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Major New Changes
Posted by Brother Green, 4142 days, 1 hour and 9 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
Yue
Posts: 2
(18-Jan-2002 07:01 pm)
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Superthieves is going to be very dangerous next age! They will be more powerful with the thieives'dens.
Puck
(Posted as Pix)
Posts: 1
(18-Jan-2002 07:24 pm)
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just remember atacking ppl look at both changes to dungeons 1/5 of a worker none of them dying, that would mean, the house 20 ppl employ 15, and when maxed out provide 10 extra workers (house 50 prisoners) thats almost the equivilant of an avian home, and just think of all thoes free mercs and increaced NW

on this does NE1 know if prisoners eat?
farks
Posts: 1
(18-Jan-2002 07:25 pm)
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so how many jobs do homes use...i didn't know abbout them using jobs last age...maybe that's why my utilisation was below where i wanted it...i was thinking of going elf mystic this age, but with the new changes i am definately going super theif...long live halflings!!!!!!
farks
Posts: 2
(18-Jan-2002 07:26 pm)
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oh and i don't really like the percentages for the watchtowers...oh well...it's gonna make it harder to increase tpa as quick as last age, but meh...i like seeing all the new changes this age...should be more balanced
Ikaemos1
Posts: 21
(18-Jan-2002 07:35 pm)
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i don't see why people are saying mage will be worse than last age, they'll be better. Metor Storms will be less powerful but with landlust mages can grow much faster than ever before during a war. Metor Storms never helped mages grow it just made other fear supermages, it never really helped the mages with their own province it really helped the attackers in the that kd because they had easier targets.

Plus if the armories thing comes through it helps faries more than any other race, they have the worst income so it tough to train elites quick but with 90% reduction in cost they can do it in no time.
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