After years of stagnation, Mehul is planning a drastic change to the races in the game. Four races will be dropped (Faery, Halfling, Avian, Undead), and two new races will be introduced (Gnomes/Goblins, Dark Elves).Š Here are some templates for the changes. This is not yet meant to be balanced, but this is more of a target idea of the base concept Mehul is looking at.
Template published 24-Jun-2007:
* We will implement the changes to Nightstrike
Latest race/personality structure (minor changes):
Races (complete listing):
Humans: - Income, Science / Magic * 6/4 - $900 * +25% Income * +20% Science Effectiveness * +1 Def Spec * (-1 Mana/Hour) * (-25% Magic Effectiveness) * Spells: Greater Protection, Aggression
Elves: - Magic, Honor / Efficiency * 6/5 - $1000 * +1 Mana / Hour * +20% Spell Strength * +50% Honor Bonuses * (No Access to Dungeons) * (+20% Military Wages) * Spells: Mystic Aura, Clear Sight, Reflect Magic, Pitfalls, Amnesia
Dwarves: - Efficiency, Construction / Thievery * 6/6 - $1200 * Free Building Construction * +30% BE * Immunity to Fog * (-1 Stealth / Hour) * (-20% Thievery Effectiveness) * Spells: Fog, Animate Dead
Orcs: - Attacking, Destruction / Honor * 8/2 - $1000 * +25% Gains * No Draft Costs * Spread Plague / Immune * (No Honor Bonuses) * (-25% Science Effects) * Spells: Aggression, Fanaticism
Gnomes/Goblins/Halflings: - Thievery, Population / Health * 5/5 - $300 * +40% Thievery Effectiveness * 50% Cost of Thieves * +10% Population * (No Access to Hospitals) * (-15% Birth Rates) * Spells: War Spoils, Quick Feet, Town Watch, Vermin
Dark Elves: - Magic, Attacking / Land * 4/6 - $1000 * +25% Magic Effectiveness * No Runes Needed * +1 Off Spec * (-10% BE) * (+20% Exploration Costs) * Spells: Tree of Gold, Invisibility, Fool's Gold, Nightmares
Personalities (just the changes): * General: remove * War Hero: Same as old General * Mystic: Meteor Shower spell instead of Rune Production bonus * Warrior: 15% lower attack time instead of lower merc costs
To clarify: all races would have anonymity to make it more useful and harder to determine who it was.
* Razing would not be allowed into or out of another war
* Anonymity spell would provide the same benefits but with a 15% attack time drawback
Template published 23-Jun-2007:
Humans: - Income, Science / Magic 6/4 - $900 +25% Income +20% Science Effectiveness +1 Def Spec (-1 Mana/Hour) (-25% Magic Effectiveness) Spells: Greater Protection, Aggression
Elves: - Magic, Honor / Efficiency 6/5 - $1000 +1 Mana / Hour +20% Spell Strength* +50% Honor Bonuses (No Access to Dungeons) (+20% Military Wages) Spells: Mystic Aura, Clear Sight, Reflect Magic, Pitfalls, Amnesia
Dwarves: - Efficiency, Construction / Thievery 6/6 - $1200 Free Building Construction +30% BE Immunity to Fog (-1 Stealth / Hour) (-20% Thievery Effectiveness) Spells: Fog, Animate Dead
Orcs: - Attacking, Destruction / Honor 8/2 - $1000 +25% Gains No Draft Costs Spread Plague (No Honor Bonuses) (-15% Science Effects) Spells: Aggression, Fanaticism
Gnomes (or Trolls?): - Thievery, Population / Health 5/5 - $300 +40% Thievery Effectiveness 50% Cost of Thieves +10% Population (No Access to Hospitals) (-15% Birth Rates) Spells: Quick Feet, Anonymity, War Spoils, Vermin
Dark Elves: - Magic, Attacking / Land 4/6 - $1000 +25% Magic Effectiveness No Runes Needed +1 Off Spec (-10% BE) (+20% Exploration Costs) Spells: Tree of Gold, Invisibility, Fool's Gold, Nightmares
Personalities: General: remove War Hero: Same as old General Mystic: Add Meteor Shower spell instead of +20% Rune Production Warrior: 20% lower attack time instead of cheaper Mercs
* Spell Strength would mean an increase in duration for duration-based spells and damage for offensive spells. Some one-time non-damage spells might be exempt (for example, Mystic Aura).
As for other changes, we are looking at the following:
* Transferring the Genesis war-start system * Lowering base draft cost * Making the initial exploration pool smaller * Increasing initial land, population, and food
* Increase home birth rate bonus to 2.5% * Dungeons would house 20 prisoners instead of 25
* Prisoners would provide 1/2 gc and 1/2 job * Release Prisoners op is more powerful * +50% Birth Rates during the 24-hour post-war ceasefire * Raze would be available during war but only destroy buildings * Attacks would take equal portions of barren land and other land instead of always taking barren land first
Undecided on these right now:
* Re-doing Nightstrike to weaken overall but also target away armies
Probably will be postponed for future evaluation:
* Less damage but quicker massacre & plunder * Exploration credits in war
Template published 21-Jun-2007:
Humans: - Income, Science / Magic 6/4 +25% Income +20% Science Effectiveness +1 Def Spec (-1 Mana/Hour) (-25% Magic Effectiveness) Spells: Aggression
Elves: - Magic, Attacking, Honor / Efficiency 5/6 +1 Mana / Hour -50% Merc Cost +50% Honor Bonuses (No Access to Dungeons) (+20% Military Wages) Spells: Greater Protection, Mystic Aura, Clear Sight, Reflect Magic, Pitfalls, Amnesia
Dwarves: - Efficiency, Construction / Thievery 6/5 Free Building Construction +30% BE Immunity to Fog (-1 Stealth / Hour) (-20% Thievery Effectiveness) Spells: Fog, Animate Dead
Orcs: - Attacking, Destruction / Honor 8/2 +25% Gains No Draft Costs Spread Plague (No Honor Bonuses) (-15% Science Effects) Spells: War Spoils, Fanaticism
Gnomes: - Thievery, Population / Health 5/5 +40% Thievery Effectiveness 50% Cost of Thieves +10% Population (No Access to Hospitals) (-15% Birth Rates) Spells: Quick Feet, Anonymity, Aggression, Vermin
Dark Elves: - Offensive Magic, Attacking / Land 4/6 +50% Magic Effectiveness on Offensive Spells 25% of Enemy Spells Fail +1 Off Spec (-10% BE) (+20% Exploration Costs) Spells: Tree of Gold, Invisibility, Fool's Gold, Nightmares, Meteor Showers
Personalities:
War Hero: % of enemy troops are captured in attacks? Mystic: Spells are all more powerful / longer duration Warrior: 20% lower attack time General: remove
Template published 19-Jun-2007:
Humans - Income, Science / Magic 6/4 +20% Income +20% Science Effectiveness +1 Def Spec (-1 Mana/Hour) (-25% Magic Effectiveness)
Dwarves - Efficiency, Construction / Science 5/6 Free Building Construction +25% BE Immunity to Fog (-25% Science Maximum)
Elves - Magic, Honor / Thievery 6/5 +1 Mana / Hour No Runes Needed +50% Honor Bonuses (-30% Thievery Effectiveness)
Orcs - Attacking, Destruction / Honor 7/2 +25% Gains +20% Enemy Military Losses Spreads Plague (No Honor EFfects)
Gnomes - Thievery, Population / Health 5/5 +40% Thievery Effectiveness 50% Cost of Thieves +10% Population (No Access to Hospitals) (-15% Birth Rates)
Dark Elves - Offensive Magic, Attacking / Efficiency 4/6 +50% Magic Effectiveness on Offensive Spells -50% Mercenary Cost +1 Off Spec (-15% BE) (+15% Military Wages)
Personality changes:
Mystic: All spells are more powerful / longer duration
Warrior: -20% Attack Time
War Hero: A portion of enemy troops are captured and converted to be your soldiers in all successful attacks
General: (personality removed)
Template published 18-Jun-2007:
Miscellaneous Variable Changes
* Lower base draft costs * Smaller initial exploration pool * More initial land/population/money
Combat
* Plunder & Massacre would be quicker attacks, have less impact and lower casualties, but also have a significant offense bonus (25-30%).
* In war, there would be exploration credits to help counteract net land lost in battles
Races & Personalities
For this, we are thinking of simplifying a bit and dropping down to 6 races and 8 personalities. Right now, there are simply too many to make them all consistently viable and unique.
For personalities:
* Generals would be removed * Warrior would be changed to -20% Attack Time
New Races: Elite unit is listed next to race; Races negatives are put in ( )
Human - 6/4 --- +25% Income +1 Defensive Specialist +30% Thievery Effectiveness (-1 Mana/Hour)
Elves - 5/6 --- +1 Mana/Hour -50% Mercenary Cost Mercenaries fight as 5 Soldiers (No access to Dungeons) (+20% Military Wages)
Dark Elves - 6/3 --- No Runes Needed Access to all Offensive Spells 25% of Enemy Spells Fail Plague Spell - see below (No Access to Hospitals) (+20% Exploration Costs)
Dwarves - 6/5 --- +30% Building Effectiveness Free Building Construction (-1 Stealth / Hour) ** this race needs something more **
Orcs - 8/2 --- No Draft Costs +25% Combat Gains (No Bonuses from Honor) (-15% Science Effects)
Lizardmen - 5/5 --- +15% Max Population +50% Birth Rates Cannot be Ambushed (-15% Building Effectiveness) (+20% Military Losses in Combat)
The Plague, instead of being spread by Undead, would be spread through a very difficult Dark Elf spell and then by attacking or being attacked by infected provinces. (Original post) |