Heritage
The poll results so far were quite inconclusive:
Quote
No change to heritage. 17.7%
Tribes start at 500 acres and you gain 25 acres bonus heritage for each 1000 acres you own. 9.7%
Tribes start at 500 acres and you gain 50 acres bonus heritage for each 1000 acres you own. 29%
Tribes start at 500 acres. Dying of age makes you start with, say, 600 acres instead. 9.7%
Remove heritage. 33.9%
No change to heritage. 17.7%
Tribes start at 500 acres and you gain 25 acres bonus heritage for each 1000 acres you own. 9.7%
Tribes start at 500 acres and you gain 50 acres bonus heritage for each 1000 acres you own. 29%
Tribes start at 500 acres. Dying of age makes you start with, say, 600 acres instead. 9.7%
Remove heritage. 33.9%
That means 34-44% in favour of removing heritage almost completely and 56% in favour of heritage in one meaningful form or another.
In order to allow for good growers which also have efficient military, it is imperative to prevent people starting at 2000 acres while others start at 400 acres. We have therefore decided on a combination:
– Change the starting size from 400 to 500 acres.
– Dying of age makes you start with either 600 acres if you are below 4000 acres upon death, or with 500+(0.025*size_death), whichever is higher.
- Dying in any other way makes you start at 500 acres with starting military.
In practice, this means that people who die of age below 4000 acres start with 600 acres; people who die of age at 5000 acres start with 625 acres; at 6000 acres with 650, at 7000 with 675 and so on. If you die at 15000 acres, you will start with 875 acres.
Starting military is only given to new tribes, tribes that are killed and tribes that reset. Tribes that die of age get crowns instead.
Starting crowns: 35000 crowns per acre. This number is modified for dragons (*0.2), Balrog (*0.5), Light Elf (*1.8), and Dwarf (*1.5).
The following races are taken out of play:
Races currently in play will not be changed accordingly. These are simply previews of what the race will most likely be like, and would be like this age already if it had not severely affected players playing those races.
Mori Hai – who will be:
Mori Hai: 45% homes allowed. 3 hour attack time. Intelligence ops require no tp to perform.
0/0; 50 cr.
6/0; 700 cr.
0/6; 700 cr.
4/4; 750 cr.
2/2; 300 cr.
Owl – who will be:
Owls: 1 hour thievery return time. 1/2 selfop gains. Owl thieves leave no traces in enemy news on failed operations.
0/0; 30 cr.
5/0; 450 cr.
0/7; 800 cr.
5/5; 850 cr.
0/5; 500 cr.
Wood Elf – who will be:
Wood Elf: +25% max tp.
0/0; 50 cr.
6/0; 450 cr.
0/6; 500 cr.
0/8; 910 cr.
0/1; 150 cr.
The following races are reintroduced:
Oleg Hai: Two generals. Sending both generals gives +10% off, +25% land gains, +25% damage. Immune to recon.
0/0; 40 cr.
7/0; 700 cr.
0/7; 700 cr.
6/6; 910 cr.
0/0; 250 cr.
High Elf: Two generals. Sending both general gives +10% off, +25% land gains, +25% damage. All units are immortal. Fame alterations: +50% fame gains in (military) battle. Quadruple fame loss on retreating.
0/0; 40 cr.
7/0; 700 cr.
0/7; 700 cr.
6/6; 960 cr.
0/0; 250 cr.
Brittonian. +25% rp production (on labs, Napanometry, pillage and Conjured Focus). Hideouts hold 35 citz.
1/0; 25 cr.
7/0; 675 cr.
0/6; 625 cr.
4/7; 775 cr.
1/0; 75 cr.
Templar. Thief = Mystic unit (1 MPA = 1 ML). 45% homes allowed. No thievery available.
0/0; 50 cr.
6/0; 700 cr.
0/6; 700 cr.
5/5; 900 cr.
3/1; 275 cr.
Race changes:
Dark Elf: Mana regenerates 100% faster than normal (=in 4 ticks). Each guild produces 1/3 rp.
0/0; 50 cr.
6/0; 450 cr.
0/5; 400 cr.
5/7; 750 cr.
0/0; 150 cr.
Light Elf: Elendian, Matawaska, Lord of Harvest and Quanta give all +50% bonus instead of +10%. SELF-spells (does not include Fountain and Seal of Deflection) cannot be voided or negated. Mines and yards produce 50% more. Exploring costs 1.5 times as much crowns.
0/0; 100 cr.
6/0; 750 cr.
0/4; 750 cr.
2/5; 950 cr.
0/0; 350 cr.
Light Elves currently in play will have their defense specialists and elites swapped so they do not lose any defense. As far as we know, there are no Light Elves depending on their 3/3s for defense
Eagles: Eagle guilds give 1/2 to max tp but add no tp regeneration. Eagle hideouts give 1/2 to max mana but add no mp regeneration. 50% chance that a hostile army is unable to find your tribe (1 hr retreat).
1/0; 10 cr.
5/1; 390 cr.
0/5; 440 cr.
2/8; 990 cr.
0/0; 100 cr.
Any eagles training lots of emesens to profit from the change will have them reduced to soldiers
Spirit: Immune to visions. Spirits do not require food. Spirits don't lose thieves on failed operations.
0/0; 40 cr.
6/0; 500 cr.
2/7; 750 cr.
6/3; 750 cr.
0/2; 200 cr.
Undead:
remove trait: Undead also have the unique option to sacrifice their own citizens for rps, gaining 1 rp per 200 citizens sacrificed.
Balrog:
Change trait: +25% damage on destructive attacks (Raze, Pillage, Blasphemy Crusade). –> +50% damage on destructive attacks (Raze, Pillage, Blasphemy Crusade).
Dwarf:
Labs now also give 100 citizens (as they can be destroyed by Meteor Storm).
Dragons:
Change: Cannot sell goods to the market → Cannot use the market. Can now turn wood and food into crowns at the market; cannot sell, but can do a one-way change of a player-chosen amount of wood/food into crowns. It is not possible to turn crowns into either wood or food.
Each 5 kgs of food become 3 crowns (0.6 crowns per kg of food).
Each log becomes 16 crowns.
Raven:
Can now be affected by Winds of Distress.
Thief operations:
Since the changes in space efficiency (lower defense on units in general) directly affect the total TPA a thief can run and therefore how much arsons he can do, especially on bigger tribes, we have decided to reduce the amount of thieves required for arsoning and other ops, like Wildfire.
Thief operations that required 1 thief per enemy acre will now require 0.7 thieves per enemy acre. TUTORIAL: That means target's acres *0.7 thieves required, or 700 thieves for arsoning a 1000 acre tribe, 1400 for a 2000 acre tribe, and so on.
This change happens for the operations Arson, Wildfire, Thieves Rebellion and Engineered Explosives.
Tunneling now requires 1.4 thieves per enemy acre rather than 2.
Guide:
The guide will be updated within a couple days after the changes.
Extra announcement:
Change of the exploration formula, that is the costs of an explore.
Current:
Money: Cr = 7.5 L * economics research
Defense: D = 0.10 L * economics research
Citizens: C = 0.06 L * economics research
New:
D = L*0.025 * economics research
C = 70 + L*0.03 * economics research
Cr = (6000 + (L*6)) * economics research
Legend:
L = Your size.
C = Citizens required per acre you explore.
D = Defense required per acre you explore.
Cr = Crowns requires per acre you explore.