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Genesis: Reloaded
Posted by UnderCover, 5833 days, 2 hours and 48 minutes ago
Category: Utopia Announcements
The current round of Genesis is expected to end this Friday, February 13th. The following changes are planned (some of these could change over the next few days):

* Military system will be redone; The 4 units will be as follows (names will vary by race):

(Name, Strength, Approx Cost, Maintenance)
Soldier: 1/1, $75, $1gc / 4 troops
Archer: 3/2, $250, $1gc troops
Knight: 4/5, $600, $2gc / troop
Elite: */*, $1200, $4gc / troop

* Elites values will vary by race. These numbers are just estimates and can certainly be adjusted. The idea is to create a definite cost vs. space trade-off in the military units, while trying something new in eliminating the pure offense/defense units.

* Gains from attacks will likely be impacted a little by the overall relative sizes of the two kingdoms involved. Attacking a big province in a big kingdom will provide higher gains than attacking a big province in a small kingdom.

* Ambush will be improved; Fog might negate War Spoils as well.

* We're going to look at the idea of "building investments" as an option to increase the efficiency of land for a cost. More details will be posted when available.

These are the major changes we're looking at. We'll also likely add things like a spell or operation targeting prisoners and other similar changes - those will also be posted when determined.

Mehul (Original Post)

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Readers' Comments

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Posts: 1
(12-Feb-2004 10:43 am)
Why Mehul don't change FOG SPELL for other utilities, one example:

-A province with FOG lose less units (10%)
-Someone attack a province with FOG lose more units (10%)
-One undead attacks a province with FOG get less gains (15%)

can make more usefull the fog spell.
Posts: 1
(12-Feb-2004 01:04 pm)
I guess i'll try undead merchant when the next age starts...
Posts: 4
(13-Feb-2004 02:45 am)
Boys it's getting better:

I think the military numbers we're looking at for Genesis are:

- Unit #1 (1/1), $75, $0 maintenance
- Unit #2 (3/2), $250, $0.5
- Unit #3 (4/5), $600, $2
- Elite (*/*), $1200, $6

The idea is to make the units progressively stronger, but also significantly more costly. I'm not sure what these all-purpose units will do to attacking, so we may open up Conquest more to change the dynamic there.


Like we all know already we need as much pop as possible so I think orc will be best with as main def unit knights and prob still high off elite.
(Posted as Duke Pug)
Posts: 36
(13-Feb-2004 05:45 am)
Human Merchants???

Dwarf Generals are gonna RULE!!!! They have -25% Maintenance and General also has -25% Maintenance. -50%. LOL. I'll have a Full elite army and 5 Generals AND 50% better spy ops and such :P.

Dwarf Generals are gunna RULE especially with their big starts!!!
DethApostle BoD
(Posted as DApostle)
Posts: 2
(13-Feb-2004 06:58 am)
I was going to try a Dwarf Attacker, was going off the idea.

It's back on now!
Game on.
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