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Major New Changes
Posted by Brother Green, 4169 days, 11 hours and 42 minutes ago
Well, the idea of "no major changes" has been officially thrown out the window. More possible changes listed below:

BUILDINGS:

* Mills will be upped to 4% / 80% Max
* Armouries: 3% / 90% Max (We're going to reevaluate that one as we had not considered the 99% reduction with 110% Utilization)
* Barracks: 2.5% / 50% Max
* Forts: 2.5% / 50% Max (Battle Losses)
* Hospitals: 5% / 80% Max
* Watchtowers: 5% / 50% Max; plus, 5%/50% Max of identifying opposing thieves when operations fail
* Schools: 1.5% / 60% Max
* Universities: 4% / 80% Max
* Libraries: 1.5 Points / Day
* Dungeons: Prisoners no longer naturally die (they still die of Plague, though)
* Homes: Require $10 / Day in Maintenance

* The Home theory is that other buildings pay for their operations through profits generated by whatever business. Homes, do not, and therefore require maintenance.

MAGIC:

* Anonymity will be available to Humans, Halflings, and Faeries
* Patriotism will also lower the effects of Propaganda
* Droughts will also slow the draft process and cancel any Storm spells
* Storms will also lower attack strength slightly (3%) and cancel any Drought spells
* Haste has been renamed to "Builders' Boon"
* Meteor Showers are weaker and more difficult to cast
* Greed also increases draft expenses
* Nightmares do more damage, but instead of killing troops, it simply forces them into retraining for 12 hours.
* Amnesia does more damage, but much of it is temporary. Most of the lost science is simply placed into re-learning, while a small portion is lost permanently.
* New Spell, LandLust, simply steals enemy land. Spell will be war-only, relatively weak and difficult to cast, but count towards combat gains/losses in wars.

None of these changes are set-in-stone yet, but that's what we're leaning towards.

Mehul (Original)



Readers' Comments

Page: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 All « Previous    Next »
AuthorComment
Coopman
Posts: 12
(19-Jan-2002 11:37 am)
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hey if you go elf and max out hospitals you can have no casaulties
MafioZo
Posts: 14
(19-Jan-2002 12:20 pm)
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Why are you whining about anonimity?

I didn't use it once this age, hence I'm 5.5k avian attacker.

Anyway I'm the only avian in kingdom, no humans either, and some tiny faeries :)

Its so useless waste of runes that you can't even imagine, I'd cast TW isntead of it. Go away Anonimity, you are so useless!
Verlin
Posts: 1
(19-Jan-2002 12:42 pm)
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I think that we DO NEED more offensive spells, and some current spells should be tweaked a little bit.

Tornados- Should kill peasents and do damage to birth rates, this will balance the weak MS and FB spells

Landlust- It seems to be a good spell, but wont the distance advantages mean less land will be gained?

Expose Theives- Should have a chance to kill/ untrain some theieves and should expose more sleath

Amonity- Should be given to Evles and some other race. It seems stupid to give it to faeries, since they will have all spells.

I think that attackers should have some defenses against T/M... other than buildings.
farks
Posts: 3
(19-Jan-2002 12:50 pm)
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malkum...how do you figure that with the mill bonus you can have 110% utilization...it just means that the building costs will be reduced to 80%...or at least that's what i think will happen...i was planning on going supertheif, but now that i think about it, going halfling attacker/theif should be a great idea
farks
Posts: 4
(19-Jan-2002 12:51 pm)
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for halflings...anonymity and war spoils should work very well together for halflings :))
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