If there are any changes, they will be updated and mentioned in a separate post below.
- Add Dwarf
- Update upkeep to interact with military composition
- Balance under-used buildings and attacks
- Balance a few races ability to get out of hand
- Adjust hostility so large attacks don't instantly land two alliances in war.
Ages will now be a consistent 4 weeks long and coincide with the start of the month to assist with a more regular age.
Except February, as it just wants to ruin everything.
Add unread tribe news to the tribe page on login.
Categorize class spells / op in the guide
List each Operation/Spell on the class tab in races to make it clearer
Outrage - Attackers
Engineered Virus - Mages
Boze - Thieves
Remove: 1% reduces construction costs by 1%
Remove: 1% reduces combat losses by 1%
Add: 1% reduces military upkeep by 4.5%
Alter: 1% reduces military training by 1% (from .75%)
(Making barracks more thematic, and introducing a way to reduce upkeep)
Add: Increase enemy losses when you are defending by 2%
Add: Reduce military losses when defending by 1%
Alter: Always reduces building damage from attacks (not just war only)
(Updating walls to be more useful, as they are not nearly as heavily utilized as weaponries)
Alter: Always increases building damage done on attacks (not just war only)
Slightly altered from thread, as it was pointed out you could still just run 6% mines to counter the increase, instead of using any barracks.
Elites & Thieves are more costly than the initial proposition.
(Raw off + Raw def) / 20 +
Basics * 0.1 +
(Ospec + Dspec) * 0.3 +
Elites * 1
Thieves * 0.4
(Raw off + Raw def) / 30 +
(number of basics, specs and elites) * 0.1 +
(thieves + mystics) * 0.25
Increases military upkeep by 0.5% per 1% invested.
Cannot build homes.
All buildings hold 90 citizens (except mines hold 140)
Construction does not require wood, and takes two hours.
Barracks do not hold military.
30% reduced military losses.
Cannot be pillaged.
Grunt 1/0 150cr
Hammer Smasher 4/2 400cr
Mortar Team 0/6 650cr
Grey Beard 6/6 1300cr
Short Cloak 0/0 300cr
Wolf rider 8/0 850cr -> 775 cr
Harpy 3/1 400cr -> 300cr
Harpy Cost Formula:
$cost * min(1, 1/(0.5 + max(0, log($objUser->getLand()/1000, 2))))
$cost * min(1, 1/(0.5 + max(0, log($objUser->getLand()/1000, 5))))
(Updating this so they're a bit more viable sub 2k acres, and aren't as good if an oleg really gets ahead)
Alter: Kill +50% military units in combat (from 100%)
Alter rage: Rage decays by 1 stack on retreats,
Alter: max 3 stacks (15%) down from 4
Alter: Gain stacks on successful attacks, greater than 75% of your size. (to prevent bottom feeding for stacks)
Alter: Exploring costs 150% more (down from 170)
Add: failed dark spells burn ceil(target_land / 450) mana from the target
Remove: Ties to the earth: Earthquake deal 50% more damage (had to change due to dwarf)
Nightrider 2/6 920 cr -> 4/7 1200cr
(They were left behind due to space issues)
1 rp per 40 thieves sent (on average) (from 30)
(Addressing thieves being overwhelmingly the best science pumpers)
Add: Destroys Temples: 4% of land
Add: Gains fame even outside of war
40 RPs per lab destroyed (from 20)
(Shifting the overwhelming Nanopometry science boost a bit more onto attackers)
Making exercises more useful. Martial law is currently quite good but the others were under-used.
Gain 1 offensive specialist per 250 raw offence sent. (Maximum 30% offence may be used)
(From per 300 raw & 20%)
Clear a Perimeter
1 log per 20 raw offence sent. (Maximum 30% of offence sent
(Down from per 30, up from 20%)
Earthen Defences (New)
Construct earthen defences as a military exercise on an allied tribe.
Increases return time of enemy troops when attacking this tribe by up to 2 hours.
1 hour increase per 100 offence sent, per allied acre.
An ally can only have one earthen defence at a time.
Duration: military return time + 4
Earthen defences exercises appear in Alliance News and Fly Over
Now only negates immortality
-10% citizen growth and all positive growth is negated (non-cursed)
Spreads during successful attacks.
Spreads during successful black operations (5% chance)
This spell cannot be voided, but can be healed.
Lasts Land/500 months (rounded down). Maximum 15 months.
(Removing cursed Regen bonus, heavily increasing duration)
Orcish Fervor (rename Saruman's wrath)
+5% offence (no change)
Thieves return 1 month sooner.
+ 20% self losses when attacking
Negates Fountain of Resu on enemy.
(Remove increased enemy losses 15%, added hastier return time, added increased self losses to balance the return time and thematic)
- 1-8 acres explored each month.
- Building uses 50% less wood (instead of 1000 wood / month)
- 15% chance enemies become lost and attacks fail. (15% elude) (instead of -15% explore cost)
(Adjusted as result of Light Elf change)
Every month, you gain 0.15% more military units (No change)
Elites are 50% more expensive to train when active (from all units 30%)
(Updated so that defensive and offensive specialists can still be trained without penalization)
Adjusting hostility generation, so that trading land a few times doesn't instantly put you in a war, and spells & ops can contribute more.
Hostility from gained_acres / grabbed_land halved to MIN(0.5, 1000/your size)
Hostility from killing units: killed units generate 1/100th of a hostilty point (up from 1/125th)
Hostility from successful spell or op increased to 1 from 0.5