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Discussion: Age 108 Changes

Open Sticky Scarlet opened this discussion on

Scarlet -

https://alliancesatwar.com/forums/news/770049/age-108-changes/

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Mriswith -

Do outrage and Orcish fervor stack for a two hour return time in war?

Mriswith -

For earthen defenses, this adds at least one info OP required - flyover to see that it happened but how do you know how much it is?

Mriswith -

It would make most sense to be on a recon I think.

Kairon -

Looks relatively good this age... i like the change to deep forest most i think [:p] not quite as good as an eagle but still the chance go elude is much better in my opinion [:D]

Scarlet -

Some feedback received.

Re: Military Upkeep
Quote
This literally just looks like random numbers to me lol


So these values came from a spreadsheet that's really ugly to look at... and made a few assumptions. Primarily I assumed 30% mines, and an average DPA of roughly 250.
It works out that this results in upkeep being ~15% of your income. In most cases it results in a 100-150% increase on military upkeep from the old system.
The intent behind the larger increases on elites specifically is to promote offense and specialist's longevity, and attribute the fact that they're so much more efficient.
The reason it scales off your total offence and defence (and always has) is because units have different efficiency values in different races, so this is to make it a little more normalized (otherwise mori-hai, britts, and templar would be needing some serious balancing)

Adding the upkeep reduction to barracks is thematic, and you'll probably want to run 5-10% barracks (especially so if you have high infrastructure science)
If someone else wants to run some samples or suggests a better cost distribution per unit, I will 100% look at it [:)] Note it may be slightly reduced once I have more race samples worked out (I did 5)

ex.
0.3 crowns per 0/D specialist and 1 crown per elite.

Re: Weaponries
Quote
Weaponries seem a little more overpowered then walls if I'm not mistaken attackers will run 15-20% weaponries all age giving them a serious boost while attacking...

So, walls actually got a buff this age, to give a defender a bit of an advantage for building them. It's true that an attacker is more likely to run high weaponries, then another tribe running walls. Usually an attacker won't permanently have these weaponries either, so it's hard to incentivize a primarily defender to always run walls.

If you have ideas on this one, let me know!

Kairon -

Thank you that makes more sense [:p][:)]

Will the citizens ratio go back to normal or are they staying lowered? I dont think I saw that mentioned

Scarlet -

That was a one-off for this shortened age. That global event will not be running.

Kelvin -

Change Boze. It must be the most useless op ever. It targets mostly buildings people at that size usually don't have, and specially not while at war.

Kelvin -

A T/M running walls makes them more and more useless, while an attacker running weaps becomes more and more lethal.
Would adding some kind of T/M bonus when running walls be overpowered?

Scarlet -

Quote
Walls
Add: Increase enemy losses when you are defending by 2%

They got a slight buff. Probably need more, but there were a lot of changes.

And making boze accessible at all levels, and scaling on size (or an equivalent) is a possibility in future

Kelvin -

Would rather see it changed more to a thievery version of DV

Kongb -

Good proposal to generating hostility. Why not also change the Intel ops to produce no hostility? If the idea of changing hostility gain is to make it harder to get in a war from attacking, this could also contribute to that purpose.

RoniDUDI -

We got into war for checking recons. That’s not really what you expect. [:D]

Scarlet -

I mean, that'd be great. You're scouting for a war, and land in it [evilgrin]

Kongb -

I do not agree with making walls boost t/m as proposed over.
1. Because I think t/m already do too much damage.
2. Walls is a defensive building
3. You have to prioritize your tactic as t/m, either you prioritize more on income in the start and make sure you have sufficient dp so you don't need walls, or you disregard that and build walls later.

If walls still isn't used after this, one solution could be to buff it's numbers, ie 1% walls gives 1,25% dp bonus.

Also, after seeing 20 tactic with 7 uruks this age(creds to them seeing this was way op), why isn't it any changes made to this? 7 uruks could take down anyone if they want by hnr into raiding and then kill. 40% citz is just too much. And there is no way to counter this except staying below hnr range.

At least make some kind of counter to the devestating numbers they can produce to both military kills and citizen kills. What you did with removing barracks bonus to military losses is actually the complete opposite.

Monkey -

Looking at someone should not generate any hostility. Failing ops even less so

Hal -

i'd like to see changes drip fed a bit more. maybe i'm getting old i find it hard to keep up with all these changes[cry]

RoniDUDI -

Infrastructure Research Bonuses
Bonus Max
Increased military upkeep +100%

CHANGE THIS... Military upkeep is increased everywhere in just two ages, why?
It’s even more annoying that you invest on something that will cost you more.

Sanzo -

Having infrastructure increase is in line with real life. The more public works projects you have, the more it costs you to upkeep.
If you want more income, why don’t you try growth science[:D]

Bolle -

Barracks used to give citz regen. This might work on walls against raids. If you want to boost walls.

Scarlet -

With new upkeep, infrastructure penalty could probably max at 50% and still be a decent penalty.

I'll test it out and get back

RoniDUDI -

Quote
Dwarf 2 hours build time replaced.


Replaced with what?

Bongo -

with such limited pop 2 hour build time kinda needed

Scarlet -

It wasn't there. Replaced, as in re-placed? Poor choice of words maybe [:s]

Monkey -

So they have 2 hour build time or not?
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