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Old January 11, 2003, 15:50   #181
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Quote:
More potential race changes:

Elves: Would be able to cast self-spells on others, at a higher rune cost and a cost of mana to the target province.

Orcs: Massacre attack would be far more deadly; would lose their combat gains bonus; would get an increased population bonus (+15%?)

Dwarves: Would gain a 15-20% combat gains bonus

Undead: The war bonus/penalties would be removed; would only have access to basic thievery options (Survey, Spy, etc).

Halflings: Armouries would have a small chance each hour (0.5%?) of training an Off/Def Specialist into an elite unit; possible also a chnace of training soldiers into specialists.

Potential Personality Change:

War Heroes: Access to Vengenance Attack, which would allow a player to attack an opponent whose army is still recovering from an attack on your kingdom and take a portion of the land-in-waiting (80%?). This would probably be accompanied by a decrease or elimination of the Honor bonuses for war heroes.

The exact combination of race changes is still in the works. Some, all, or none of these things may be added. There will probably also be some new penalties as well incorporated into the races.
Definitely Dwarf.
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Old January 11, 2003, 15:53   #182
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http://boards.swirve.com/board.cgi?b...8&spec=4760572

Check this thread for Mehul's answers on the Vengeance attack.
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Old January 11, 2003, 16:38   #183
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Quote:
Originally posted by Eli
http://boards.swirve.com/board.cgi?b...8&spec=4760572

Check this thread for Mehul's answers on the Vengeance attack.
@ that thread...some people are really dense.

This is one of the first posts:
Quote:
actually, this is for people who like to suicide upwards i think... to stop them i mean

usually if someone smaller grabs 400 acres off me, i can usually retal with, say, 100-200 acres

so if i get 80% of my 400 acres back, it's better to lose 20% land than to lose 50%.
Other posts after that on the first page pretty much say the same thing, that this is only a good attack against suicider who are smaller then you...

Then comes this guy
Quote:
Go to angel. a 1000 acres person suiciding on 1100 will gain the most land possible 175.

The victim will go to 925 vs the attack(1000)

if you SOM him and TM you'll get 167 THAT's 97% you'll get back

if you Vengence you have to fight ALL his DEF which is whatever so you still won't win since you're fighting all his troops at home and in transit. and you'll only get 80% of what was taken.
He actually calculated it all on angel...instead of just reading the thread.
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Old January 11, 2003, 19:03   #184
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i am likely dwarf too
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Old January 11, 2003, 23:03   #185
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Going Faery again I think. Gonna try a different approach this time just for kicks.
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Old January 12, 2003, 00:11   #186
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Undead: The war bonus/penalties would be removed
NOOOOOOOOOOO!!!!!!!!!
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Old January 12, 2003, 00:36   #187
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i know DD, i played undead this year, and tho it was a weird one, i had them just pegged for next age, not sure now.... i quite like undead and if you know what your doing they are lethal in an all war kd like the one i am in
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Old January 12, 2003, 16:36   #188
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Shitload of changes :

Quote:
Below is a comprehensive list of INITIAL changes. There may still be multiple changes before the round ends:

* Option to block aid will be added

* There will be multiple tweaks to Happiness, Combat Gains, Elite Gains, and War Conditions

* War bonuses will likely be decreased & made more similar to Hostile

* An option to crush rebellions or declare martial law will likely be added, although no details have been determined yet

* Specialist prices have been raised to $350; Elite prices dropped to $3500 with inflation as provinces grow; Elite maintenance costs will be doubled

* Hospitals will have a 4%/60% Max bonus instead of 5%/80% on combat losses

* Dungeons will hold 75 prisoners; Stables will hold 75 horses

* Merchant will have a bonus of creating a base peasant income of 3.0gc regardless of happiness.

* Shepherds will have -20% Rune/Food/Science Decay

* Humans: 20% chance of failure on all spells

* Dwarves: +25% Combat Gains; +70% Birth Rate; -40% Construction Time; -40% Military Maintenance; +60% Food Consumption

* Elves: Can cast spells on others, with double cost of runes and additional mana lost by the target province.

* Orcs: +15% Population; +10% Enemy Losses; 8/1 Elite; -50% Magic & Thievery Effectiveness; No Combat Gains bonus; Stronger massacre attack

* Halflings: Armouries have a 1% chance of training an elite from an Off/Def spec each hour

* Avians: +50% Elite Gains; -25% Attack Time

* Undead: Only have access to basic thievery ops (Survey, Spy, Infiltrate)

* We will likely hold off on the Vengenance Attack idea until we have an opportunity to work out more details there.
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Old January 12, 2003, 17:23   #189
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OK, lemme see:

Humans: suck 5/10
Elves: could become more useful again 7/10
Dwarves: good prospects 8/10
Orcs: let's not start 2/10 (just for effort)
Faeries: always been powerful 8/10
Halflings: decent 7/10
Avians: tricky on defense, otherwise decent 6.5/10
Undead: weakened, but still OK 7/10
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Old January 12, 2003, 19:58   #190
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The Martial Law option would probably work something like this:

* Only available during Rioting / Rebellious happiness levels

* Lasts 24 hours

* Causes internal strife and loss of 5-10% of land

* 50% Income, -15% Military Strength during Martial Law status

* Resets happiness level to Content and resets peasant attitudes

The idea would be an extreme alternative for those unable to otherwise get their province back in order. Essentially, it is a sort of civil war inside the province and would provide the player 24 hours of Content peasants to try to get things back in order.
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Old January 12, 2003, 21:57   #191
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Era of Hope - Gameplay Changes
Just posted:

Swirve Administrator Jan 12th 7:13 PM
The Utopian Era of Hope contains several changes to Utopia. The major changes are as follows:

Buildings

* Hospitals now have a +4% (60% Max) bonus on reducing combat losses

* Dungeons now hold 75 prisoners

* Stables now hold 75 horses

Race Changes

* Humans: 20% chance of failing any spell

* Elves: Can cast self-spells on kingdommates at high cost

* Dwarves: +25% Combat Gains; +70% Birth Rate; -40% Construction Time; -40% Military Maintenance; +60% food Consumption

* Orcs: +15% Population; No Combat Gains bonus; +10% Enemy Losses; -50% Magic & Thievery Effectiveness; Stronger Massacre Attack; Elite has been changed to 8/1

* Halflings: Armouries have a 1% chance of training a specialist unit into an elite each hour

* Avians: +50% Elite Gains; -25% Attack Time

* Undead: Only have access to basic thievery operations

Personalities

* Merchants: Peasant base income doesn't fall due to low happiness

* Shepherds: -20% Rune, Food, and Science Decay

Military

* Specialists cost $350

* Elite units cost $3500 but increase in price as players grow larger

* Elite maintenance has been doubled

Relations Changes

* War: +10% Combat Gains; +5% Offense; -15% Military Losses

* Hostile: -10% Gains on attacks on non-hostile kingdoms (for the declaring kingdom); -6% for declared-on kingdom

* Peace: -10% Combat Gains on the Target Kingdom; +5% Defense

Miscellaneous

* Martial Law option has been added to help players with low Happiness

* Attack formulas, elite training formulas, and happiness formulas have been changed.

* Option to block incoming aid has been implemented.

All of these changes are now reflected in the new Guide to Utopia.

Thank you,
Mehul Patel
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None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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Old January 12, 2003, 23:57   #192
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its all about the benjamins...my undead is making 84k an hour right now as a joyous lord.

running all elite army, but the costs are doubling.....

and you know obtaining elites this age will be alot tougher....

dwarf is best b/c its elite has the same value on attack or defence
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Old January 13, 2003, 02:11   #193
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My Province at the End
My province at age end:

Quote:
The Province of GhostOfHamletsFather (12:24)
[http://www.UtopiaTemple.com Angel v1.39 Beta]

Utopian Date: July 1st, YR11
RL Date: January 13th, 2003 (6:00 GMT)

Ruler Name: Count Kingswood the Sorcerer
Personality & Race: The Mystic, Elf
Land: 1,325 Acres
Money: 472,047gc (21,579gc raw daily income)
Food: 202,420 bushels
Runes: 214,930 runes
Population: 44,489 citizens (33.58 per Acre)
Peasants: 7,193 (100% Employed)
Happy: b:97%, t:3.0gc, p:102%, m:100%
Trade Balance: 1,355,092gc (0% tax rate)
Networth: 258,914 (195.41 per Acre)
Thieves+Wizards+Science Networth: 61,586gc

Soldiers: 3,281 (69.1% estimated draft rate)
Heroes: 0
Archers: 17,803 (71,212 defense points)
Elf Lords: 6,792 (33,960 offense and defense)
War-Horses: 0
Prisoners: 0

Total Attack points: 40,522 (30.58 per Acre)
Practical (50% elites): 23,542 (17.77 per Acre)
Total Defense points: 111,734 (84.33 per Acre)
Practical (50% elites): 94,754 (71.51 per Acre)

Thieves: 2,864 (2.16 per Acre / 91% Stealth)
Wizards: 6,556 (4.95 per Acre / 68% Mana)

Crystal-Ball on your province will show:
Max. Possible Thieves/Wizards: 10,264 (7.75 / Acre)
Estimated Thieves Number: 7,698 (5.81 per Acre)
Estimated Wizards Number: 2,438 (1.84 per Acre)

Buildings: 1,362gc to build, 681gc to raze
Away bonus: 35,965gc (12h) / 107,895gc (20h)
===

2 days from the end I released 4100 wizards to get more defense.

I was suicided on two or three times in the last 4 days, with this hit being the last when I had 80 mod DPA on 1400 acres:

Quote:
June 21st
Forces from Gamanornae (25:27) came through and ravaged our lands! They captured 112 acres!
We lost 91 Soldiers, 710 Archers, and 203 Elf Lords in the struggle.
We reawakened 501 of our troops into soldiers.
Despite being a pure mage with no real offense, I hit him back with my 7000 elf lords and some mercs:

Quote:
Your forces arrive at Gamanornae (25:27), and battle begins quickly...

Our army has emerged victorious on the battlefield!
Your army has taken 231 new acres! 58 buildings survived and can be refitted to fit our needs. Taking full control of your new land will take 20 days. Your new land will be available on July 20th, YR11.

We lost 68 Elf Lords in this battle. Our forces will be again available on July 20th, YR11.
We killed about 210 enemy troops.
He was 1700 acres, I was 1300 acres.

===

My historian at the end:

Quote:
Highest Networth 288,000 gc
Highest Land Area 1535 acres
Highest Honor 4289 points
Total Land Explored 1048
Total Attacks Made 11
Total Wins 8 (72.7%)
Wins Against Larger Opponents 1 (9.1%)
Average Relative Opponent Networth 74%
Total Land Gained in Combat 361 acres
Attacks Suffered 8
Times Defeated 7 (87.5%)
Total Land Lost in Combat 855 acres
Thievery Operations Attempted 1011
Successful Thievery Operations 502 (49.7%)
Spells Attempted 1578
Successful Spells 1345 (85.2%)
About half the thief ops were SoM attempts, about a third of the spells were Meteors.
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Old January 13, 2003, 05:39   #194
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Quote:
The Province of Amsterdam (2:14)
[http://www.UtopiaTemple.com Angel v1.39 Beta]

Utopian Date: June 18th, YR11
RL Date: January 12th, 2003 (23:00 GMT)

Ruler Name: Sir Belthazor the Rogue
Personality & Race: The Rogue, Faery
Land: 1,130 Acres
Money: 255,482gc (14,620gc raw daily income)
Food: 77,239 bushels
Runes: 58,298 runes
Population: 33,504 citizens (29.65 per Acre)
Peasants: 6,527 (100% Employed)
Disgruntled: b:75%, t:2.8gc, p:98%, m:92%
Trade Balance: 283,575gc (0% tax rate)
Networth: 200,435 (177.38 per Acre)
Thieves+Wizards+Science Networth: 67,729gc

Soldiers: 100 (69.9% estimated draft rate)
Swordsmen: 0
Magicians: 13,080 (52,320 defense points)
Beastmasters: 3,303 (13,212 offense / 19,818 def.)
War-Horses: 0
Prisoners: 0

Total Attack points: 13,412 (11.87 per Acre)
Practical (0% elites): 200 (0.18 per Acre)
Total Defense points: 72,338 (64.02 per Acre)
Practical (100% elites): 72,338 (64.02 per Acre)

Thieves: 6,947 (6.15 per Acre / 87% Stealth)
Wizards: 3,547 (3.14 per Acre / 81% Mana)

Crystal-Ball on your province will show:
Max. Possible Thieves/Wizards: 11,288 (9.99 / Acre)
Estimated Thieves Number: 8,466 (7.49 per Acre)
Estimated Wizards Number: 2,681 (2.37 per Acre)

Buildings: 1,265gc to build, 632gc to raze
Away bonus: 32,635gc (12h) / 97,905gc (20h)
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Old January 14, 2003, 00:55   #195
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we were tops on the island end of age, war spoils and suicides
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Old January 14, 2003, 01:24   #196
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Really? Nice. There was 2k acres difference between us and #1 when I last checked last age.
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Old January 14, 2003, 02:31   #197
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Quote:
Originally posted by War4ever
we were tops on the island end of age, war spoils and suicides
We couldn't finish top of island in the 18th age. Damn Pokemons....
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None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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Old January 14, 2003, 04:39   #198
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I don't have a CB, but i ended somewhere around 1500 acres, with 15k elites.
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<Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
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