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Age 91 Changes

Open Sanzo opened this discussion on

Sanzo -

Greetings Players. Here are your changes. Due to change if deemed absolutely necessary


Game Mechanics / Miscellaneous Changes

Abandon Alliance
It is now possible to leave (or abandon) your Alliance. When you abanon your alliance you create a new alliance. You bring your market history with you. Abandoning your alliance is only allowed once an age.
Abandon Alliance to be available in Tools > Options > Account Options

You cannot abandon your alliance if:
A. Military is returning
B. During War
C. While in Vacation Mode


User Interface
Military Advisor Page - Oleg only
Add off bonus from Oleg 2nd general to military advisor page

Invasions Page
Add to Invasion Advisor “this tribe is at war” if target is at war with you or with a 3rd party

Sneak/Intercept results
Show at the bottom of sneak/intercept (and archived intel)
Raw offense: XXX,XXX
Raw defense: XXX,XXX


Buildings

Weaponries
1% increases building damage inflicted on destructive attacks by 1% ---> WAR ONLY effect

Walls
1% decreases building damage taken on destructive attacks by 1% ---> WAR ONLY effect

Temples (kinda)
Priests now pay taxes


Science
Make all branches max out at 100%
Halve all bonuses:

War Research Branch
1% science = +1.00% Increased Effectiveness of Weaponries (max 100%)
1% science = +0.50% Increased Mana and Plans (storage and regen) (max 50%)
1% science = +0.50% Increased Attack Building Damage (max 50%)
60% science = Military and Thievery returns 1 month faster from invasions (min 2)

Infrastructure Research Branch
1% science = +1.00% Increased Effectiveness of Walls (max 100%)
1% science = -0.25% Decreased Building Damage taken (max 25%)
1% science = +0.25% Homes Hold increased (max 25%)
60% science = Buildings build 1 tick faster (min 2)

Growth Research Branch
1% science = +0.50% Increased Citizens regen (max 50%)
1% science = +0.50% Increased Production of Mines, Yards and Farms (max 50%)
1% science = -0.30% Decreased Explore Cost (Crowns) (max 30%)
60% science = Exploring is 1 month faster (min 1)

Politics Research Branch
1% science = +1.00% Increased mana and plans burned with Hwighton Raid and Enforced Honesty (max 100%)
1% science = -0.50% Reduce fame lost when invaded (max 50%)
1% science = +0.50% Chance to negate effects of Pestilence and Engineered Virus (max 50%)
60% science = 10 new acres settled per month

(no bonuses are being changed here, it is just visual)


Spells
Conjured Focus
1 rp per 750 citz ---> 1 per 1,000 citz


Race Changes
Dragon
Change: Resource buildings give 60% normal ---> 50% normal
Remove: Destroy 5% of 3 randomly selected buildings per successful attack
Basic Baby Dragon 2/2 150 cr ---> 1/1 150 cr
Off Green Dragon 10/2 450 cr ---> 10/2 600 cr
Def Black Dragon 2/10 650 cr ---> 2/10 800 cr

Brittonian
Farms produce 375kg ---> 250kg
Homes hold 450 ---> 400
Starting money 4,500,000 ---> 3,750,000
Off Highwayman 4/0 500 cr ---> 3/0 450 cr
Def Lawyer 0/4 500 cr ---> 0/4 450 cr
Elite Marauder 2/6 1,100 cr ---> 2/7 1225 cr

Dwarf
Add: Do not require wood to build
Change: All buildings hold 80 citizens except Mines (125), Guilds (10) and Hideouts (40) ---> Guilds & HOs now hold 80
Elite Grey Beard 8/2 1,200 cr ---> 8/3 1,075

Eagle
Change: Each Home store MP equivalent to 1/3 a guild ---> storage & regen
Add: Wrath of XENE does double damage
Thief Razorbeak 0/0 400 cr ---> 300 cr

Mori Hai
Add: 15% immunity to magic

Nazgul
*Edit*
Change: 25-50% of enemy combat losses join your army as Wraiths. ---> 25-50% of enemy combat losses AND 25-50% of Black Riders join your army as Wraiths.
Elite Wraith 11/11 ---> 13/13


Remove: Cannot Explore or Land Claim
Remove: Wraiths are immortal when attacking
Remove: Army killed joins as Wraiths
Keep: Wraiths can't be trained
Add: 0.2% of Offensive and Defensive Specialists are converted to Wraiths every month (off_specs * 0.002) + (def_specs * 0.002)


We deemed this change necessary to prevent Nazgul from being an annoying race who just do meaningless attacks to build up army. This lazy trait I think is better.


Templar
Cleric 1/0 225 cr ---> 1/1 250 cr


Invasions
Pillage
1 fame per bldg destroyed ---> 0.2 fame per bldg looted
Top-feed modifier added to prevent people from suiciding on targets much bigger than themselves
Pillage made to be like Raze, so buildings destroyed is calculated as the sum of land and buildings

Resources output
0-70-80% below * current modifier
80-125% (def land * 0.02 + #mines*0.04 -- same for Y/L -- ; def land * 0.005 + #farms * 0.01)
125%+ (attacker land * 0.025 + #mines*0.05 -- same for Y/L; attacker land * 0.00625 + #farms * 0.0125)

Scumbag -

Quote


Sanzo 5 weeks ago
Quote: Scumbag
Bring back the Ravens.....

Added to age 91 changes [;)]


Where are rhe ravens????

Mistro -

Nah its right to not bring back ravens just yet, pillage needs to be properly worked out before they become viable and with such drastic changes to it, a test age is needed to work out whether ravens would be balanced.

Equally they are clearly using Nazgul as a tester for how Undead will work when they come back finally.. prays hopes fingers crossed...

Age changes seem decent. Dragons maybe over nerfed considering pillage is also changed so much. Britts get a needed nerf. Though still think they are the strongest Thief, Dwarves become viable again. (in theory) and whole game should be a lot more playable than this age which was held back by insane pillages.

Good work Sanzo et all.[up]

Sanzo -

Thanks Mistro
Hopefully I'm not missing something obvious that no one is pointing out cause they all wanna do it ... Like last age [8)]

Scumbag
I remember I said that. We looked into it and decided this age changes would be just balancing [:$]

NeoReborn -

Invasions
Pillage
1 fame per bldg destroyed ---> 0.2 fame per bldg looted
Top-feed modifier added to prevent people from suiciding on targets much bigger than themselves
Pillage made to be like Raze, so buildings destroyed is calculated as the sum of land and buildings

Resources output
0-70-80% below * current modifier
80-125% (def land * 0.02 + #mines*0.04 -- same for Y/L -- ; def land * 0.005 + #farms * 0.01)
125%+ (attacker land * 0.025 + #mines*0.05 -- same for Y/L; attacker land * 0.0625 + #farms * 0.125)

Can you please give examples of how to use these formulas for people who are not that good at math. I will try to plug in some numbers. Please correct me if I plugin numbers wrong.

500 land attacking tribe.



Target 1 is above 125% land size - 650 acre target 200 mines 50 lumberyards 50 labs 40 farms

(500 * .025) + (200 * .05) + (50 * .05) + (50 * .05) + (500 * .0625) + (40 * .125)

= 13 + 10 + 3 + 3 + 32 + 5 = 66 Buildings. with new formula.

With the new formula 45 buildings are guaranteed to go down based on your land size affecting calculations, even if the enemy has zero mines or lumberyard or farms or laboratories. I am not sure if that is a glitch or if I am misunderstanding the calculations.

Old formula was 650 * .04 .04 .04 .01

650 * .13 = 84 buildings with old formula on same target. (assuming best possible target on old formula)

Of course I am using the best possible targets as examples and the real game won't always play out like this. It looks like the new formula scales really bad for hitting bigger sized pillage targets since most of the calculation is based on the attackers land size. So pillagers will have to grow in land to get better pillages instead of just suiciding on low land size half the round. I like that. It also looks like the new formula makes your targets building choices matter less, since the formula is not hurt as much if the target missing lumberyards or farms or labs. That is assuming most of the buildings destroyed are based on land size and assuming I did the math right.

Target 2 is at 120% of your land size - 600 acre target 180 mines 40 lumberyards 40 labs 35 farms


(620 * .02) + (180 * .04) + (40 * .04) + (40 *.04) + (620 * .005 ) + (35 * .01)

= 13 + 8 + 2 + 2 + 3 + 1 = 29 buildings for new formula at 120% land size

Old formula 600* .13 = 78 buildings.

It looks like the under 125% pillage is incredibly weak now, unless I did the math wrong.

I like the over 125% formula and I think it will stop all the suiciders on low land from benefitting from that strategy. Please clarify if my math is right or wrong so I don't confuse people.

Sanzo -

Hmm I made a mistake on the age changes sorry. Farms destroyed for top feed formula is supposed to be (land * 0.00625 + #farms * 0.0125)
Fixed now in post

NeoReborn I hope my calculations below help you understand what I meant by my otherwise vague explanation.
I do not know what you mean by destroying buildings that aren't there. If there are no buildings, you get nothing. Also all damage is rounded down.

500 vs 650
200/50/50/40

(12.5 + 10) M (12.5+2.5)Y (12.5+2.5)L (3.125+0.5) F
22M 15Y 15L 3F

Old formula would've yielded
26M 26Y 26L 6F


500 vs 600
180/40/40/35

(12+7.2)M, (12+1.6)Y, (12+1.6)L, (3+0.35)F
19M 13Y 13L 3F

Old formula would've yielded
24M 24Y 24L 6F

Gus -

As for nazzy it says combat losses

Does that also mean while defending or does it remain only when attacking?

Sanzo -

Gus:
Only when attacking (you cant lose a 3/0 when defending anyway)

Mistro -

I have no doubt you guys are on it, but the guide needs updating with age changes.

max -

It will be updated when the changes are uploaded.

michelob -

Nazgul
Change: 25-50% of enemy combat losses join your army as Wraiths. ---> 25-50% of enemy combat losses AND 25-50% of Black Riders join your army as Wraiths.
Explain 25-50% of Black Riders join your army as Wraiths. Losses or what you have at attack?

Buffy -

They are black riders that die in an attack, your losses.

Sanzo -

Dear players,

We decided to make a last minute change to Nazgul to prevent them from becoming an annoying race who just do meaningless attacks all day to build up army.
If you would check my original post I made an edit to their changes.

I personally apologize for the inconvenience

Simo -

User Interface
Military Advisor Page - Oleg only
Add off bonus from Oleg 2nd general to military advisor page

Where? I cant find it

max -

It hasn't been added yet.
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