Propaganda - War Only
Assassinate Wizards - War Only
Sabotage Wizards - Always

Wizard Op Availability Changes

Meteor Showers - Hostile
Amnesia - Hostile
Nightmares - War Only
Land Lust - Hostile

Land Lust - If you dont have access to Land Lust due to lack of relations, you can still land lust acres back from the incoming acres of non anonymous armies that have attacked you.

Race and Personality Changes

Summary

Halflings:
6/5 Elite (was 5/5), 600gc, 6nw
Dragon Immunity

Ringbearer failed attacks are not sent (but generals are away for 1% of attack time), Ghostworkers spell, +5% offensive modifier (was+25%)
Mayor: +25% defense modifier, lose -25% offensive modifier, Townwatch spell
Shadowthief:steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) , +35% thievery effect (was +25%). Invisibility spell.

Ent:
15% Slower Attack

Pinebellow: Elites and specialists at home do 1 job (new was 1.5)
Cleverwood: loses 15% slower attack , +20% gains

Avian:
Sheriff: Gain 35% thieves on failed operations from your war opponent. (was 25%)
Scout: -20% Explore Cost, +25 Credits on Attacks, lose immune to fog


Dark Elf :
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Gain Clearsight

Dwarf:
Berzerker: +20% Enemy Casualties (was 10%), +4% Military Efficiency when successfully hit (non recon) (was 2%)


Elf:
Wizard: +16% Magic effectiveness, 30% honour gains bonus Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch, Loses Quick Feet
Bard: +25% Breed Rate, Lose Immunity to riots, peasants work 1.5 jobs


Gnome:
Trickster: +14% Thievery Effects, Spell: Fog,Pitfalls, Loses Quickfeet, Bloodlust


Human:
Seer: Lose no books books when recycling science (was 5%), -75% science learning time


Orc:
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack) (was 1/10th)

Tactician: +8% Combat gains in WAR (affects all attack types except ambush) Trade Balance decays at 4x speed


Undead:
Reanimator: -90% offensive losses and -50% defensive losses (new), Greater Animate Dead Aura - Animate Dead is recast every day. Greater Animate Dead: Slain Elites are put back into training
Necromancer: Nightmares, Warspoils,Ghostworkers, Quickfeet

Freak:
Oddball:20% chance of not losing stealth with an operation (was 15%)
Fanatic:20% chance of not losing mana when casting a spell (was 15%)


Warrior:
Kingdom Influence: +4% Combat Gains (was 5% quicker)


Sage:
Librarian: 0.5 books generated per acre per tick, New: Hide Books - Intel operations out of war report 0 books


RACES

Halflings
6/5 Elite (was 5/5), 600gc, 6nw
Dragon Immunity

HALFLING ADVISORS
Baker: -50% food consumption
Chef: Second Breakfast Spell
Ringbearer failed attacks are not sent (but generals are away for 1% of attack time), Ghostworkers spell, +5% offensive modifier (was+25%)
Mayor: +25% defense modifier, lose -25% offensive modifier, Townwatch spell
Shadowthief:steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) , +35% thievery effect (was +25%). Invisibility spell.
Smith: -75% Defensive casualties, +100% defiance (raises 2x normal rate)

Ent
Elites and Specialists take up double population space (not including queued)
Cannot use horses.
15% Slower Attack
+5 Off spec (cost 700gc, 10nw)
+5 Def spec (cost 700gc, 8nw)
13/14 Elite, 1500gc, 13nw

ENT ADVISORS
Irontrunk: 50% resistance to Nightstrike, Gloom, Clearsight spell
Cleverwood: loses 15% slower attack , +20% gains
Gentlebeech: 50% Resistance to Nightmares, immune to plague.
Pinebellow: Elites and specialists at home do 1 job (new was 1.5)
Firbeard:+50% enemy attacking casualties
Summerwillow:Larger acre provinces take -50% honour.


Avians
-20% Attack time
+1 Defensive specialist strength
Aerial Annihilation (No attacking losses on massacres,learns or plunders against unfriendly or hostile kingdoms)
Cannot use horses
8/2 Elite, 800gc, 6.5nw


AVIAN ADVISORS
Scout: -20% Explore Cost, +25 Credits on Attacks, lose immune to fog
Watchman: +60% Watchtower Coverage (was +80%), Town Watch, Ghostworkers
Sheriff: Gain 35% thieves on failed operations from your war opponent. (was 25%)
Envoy: Spells: Greater Protection, Lose 30% less honour from Thief operations, Wizard Spells and attacks
Wingrider: -5% Attack Time, Elites use their offense not their defense when ambushed.
Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (10% of gains) buildings. For example - trad for 50 acres will destroy 5 additional buildings.

Dark Elves
+20% Magic effectiveness
+2 Offensive specialist strength
Evil Enthrall (10% of enemy 'slain' on attacks join province)
5/7 Elite, 650gc, 6nw

DARK ELF ADVISORS
Runesmith: +100% rune production, Eldritch Absorption((50% Gold from Fools Gold and Runes from Lightning are added to your province)
Slaver: Gains 50% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops
Templar: -10% casualties, Claim Territory - 10% of acres taken on trad march are transferred to your explore pool from enemy pool.
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Gain Clearsight
Oracle:extra 50% success chance on intel ops. No runes lost on any failed spell.
Warlock: +10% Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia,Fools Gold, Mind Focus, Pitfalls

Dwarves
+25% Building Efficiency was 30%
7/6 Elite, 850gc, 7nw

DWARF ADVISORS
Miner: Spells: Miners Mystique, Dwarven Ambush (Can ambush any province in opposing kingdom in war, requires 3 generals) Dwarven Ambush has no 25% ambush speed reduction
Loremaster:Dragon Lore (+30% damage to dragon with military, +30% gold value with dragon payment)
Mason: -75% Building construction and Raze costs
Berzerker: +20% Enemy Casualties (was 10%), +4% Military Efficiency when successfully hit (non recon) (was 2%)
Pathfinder: -50% time for reconnaissance attacks
Crafter: Ghostworkers spell, +15% Training Grounds Coverage Bonus, lose +10% Fort Coverage Bonus

Elves
+2 Def Spec
+16% Magic Efficiency
6/6 elite, 700gc

ELF ADVISORS
Bard: +25% Breed Rate, Lose Immunity to riots, peasants work 1.5 jobs
Farmer: +100% food production, No food decay
Healer: Spells: **Elven Healing (Major Restoration - if cast during war (half effect on larger acre provinces) this spell also restores 2% of targets slain troops, thieves and wizards back to the military queues if applicable. This cannot exceed the totals the target had on entry to the war. This is an instant spell that is cast on others in your kingdom, success is based on your guild coverage, Clear Sight
Wizard: +16% Magic effectiveness, 30% honour gains bonus Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch, Loses Quick Feet
Guildmaster: +10% Wizard Recruitment.
Noble: Double Peasants taken on attacks. Elven Healing/Restoration takes only 2 mana

Faery
+1 Off spec
-15% gold income
Reflect Magic Aura
3/8 Elite, 900gc, 8nw

FAERY ADVISORS
Alchemist: Spells: mind focus, Tree of Gold, Miners Mystique
Agent: +1 Stealth
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold income, +30% Home Coverage (was 50%)[/color]
Diviner: -50% honour loss against provinces with more honour
Enchantress: +10% duration on operations, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, clearsight, warspoils, town watch, reflect magic, Meteor Showers, pitfalls, Amnesia, Nightmares

Gnomes
+20% Population Bonus
+20% explore cost
Quell Riots (Intra kingdom incite riots cancels existing riots)
5/5 Elite, 350gc, 5nw (was 250gc)

GNOME ADVISORS
Prophet: +14% Thievery Effects, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate
Artificer: -25% accelerated training cost, can send thieves against a dragon (5 damage per thief sent)
Trickster: +14% Thievery Effects, Spell: Fog,Pitfalls, Loses Quickfeet, Bloodlust
Brigand: Access to Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson
Benefactor: -10% explore cost, Failed attacks return 50% quicker

Humans
+20% Science Effectiveness
Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
7/5 Elite,750gc,6.5nw

HUMAN ADVISORS
Ambassador: Mercenaries fight for half cost
Witch finder:+60% Arcane Library Coverage
Outrider: Horses have 2 offensive points, +20% Thievery Effects, Aggression,-75% losses from horse stealing
Bailiff: Prisoners make 2gc (instead of 0.5gc) Work Prisoners to death - kill prisoners to increase BE (prisoners/acres*3) (option will be on military page) (new BE lowers at half rate)[/color]
Seer: Lose no books books when recycling science (was 5%), -75% science learning time
Chamberlain: +50% Hospital Coverage

Orcs
+20% Combat gains (affects all attack types except ambush)
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack) (was 1/10th)
9/2 Elite, 700gc, 7.5nw

ORC ADVISORS
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic
Tactician: +8% Combat gains in WAR (affects all attack types except ambush) Trade Balance decays at 4x speed.
Slaughterer:Gain 50 food from each battle casualty
Pitfighter: Enemy Ambushers are 50% slower
Destroyer: -50% Draft costs and wages. Overseer: Peasants produce 4gc

Undead
No food needed
Immune to plague
Spreads plague 50% chance
Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
8/3 Elite, 800gc, 7.5nw

UNDEAD ADVISORS
Reanimator: -90% offensive losses and -50% defensive losses (new), Greater Animate Dead Aura - Animate Dead is recast every day. Greater Animate Dead: Slain Elites are put back into training Necromancer: Nightmares, Warspoils,Ghostworkers, Quickfeet
Corpsemaster: Gain 20% of enemies killed in attacks as prisoners
Gravedigger: Gain 20% enemy troops killed due to nightmares
Mortician:Each day 5% of prisoners are trained into elites.
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75%

PERSONALITIES

Artisan
+10% Building Efficiency
Kingdom Influence: 5% Building Efficiency

ARTISAN ADVISORS
Judge: -30% training time
Architect: Buildings only employ 20 peasants.
Builder: +30% build construction speed
Artificer: +10% Building Flat effect bonus
Engineer: +25% Armoury coverageInventor: Each home provides +25 food

Champion
+5% population
Kingdom Influence: Gain 3% population

CHAMPION ADVISORS
Expert: -20% Casualties
Defender:-35% damage from enemy raze attacks, 50% of troops killed from nightstrike go back into training queue
Master:Alms for the Poor - 15% of land gained from attacks goes to the smallest province in the kingdom. Province gains the remaining 85%.
Knight: Can increase wage rate to 250%, -30% honour loss from attacks and ops
Stabler: +200% Stable Production
Cavalier: double speed bonus from horses

Freak
Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
Kingdom Influence: 50% more chance of random events

FREAK ADVISORS
Oddball:20% chance of not losing stealth with an operation (was 15%)
Fanatic:20% chance of not losing mana when casting a spell (was 15%)
Gambler
: Daily Income has a 10% chance of being 100% more and a 5% chance of being nothing
Speculator: Explore, Build and Train have a 10% chance of being done for free (out of protection)
Zealot: Immune to Plague, +10% defensive military effectiveness
Wanderer: Attacks have a 35% chance of taking 1-100% less time (was 30%)

Merchant
+20% gold Income
Kingdom Influence: 5% more gold Income.

MERCHANT ADVISORS
Banker: +12% Income
Accountant: -30% stealing losses
Trafficker: Double dungeon efficiency, Can aid horses - Target cannot exceed max pop.
Auditor: Trade balance decays at 5% (instead of 1%)
Marketer: No limit on Sending Aid packages, +1% Interest on food/runes and gold interest added on runes/food/gold up to a maximum of 10% of current stockpile (rune or food or gold) income. For example, if you had 100k income and a minimum 1 million gold, you would gain 10k extra each tick.
Economist: Gain 100 gc per enemy slain

Mystic
+1 Mana per hour
Kingdom Influence: All provinces gain +5% wizard power

MYSTIC ADVISORS
Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect
Archmage: -30% rune cost
Conjurer: +25% Rune production, no rune decay
Elementalist: Meteor Shower
Sorceror: 10% Spell Effect

Rogue
+1 Stealth per hour
Kingdom Influence: All provinces gain +5% thief power

THIEF ADVISORS
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson
Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility
Bandit: -35% Effect for enemy Watchtowers
Embezzler: -50% thief cost
Swindler: +10% Thief Stealing gains
Cheat: -50% Thief Casualties

Sage
+50% Learn Protection
Kingdom Influence: All Science books are 5% cheaper


SAGE ADVISORS
Scientist: Double School Effectiveness - cannot conduct learn attacks while advisor is active
Librarian: 0.5 books generated per acre per tick, New: Hide Books - Intel operations out of war report 0 books
Scholar:+5% Science Effectiveness Researcher: -20% science cost
Professor: +10% Science Effectiveness
Instructor: Spell: Mind Focus

War Hero
+50% Honour effect bonus
Kingdom Influence: Gain 10% more honour

WAR HERO ADVISORS
Swashbuckler: +10% offensive modifier
Adventurer: Can encounter random events when exploring. +10% gains when hittng larger acre provinces.
Guardian: 25% Resistance to Night Strikes, +50% Guard Station Coverage
Traveller: -30% Exploration time
Pilgrim: Mystic Aura, Mystic Vortex takes only 1 mana.Clearsight
Fortune Hunter: +50% Credits on attacks

Warrior
-5% Attack time
Kingdom Influence: +4% Combat Gains (was 5% quicker)

WARRIOR ADVISORS
Captain: -10% Attack time
Soldier: +50% Draft Rate
Jouster: Gain honour from conquest attacks (about a quarter of trad march)
Militant: 50% acres lost on ambush
Warlord: -50% Draft costs and wages
Duelist:+15% gains on the last province that successfully attacked you

Cleric
-10% Enemy Gains from combat
Kingdom Influence: -5% Enemy Gains from combat


CLERIC ADVISORS
Preacher: 25% magic resistance
Bishop: +25% Guard Station coverage, +25% hospital coverage
Monk: -1 stealth, +1 mana per hour
Supplicant: No troops lost when you are ambushed. No losses on an ambush
Cardinal: Blessing spell,+100% (double) success for guild based spells (self spells and bless/restore)
Priestess: Restoration spell, Holy Vortex spell

Druid
-10% Casualties
Kingdom Influence: -5% Casualties

DRUID ADVISORS
Soothsayer: +50% success chance on weather spells (storms, tornadoes, droughts, lightning) and +50% duration or lightning damage
Shepherd : Stables have 400% capacity, capture 25% enemy horses when attacked
Shapeshifter : 1% specialists trained into elites each day
Elder: Nullify Spell, Immune to Fog
Ranger: -50% Exploration time, -25% explore soldier cost
Ovate:Rune Harvest Spell, 25% minimum success on spells and thief ops.



Still to be done during the age

The Planning Room, I am very keen on this as I know it will add tremendously to the game and will help with strategies for everyone, there will be the ability to compare and publish strategies, see what effects different builds/items/science have on your province.

Chat update, private chat messages and a new player channel with helpful experienced players helping newcomers. This will be a great help retaining new confused players.

Better Advertising + landing page - this should of been in last age, unfortunately I was banned from google adwords for 3 weeks for breaking some rule which was never explained to me, and google can be hard to contact. I will try again.



Finally

Thats all, hopefully some interesting changes there to fuel new strategies. I'll adjust these based on feedback. I will make permanent later on today and reset server in freeze time. Once again the rules are the same for all and I think these will encourage diversity.
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby kidconan » 25 Jun 2015, 12:43

I think we need a stance to protect the agreed war beside Rebuild stance as rebuild stance only can be used 48 hours and need 5 real days to reuse again.
A lot of amusing changes especially the sage.
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby nameisis » 25 Jun 2015, 12:49

Good changes.

But Faery serously doesn't need auras. Nor CS, nor RM. Other than that looks ok.

Also i don't think adding familars to TM - Strenghtening them is a good idea. As dragonlings lost speed bonus. And attackers are alredy much weaker than TM's. Although changes help some.
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby nameisis » 25 Jun 2015, 13:00

Also something must be done with insane MTPA and MWPA for mystics and rogues + their -35% WTs and libs advisors. You can build as much WT's and Libs as you want in end it will only make them fail 1 or 2 ops from 10 at best case scenario.

So too much mods available for thievery and magic, and much less for OPA or speed.

2. Also consider dropping pop bonus from honur, it makes warring higher honor kds almost immposible, espeically if they had good sci.
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby ImJustSayin » 25 Jun 2015, 13:33

just some things I would like to mention:

give ability to recon with idol
change LL to hostile / war
fix the avian "bug" - no losses on mass based on old meter system
orc should have increased TB decay - maybe 2x or 4x faster
2 races are proposed to lose QF. that leaves faery as the only race with it ...

I dont quite agree with the proposed change to faery. their current RM perk is pretty cool, but not especially overpowered to the point of changing it.
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby dede » 25 Jun 2015, 13:48

- The land and book donation don't promote kd playing. It promotes intra kd farm. You removed intra learn few ages ago for a reason. You made intra hit burned most land for a reason. There is no reason to open new loop hole after u closed one.
- I thought you want your game to be a smart game? Then why you make changes that promotes dumb play such as -50% starvation effectiveness oow? Why no penalty for inactivity? Pls cancel that
- The rest are ok but might wanna consider few boost on dark elf, halfer and ent. Only 5.4% people play halfer, 6,7% ppl play ent, and 6,4% play DE. Maybe bl on de, qf on ent and food wage on halfer
- also something is wrong with elf. A 2k elf merchant can double up 7 ents @1800 acres without armories seems broken. Too much income m8
- lastly the nw -50% defiance thingy might promote landdrop when you said few ages back you want promote landgrowth. Imo to promote some action, all meters for all kinds of hits must be same. 200 hostile points and same defiance. Right now they are all messed up n too complicated n too gay
thx admin
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby dede » 25 Jun 2015, 14:05

19.50] p K: why does everything have bonuses and no penalties?
[19.50] p K: not necessarily penalty on every bonus, but maybe just ONE penalty on every race


this guy makes a lot of sense admin
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby nameisis » 25 Jun 2015, 14:22

dede Ent is too turtle and needed nerf. It doesn't mean that it's weak, because nobody plays it.

And there must be some option for downsizing. So donate land is good. No idea about Sci - new player type - Sci bank.
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby Grigs » 25 Jun 2015, 15:02

^Nailed it. Science and honor bonus are heavily weighted towards T/Ms, and it often impossible to have a noticeable defense against spells and opts. Lower the base modifers from Crime and Channeling just a bit and raise BE. Replace honor's pop bonus with a gaines bonus. Lower Bandit and Illusionist effect to -30% from -35%.

Stop letting ToG interact with Draupnir, this is clearly abusive.

Take Reflect Magic from Elf and put it somewhere useful like UD, Warrior, Cleric.

Give Crime a secondary effect that increases intel effectiveness, or make some kind of spell that does, it just crazy hard to get good intel if your not a thief and recon doesnt cut it.
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Re: Age 27 - The Age of Prophecy - Preliminary Changes

Postby dede » 25 Jun 2015, 15:42

Nameisis

So we have coin + intra tradmarch and you still need more option for downsizing? Lol!
The way i see it the only good on land donate is promoting dwarf cow and nothing other than that. Makes chaining lot hard oow and promoting ghetto bashing. Thought we promoting land growth since few ages ago. I even think intra trad should remove honor like wol! That will be fun

and sci donate just dumb idea to help dumb players who don't know how to pump their sci properly. We gotta stop the promoting dumb game play mechanism before the game turns to a snooze fest
abusable? Hell yeah. Ppl can easily make sci farm and donate the books?

also the price of ent troops are crazy. I play ents this age n it is crazy expensive to train leets oow without a help from a bank.

and admin basically killed halfer this age so yeah i stand on my ground about give them a boost
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