Dear players,
This age there'll be some tweakings and additions(!) to (relatively) recently implemented game mechanics.
Further there's some minor changes.
Damage scaling
The rate at which t/m damage output increases with size is decreased. Growing is still worth it in terms of damage, just slightly less so.
Magic Points: ((x<=2000)(1/3+x/750)+(x>2000)(1+2*log(x/333)/log(6)))
Thievery Points: ((x<=2000)(1/3+x/750)+(x>2000)(1+2*log(x/333)/log(6)))
The part of the formulae before the + sign counts for <2000 acres, the part after for >2000 acres.
This shows the actual change in damage output.
Black is old, blue is new. Y (vertical) is mana/thievery points per guild/hideout, x (horizontal) is size.
Thieves scaling
We're abandoning the easy 1 TPA per op system. Instead, we'll go for the easy autofill system. You select the op, and the correct number of thieves is inserted.*
Here's the formula that calculates the number of thieves required.
TPA required per op: base_TPA_required * 3/(((x<=2000)(1/3+x/750))+(x>2000)(1+2*log(x/333)/log(6)))
The result can be viewed (more or less) here As you can see, tribes smaller than 2000 will need extra thieves, but thieves above 2000 will be able to deal more damage than they currently can
![Wink [;)]](/pics/emoticons/smiley-wink.png)
This change is intended to counteract the general complaint heard by thieves that getting more TP is useless if you can't run the required TPA. In fact, it puts big thieves in a better shape for war.
The damage and thief scaling changes therefore combine to make warfare at high sizes a more intricate affair.
Thanks to Max for providing Dev with the tools to handle this issue, as well as for checking and improving both formulae.
Fame gains
Current: LB yields 3*(your size*0.0015) fame. The size modifier applies (smaller size/larger size)
New: LB yields 3*(target's size*0.00075) fame. The size modifier applies (smaller size/larger size)
Current: Hwighton Raid yields (your size * 0.005) fame. The size modifier applies (smaller size/larger size)
New: Hwighton Raid yields (target's size * 0.0035) fame. The size modifier applies (smaller size/larger size)
Current: Enforced Honesty yields 3*(your size*0.0015) fame. The size modifier applies (smaller size/larger size).
New: Enforced Honesty yields 3*(target's size*0.00075) fame. The size modifier applies (smaller size/larger size).
Power/Hostility
Fear no longer takes soldier's values into account (e.g. make sure Fear doesn't interact with the killing military line but only with the killing soldiers line).
Killing a soldier yields (2000/target_size)/200 hostility → Killing a soldier yields (2000/target_size)/500 hostility
Killing a soldier yields 1/200 power → Killing a soldier yields 1/500 power
Killing military yields (offpoints+defpoints)/100 hostility → Killing military yields (offpoints+defpoints)/125 hostility.
Killing military yields (offpoints+defpoints)/100 power → Killing military yields (offpoints+defpoints)/125 power
Science
Allow science to be invested partially rather than all at once.
Templar
Removed: 25% defense against thievery*
*The current idea is that Templars trump other mages. So they'll keep their 2/2 clerics regardless. If their in-game performance turns out to be too good in the coming ages, we'll probably experiment with 15-25% weakness to thievery traits.
Additional information
The tribe activity log and tutorial mode haven't been completed yet.
Also, the alliance spells/ops haven't been thoroughly discussed yet. That is partially because there was barely any feedback from the community.
* It is said auto-fill doesn't work on mobiles, or at least not on some. We'd like reports on this asap. Ideally, a fix would show the number of thieves required upon loading the thievery page, rather than after choosing a thief op.
Have fun in age 57! If there's anything you would have liked to have seen here but did not, discuss in Game Talk. An easy way is to point out already posted suggestions which you'd like to see implemented. There's a nice one about Bribe Accountant.
~ AatW Dev