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Major New Changes
Posted by Brother Green, 4169 days, 6 hours and 10 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

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AuthorComment
Ayestes
Posts: 15
(19-Jan-2002 12:54 pm)
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One thing... Mehul needs to me more specefic.

I doubt Mills will give +80% Util.
iqbal
Posts: 2
(19-Jan-2002 01:37 pm)
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SOULSEER, yes, i know about the distance penalty. in this age, it doesnt do attackers much justice, let's just hope in the next age, it will matter.. and besides, isnt it logical that thieves must travel to their targets and therefore use some amount of time on travelling?

one other thing, nobody gave you any mandate to 'point out them all (dumb posts) out' and 'wasting your time'

chill out okay? sheesh
farks
Posts: 5
(19-Jan-2002 02:47 pm)
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i would like to see mills give a higher max of nw....like having 30% mills for a max of 40% of utilization...even that would be pushing it i think
Enko
Posts: 11
(19-Jan-2002 03:40 pm)
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"Argh!
Why give anonymity to halflings and fearies...
they are not going to attack anyway
Give it back to Avians PLEASE!"

hey togre, you think faeries can't attack? you're an idiot. with beastmasters for defense, i used SOLDIERS to attack. they are 2/2 with aggression 3/1 plut warhorses 4/1 then bloodlust, barracks, and war sciences its something around 5.5/1. they only cost 50 gc to draft and i had around 15000 soldiers. with anonymity, quickfeet, and warspoils you can attack 3 or 4 times a day without peeople knowing who you are and get your land fast. just because faeries have a low attacking elite doesn't mean they can't attack.
FestiveGibbon
Posts: 1
(19-Jan-2002 04:07 pm)
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Landlust seems cool, but it will probably only give one acre for a few k's of runea
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