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Age 74 Changes

Open Archived Jamzi opened this discussion on

Jamzi -

Age 73 will end 29th Jan 23:59:59
Age 74 will be started manually by our Coder Admin Max sometime after this. There will be 24hrs with no action where you can reset your tribe as many times as you like to try different things. Then everyone will exit protection together and the start set-up by each player will begin.


Age 74 Changes
:

Short(er) Version:


* The game will switch from “Infinity” style to ”Resets“ style - note this is not an exact replica of ”Old“ Orkfia from 2001-2005 but what we hope is an evolution of both styles.

* When you die early, you come back bigger than when you started the Age in the hope you can still enjoy the rest of the age.

* War will now be declared by one side rather than happen automatically. You can war only one alliance at a time and the spells/attacks/operations most popularly used for killing tribes are now war-only. If you suspect WarBlocking report to LnO.

* Hostility will be removed, Power will be used to track the points to win war.

* Criteria for an Alliance to win the overall Age will switch from Power Ranking to Land Ranking. Weekly statistics will be recorded by staff with a view to probably incorporating this into the ”Badges“ update coming soon if it's popular/interesting.

* Age 74 races (primary role is in brackets afterwards):
Raven, Oleg Hai, Nazgul, Uruk Hai (Attacker)
Mori Hai, Owl, Wood Elf, (Thief)
Eagle, Templar (Mage)

Many races have some changes too which are detailed below.

* Resource Farm list is removed as you can no longer take money from other tribes.


We have also worked on mobile device improvements, a third email newsletter to old players, 4 new Video Tutorials(Orkfia YouTube channel) and work is ongoing regarding updating the Orkfia Wiki.

That's the changes, if you would like more detail on any of these changes, then there is more below.


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More Detailed version

Winning Criteria:
How to win the game:
The #1 alliance IN SIZE at the end of the age wins the age.

Staff will announce weekly winners and achievements of note manually during this age. In the future it may be possible that forum badges (which you can choose to display on your forum posts) can be earned for members of alliances who are weekly winners.

Resets:
The game will switch from 4 week “Infinity” style that is in play now (tribes reset individually at various times according to when they die) to 4 week “Reset” style (tribes reset at the same time to the same size at the beginning of the age, also alliance markets, science and rankings reset at the start of the age).
It is a soft reset so forums, alliance banners, names, elders, personal saved messages remain unchanged.

Starting


Starting resources
All tribes start at 500 acres with 3 million crowns (subject to race modifiers).
They can train and build instantly for a 24 hour period to enable people to trial different races/strategies but no actual time passes.
Building is free during this time.
All tribes start with 18 hours of the basic self-spells (Elendian, Matawaska River, Lord of Harvest, Quanta).
All tribes start with 0 mana and tp.
After 24 hours the game starts.

Races with a different amount of money:
Spirit: 3192000
Templar: 3270000
Mori Hai: 3270000
Dwarf: 3972000
Light Elf: 5250000
Balrog: 1705500
Dragon: 600000
Owl are set at 3 mil on purpose.

Citizens now pay the same tax regardless of size (currently increased tax is paid by citizens of tribes below 2000 acres).


What happens when I die?
Each age lasts 672 hours (exactly 4 weeks). When you die during the age, you start with 500+(hours_passed*3) acres. The time of death is used for determining the amount of acres. For example if you die half-way through the 4 week age you would restart with 1508 acres.

Market & science
Market and Science are reset with the new age start.
Goods from deceased tribes remain in the market as belonging to unaccounted for. These goods decay slowly (it's the market managers' tax for operating the market!)
For RPs it doesn't matter if they were invested by deceased tribes. Once they're invested they belong to the alliance and enter the usual decay cycle.
-> There are NO changes to how market and science works apart from the reset before age start.

War

- It is possible to declare war on any alliance of your choice. Elders and co-elders can declare and surrender wars. The elder has the choice of not appointing any co-elders.
Declaring war can be done in the War Room. Use the box from the Alliance page, type in the appropriate alliance number, you get a result, then declare war.
- War is always 100% damage, both in and out of war, without any ”charging up time“.
- Hostility no longer plays a role in the game, Power is only used in the background to determine who wins a war.
- Surrender is possible after 24 hours.
- Truce can be offered right away using a check box. Once both alliances offer truce, it automatically happens. Truce offers can be withdrawn at any time.
- Maximum war duration is 48 hours.
- To win a war, you must kill 25% of the enemy alliance's size, as measured at the war declaration.
- There are no war spoils.
- You can only be at war with one alliance at a time.
- There is a twenty-four hour cool-down period between the alliances who just warred to give another enemy alliance the opportunity to declare.
- Alliances who have been at war cannot declare for six hours upon losing/winning/trucing a war.

War-blocking
If you feel that the new war system is abused in order to block you from waging war on another alliance, file a report under ” Report Cheating/Abuse“ via ”Contact Staff" in Society menu and Law and Order will look into it.

LnO follows a specific guideline to determine whether war-blocking is the case. However, LnO reserves the right to deviate from that guideline.

Co-op prevention measures: Ops/spells/attacks

Some thief/mage/attacker actions a tribe can take can only be accessed during war, making it also considerably more difficult to kill a tribe you are not at war with.
The following actions are available at all times (in or outside of war): All intel ops, all self ops, all self spells, all alliance spells (FoR, SoD, Heal, Cleanse), Ambush, Mystical Rust, Wrath of Cyclops, Fear, Juranimosity, Enchantress Salem, Winds of Distress, Poison, Lightning Bolt, Standard attack, Pillage, Commandeer and Barren Grab.
“War Ops” can only be performed against the alliance you are at war with.

Attacks
- Raid no longer earns money. It only kills citizens.
- Tribes no longer receive a 15% defense bonus when being raided.

Resource farm
The resource farm tool is removed as there is no longer any way to get hold of money in an enemy tribe and all it does is provide free intel.

Race changes (please note that some races are changed but are still not in play for Age 74)
The races in play for age 74 are:
Raven, Oleg Hai, Nazgul, Uruk Hai (Attacker)
Mori Hai, Owl, Wood Elf, (Thief)
Eagle, Templar (Mage)

Changes:

Orcs
Oleg Hai (Age 74):
Added trait: Immune to Lightning Bolt

Uruk Hai (Age 74):
Vigilant Battler now gives 50% of normal military losses in combat rather than 75%, and gives that regardless of whether it is a retaliation attack or even defensive combat.


Elves
High Elf(Not in play):
Receives twice as much fame. Basically calculate the normal fame gained, then add that same amount to the High Elf’s tribe. The latter amount of fame is not stolen from your opponent, however!

Wood Elf (Age 74):
Tree Ent is now 0/9 for 1065 crowns.


Humans
Brittonian (not in play):
Change citz in hideout trait to: Each % of science gives Brittonian +2 citizens per hideout on top of the 40 a hideout commonly holds.

Dwarf (not in play):
Guild and hideout now hold 100 citizens.
Exploration costs 33% more.
(Grunt 50 cr)
Hammer Smasher 1060
Stone Thrower 1015
Grey Beard 1300
Short Cloak 370

Templar (Age 74):
Pegasus Knight now costs 475 cr


Winged
Owl (Age 74):
1 hour thievery return time on intel and black ops.
Now gains fully from self ops.
Swift Feather 0/0 150 cr

Dragon (not in play):
20% minimum citz damage -> 60% minimum citz damage.
20% of normal exploration cost in both crowns and citizens.
Green Dragon 35/10 735 cr
Black Dragon 10/35 830 cr
Red Dragon 55/10 1450 cr
White Dragon 5/5 50 cr

Raven (Age 74):
Blackclaw 4/0 250 cr
Razorwing 0/6 600 cr
Blackwing 5/5 970 cr


Cursed
Balrog (Not in play)
50% of normal exploration costs (crowns and citizens)
Devil 0/16 950 cr
Occultist 0/16 1000 cr
Demon 14/14 1340 cr
Spy 0/0 125 cr

Nazgul (Age 74):
Removed: 25% resistance to magic and thievery
Removed: 25% chance to fail spells and ops
This is possibly a temporary measure, depending on the race's effectiveness.

Spirit (not in play):
Phantom 2/0 80 cr
Poltergeist 2/7 830 cr
Ghoul 4/3 400 cr

Undead (not in play):
Removed: Each month the player receives a bonus 0.1% vampires
Now burns 50% of the target's maximum mana/thievery points when attacking.
Imp 0/0 300 cr


In addition to these Game-play changes, Hardar has worked on some improvements to the mobile/small device version of the game which should be live in the next week, a volunteer has come forward who may continue further with this work. There are 4 new Video Tutorials now uploaded to the Orkfia YouTube channel (Thievery, Market, Communication and Research) bringing us to 9 in total.

We will be sending out our third email (Newsletter) since November in the hope of encouraging further old players to return (we will also start marketing prospective/new players soon once we have done more to make it easier for them).

Thanks to all the many hours Bolle, Max and Hardar have done recently on changes. If anyone would like to volunteer to help with some of the jobs we’re doing (particularly with continuing to update the wiki which I know Hardar and Sanzo have been doing too and thanks to them for that also), please let me know.

Sanzo -

wow that's a pretty long post

Del -

Most of this looks pretty rad. Oleg getting _another boost_ scares me though.

hardar -

Quote
Sanzo, 1 minute ago

wow that's a pretty long post


Yours is pretty long too for just saying “tl;dr”

[:p]

Darkwing -

What does this mean?

Quote
Nazgul (Age 74):
Cost: 100 / 129 / 170 (142, 213) / 300

EM -

I appreciate the war ops bit. I never liked the DM/Arson famerape, despite being one of its main abusers ^^ Too many tribes would disappear, since its the type of harassment that truly effects a tribe.

Auspell -

Removed: 25% resistance to magic and thievery
Removed: 25% chance to fail spells and ops

this is not good [:|]

Bulby -

no raids :(

taNk -

A lot of positive changes here. Can't wait to see them in action.

Except this:
Quote
Oleg Hai (Age 74):
Added trait: Immune to Lightning Bolt
[:|]

EM -

Quote
no raids :(


...and I was just about to play Dragon :(

Jamzi -

I hate to wee on your bonfire but also there is no dragon (for age 74) :-/[:$]

If it makes you feel better I am also disappointed in myself that there is no Spirit [cry]

Bulby -

so now it looks more likely to get attacks into the big alliances from outside grabs... cant do some ops unless at war...

Reyes -

looks good

Bolle -

@Darkwing, woops I removed that now. It's the standardized version of nazgul unit costs.

@Bulby LB, WoC and MR are always available to retaliate.

Tommies -

Does that mean you still need waponaries in war to perform damage on BC and raze?

Good work mods![:D]

Bulby -

WoC and Rust arent very good retal ops... when they find half their houses burnt down its more of a damaging if i attack...most likely i wont want to attack again for a while so could care less if my weaps are damaged temporarily...walls will be okay if you have someone that can hit back in your alliance but does the damaged party little as most people wont attack a person who can instantly retaliate

Bolle -

Quote
Does that mean you still need waponaries in war to perform damage on BC and raze?


Yes, that is left just the way it is now.

@Bulby, that is exactly why you can NOT retaliate like that.
To retaliate, you'll have to either:
- be content to WoC/MR/LB/Ambush
- Run the attackers required to grab him/her back.
- Declare war and kick their asses.

Accidentally almost killing an attacker is not appropriate retaliation. That's a kill attempt.

Just to change your perspective: imagine you grabbed someone during a war to get more max citizens. The enemy Alliance retaliates in force and decimates half your homes. You file a co-op. What should LnO do?

Del -

Damn but then anyone running 7% walls is immune to any damaging attacks in war? An attacker out of range for grabs is worth nothing n war.

hardar -

Hint: An attacker can run more than 25% weaponries.

[WOME] Istari -

In our recent escapades it seems like walls negating 3x the damage that weaponries provide is pretty huge. Very frustrating going for kills when a 7% acre investment negates a 25% acre investment.

Del -

Yup especially since the T/M tribe can still have mana/tp and the attacker is essentially out of land.

Sanzo -

yeah so frustrating that the target gets defense. don't they know they're just supposed to let you kill them? [8)]

Del -

Then add 25% blocks all spells and 25% gh blocks all ops unless the opposing tribe runs 75% HO or something. You just like to troll me sanzo [;)]

Lyr -

Attackers have other options to cause damage though (grabbing, for example). T/M generally don't.

Sanzo -

Get more weps then, noob Del [:p]

Sanzo -

@ Jamzi & Dev team:

I fear anyone who chooses a race with a cheap and efficient def unit will just outgrow everyone. Like Mori's 0/5 for 500cr.
In old ork these units were cheap, but not efficient at all.
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