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 Post subject: Gremlins
PostPosted: Sun Oct 11, 2009 22:44 
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In the magical land of Elveron dwells a completely non-magical race of small beings: the Gremlins. This peculiar race of tiny, mischevious nomadic traders were born with the strange property of being completely untouched by magic; they could not unlock the mysteries of the arcane arts, nor are they be affected by the spells of others, malicious or otherwise. Being at a disadvantage, the Gremlins developed cutting-edge technology to help them make up for their lack of magic. However, since they could not be magiked, mistrust and prejudice followed them whereever they went. Bitter at the lots the Elveronian gods have given them, the Gremlins turned their mechanical genius towards war, fighting to snuff out the discrimination against non-magical beings. Or could their intent be more malicious, looking to snuff out magic all together?

Alignment: Good

"Bonuses":
  • Gremlins cannot cast spells (other than rezone ones) nor be the target of spells.
  • -15% gold production
  • +5% population
  • Half cost spy operations (rounded up)
  • Free magical rezone costs (unless there is a way to make them cost worker?)
  • Free raze costs

Troops
Code:
Name               Atk  Def  Ret Trn  Cas   Mage   Spy  Cost
Mechanical Wisps    2   2     12  6  150%                180g
Gold Golem          0   3         9  100%                435g
Juggernaut          6   5     12  12 120%                940g, 100r
Ornitopter          0   5         12 100%                740g, 180r
Tinker              2   2     12  12  20%          0.4   300dm
Scout                                                2   2500g
Automaton                                                110g

Gold Golems train direction from peasants.
(Tinkers per acre)*10% = OFFENSIVE casualty reduction
(Tinkers per acre)*12% = REALM imp bonus to self

Buildings
Cannot Build Towers
Frost Temples on Forest
Homes on Highlands

Racial "Spell"
Steal Gold (WAR-OP, 6% spy strength) - 60 gold/spy cap, 5% of enemy stock max

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Last edited by The Baron on Tue Oct 13, 2009 22:48, edited 10 times in total.

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 Post subject: Re: Gremlins
PostPosted: Sun Oct 11, 2009 22:44 
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Change Log
v1.0.1
  • By popular demand "OFFENSIVE loss reduction" has been reworded to "OFFENSIVE casualty reduction"

v1.1.0
  • Gold Golems defense decreased 4def -> 3 def
  • Gold Golems price decreased 580g -> 435g
  • Juggernaut price changed 970g, 55r -> 940g, 100r
  • Ornithopter price decreased 750g, 180r -> 740g, 180r
  • Soft cap on stealing increased from 2% -> 4%

v1.2.0
  • Added race description
  • New bonus: -5% Income
  • New bonus: +5% population
  • New bonus: Half cost spy ops
  • New Bonus: Free rezone (as a byproduct of this change, removed "Free Magical rezone")
  • Steal Gold hard cap from 50g/spy point -> 60g/spy point

v1.2.1
  • Tinker defense from 0 -> 2
  • Tinker spy point from 0.5 -> 0.4
  • Tinker Realm Imp effect from 5% -> 6%
  • Steal Gold cost from 5% Spy Strength -> 6% per op.
  • Steal Gold soft cap raised from 4% -> 5%

v1.2.2
  • Free rezone changed to "Free magical rezone"
  • New bonus: free raze costs
  • Homes on Highlands

v1.2.3
  • Small miscalc, Tinker Realm Imp effect corrected from 6% -> 12%

FAQ
Q: OMG, GOLD THIEVING?! Isn't that soooo abusable??!
A: Let's take a look at the current black-op system and compare steal gold to that. So currently, comparable spells would include Flame Burst and Amnesia.

First off, it would seem that Flame Burst and Steal Gold do similar damage (max 2% of stockpile), but Steal Gold is FURTHER limited by the fact that gold is really heavy and that each Scout can only carry 50 gold each! Additionally, this is a war only op even further limiting the amount that can be stolen.

As for stealing of Gold and Diamonds being frowned upon, that's actually exactly what Amnesia gets around. It's not called "Steal Diamonds" but it's exactly what it does. So what's the problem with introducing a Gold steal op?

Let's not forget, that finally, your Spy Strength regens at a CONSTANT rate every hour, where as you can pump up your towers to 50% for epic lulz.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Q: You can't cast spells on them?! And they can get realm mates to cast spells on other people! So hax!
A: You also have to remember, they can't cast things such as Fertility, Magic Shield, OR STEALTH!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Q:
Quote:
(Tinkers per acre)*10% = OFFENSIVE loss reduction
^--- I don't understand what that means!
A: It means, you take your number of Tinkers per acre (say 2), multiply it by 10%. That gives you -20% offensive losses! Likewise, if you had the same 2 Tinkers per acre, they would boost your REALM imps by 10%.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Q: No spells? How do they do magical rezones?
A: If Elveron supported it, I would say "by mechanical means and with Automons!" But since it can't, they're dust free.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Q: -15% Gold and +5% Population bonus? That seems so counter-productive! Why bother?!
A: Well, the -15% affects directly gold production, but the +5% bonus counteracts that gold production slightly, but more importantly gives Gremlins some space. 5% is actually a really low population bonus to give this race seeing how they are running 6op, 5dp units max. However, a combination of tinkers and stealing gold is supposed to help this race get around this heavy disadvantage. But we don't want them to run away too quickly, amirite? Hence the gold production penalty!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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Last edited by The Baron on Sun Oct 18, 2009 04:06, edited 17 times in total.

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 Post subject: Re: Gremlins
PostPosted: Sun Oct 11, 2009 22:54 
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The Baron wrote:
(Tinkers per acre)*10% = OFFENSIVE loss reduction



Sorry, i don't mean to sound stupid -- but what exactly does that mean?

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 Post subject: Re: Gremlins
PostPosted: Sun Oct 11, 2009 23:00 
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Location: Pirate. Yarrr
less cas but not on defense.


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 Post subject: Re: Gremlins
PostPosted: Sun Oct 11, 2009 23:03 
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Rain wrote:
less cas but not on defense.



Yeah, thanks -- i was not sure if "offensive loss" was synonymous with "offensive casualty" in this instance or if it somehow was differing. :)

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 Post subject: Re: Gremlins
PostPosted: Mon Oct 12, 2009 06:04 
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Unable to cast Farsight on them is way better than casting magic shield in my opinion. Esp. late round when you would need 5-10 SoM just to get close to 3-5% error... and even then thatll be a huge difference.

Gold Golem is WAY cheap while the Ornitopter is ridiculously expensive (when compared to the Gold Golem).

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 Post subject: Re: Gremlins
PostPosted: Mon Oct 12, 2009 14:42 
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quaffle wrote:
Gold Golem is WAY cheap


Quote:
-10% gold production



Still not bad, mind you, but it's nothing like vampire bats for instance. Gryph spec is cheaper too.


Btw. if they can't build towers, I assume their rezone spells are free?


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 Post subject: Re: Gremlins
PostPosted: Mon Oct 12, 2009 14:49 
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Rain wrote:
quaffle wrote:
Gold Golem is WAY cheap


Quote:
-10% gold production



Still not bad, mind you, but it's nothing like vampire bats for instance. Gryph spec is cheaper too.


Btw. if they can't build towers, I assume their rezone spells are free?


Er, the Gold Golem is 580g and 0/4 and the Ornicopter is 960g and 0/5. Am I missing something?

DISCLAIMER: I'm not commenting on how the prices are compared to other races, but compared to each other, which I think is whack.

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 Post subject: Re: Gremlins
PostPosted: Mon Oct 12, 2009 17:03 
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If you guys are just going to nitpick at the price and not at the concept, I'm actually pretty satisfied then.

And yes Rain, free magic rezone spells.

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 Post subject: Re: Gremlins
PostPosted: Tue Oct 13, 2009 00:19 
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Graduated Plum wrote:
DISCLAIMER: I'm not commenting on how the prices are compared to other races, but compared to each other, which I think is whack.

Yeah, this is what I meant...

As for the theme... your storyline is one line long... It makes sense though, Gremlins... if you are into fantasy they are quite self-explanatory.

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The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Gremlins
PostPosted: Tue Oct 13, 2009 00:31 
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Still working on the creative blurb. I couldn't come up with anything on par with, and in the same style as, vamps and gobbos at the moment. Will post as soon as I become inspired.

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 Post subject: Re: Gremlins
PostPosted: Tue Oct 13, 2009 22:24 
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list fail

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Gremlins
PostPosted: Tue Oct 13, 2009 22:39 
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Added storyline, whole bunch of balance changes, several tweaks. Change log in 2nd post.

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No! It's the amazing1weekflare! :mrgreen:


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 Post subject: Re: Gremlins
PostPosted: Wed Oct 14, 2009 22:12 
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-15% gold production and +5% population seems... counter productive.

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Gremlins
PostPosted: Wed Oct 14, 2009 22:15 
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Ever played trolls?

-25% pop, +5% gold.

It matters.. :p

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