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 Post subject: Re: Daemon
PostPosted: Fri Jun 04, 2010 16:45 
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I hate that the Corpses are making gold, just saying... again. Even with them making gold, it will be silly to build Altar of Riches to train anything other than Corpses, Watchers, and Geniuses unless the prices are balanced where it will take X% of banking to make Altar of Riches more efficient than an IM. Is that making sense? Ill explain it again...

Right now, a Fiend costs 125r. So it takes 1.14 iron mines to make one Fiend. It takes 1.5 Prayers to gain the same offense as a Fiend and 1 Wanderer to gain the same defense as a Fiend. 1.5 Prayers and 1 Wanderer cost 257.5g in total. It takes 3.68 Altar of Riches to make that. You will need 222.81% (3.68 divided by 1.14) banking mods to make Altar of Riches better than an iron mine!

So at 1000 land with 500 iron mines, you could produce 438 Fiends per hour; which is 329 offense and 219 defense. 500 Altar of Riches (with 0% banking) will produce 223 Prayers and 115 Wanderers per hour; which is 112 offense and 58 defense.

Human's Knight roughly costs 11.5 buildings early on to produce and is 9.34 times as effective as the Fiend. So you want the Fiend to cost about 1.23 buildings (11.5 divided by 9.34), so 135r would be a suitable price in my opinion.

Now, you will want to price your Prayer and Wanderer off 1.23 buildings. Lets just say you will want the Altar of Riches to be as strong as an IM at 30% banking imps. So you want 1.5 Prayers and a Wanderer to cost 1.6 buildings raw (1.23 times 1.3). So 112 gold in total. The Prayer and Wanderer should each cost 45 gold. This will make them cost only 1.23 buildings with 30% banking.

Screw the Idol... haha :(


SUMMARY:
Prayer price changed to 45 gold
Wanderer price changed to 45 gold
Fiend price changed to 135r

Also, how are Corpses trained? Normal workers are trained at 1.5% of peasants per hour.

You should also take their Slave Pits away, seeing as those suckers can produce 160 gold per hour.

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 Post subject: Re: Daemon
PostPosted: Fri Jun 04, 2010 23:03 
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quaffle wrote:
Right now, a Fiend costs 125r. So it takes 1.14 iron mines to make one Fiend. It takes 1.5 Prayers to gain the same offense as a Fiend and 1 Wanderer to gain the same defense as a Fiend. 1.5 Prayers and 1 Wanderer cost 257.5g in total. It takes 3.68 Altar of Riches to make that. You will need 222.81% (3.68 divided by 1.14) banking mods to make Altar of Riches better than an iron mine!


This logic is made of fail.

the defense is tied to the fiend, so it doesnt help any (with defense) when they are out on attack...

it is not comparable to two seperate units...

Because fiend is stronger on OP they should be priced close to (1.5*Prayercost) but a little more because it has turtle..

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 Post subject: Re: Daemon
PostPosted: Sat Jun 05, 2010 05:58 
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I just saw 250 corpse cost now. So I would consider base 125 per work now. I was using 100 workers cost assuming I had max guild quarters.

But I see now why my calculations were wrong using the ^20 hour changes calculation thing doesn't work for this scenario.

Your military will be about 14 times the enemy as an attacker same size as you with all elites. End round they are overpowered with current worker max so change the worker limit to 1/10 of your other military or 10 * your land whichever is higher.

That allows them to have same workers as enemy on same size once they get to 2 weeks maybe 3 needed to reach same workers as enemy has peasants.

But it prevents them from having a drastically higher income than people around them. And since they are so slow in beginning I doubt this race could be overpowered with these above changes.

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 Post subject: Re: Daemon
PostPosted: Sat Jun 05, 2010 09:44 
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Robespierre wrote:
quaffle wrote:
Right now, a Fiend costs 125r. So it takes 1.14 iron mines to make one Fiend. It takes 1.5 Prayers to gain the same offense as a Fiend and 1 Wanderer to gain the same defense as a Fiend. 1.5 Prayers and 1 Wanderer cost 257.5g in total. It takes 3.68 Altar of Riches to make that. You will need 222.81% (3.68 divided by 1.14) banking mods to make Altar of Riches better than an iron mine!


This logic is made of fail.

the defense is tied to the fiend, so it doesnt help any (with defense) when they are out on attack...

it is not comparable to two seperate units...

Because fiend is stronger on OP they should be priced close to (1.5*Prayercost) but a little more because it has turtle..

Okay, but at the same time, it doesnt. You can only compare effectiveness with this race, no efficiency. 2 Fiends are as effective as 1.5 Prayers and 1 Wanderer (while attacking). At these prices, thats still 2.28 buildings versus 3.68. The Fiends turtle just makes them that much better too!

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 Post subject: Re: Daemon
PostPosted: Sat Jun 05, 2010 10:01 
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Comparing with buildings is a bad choice, because the Corpse produces gold. That's why they're more expensive and less effective, because as imps and housing (for other races), this race needs to be piling on the workers to keep up. At the moment, their early round is average, and they get better as the round progresses. As Silencio has pointed out, they may be overpowered late round. I'll probably not be going as far as /10 but that limit will have to be increased.

I'd find a land limit on corpses completely useless.

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 Post subject: Re: Daemon
PostPosted: Sat Jun 05, 2010 11:08 
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/giving up, sorry plum.

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The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
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 Post subject: Re: Daemon
PostPosted: Sat Jun 05, 2010 22:24 
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If your workers are about same as enemy with 1/10 of military in corpses then this race has more than twice economy as someone on same size 3.5 weeks into the round because units don't take up space.

At 3.5 weeks other attackers are giving up half there economy for military and this race isn't.

No matter how far behind a race is in the beginning they shouldn't have double economy of people on same size late round.

10* each land in Corpses is not the only limit. I added this as an option so you can mass some workers before you have to make military. Because you won't be able to mass workers until military catches up.

It should either be corpse limit 10 * land or other military divided by 10 whichever is higher.

So both limits would be in the guide to this race but only the limit that currently allows the highest amount of workers to be trained is accounted for.

So the 10 * buildings allows to make more workers early on than the military/10 limit.

And then later this limit disappears if your military/10 allows you to make more workers than the above limit.

Whichever limit currently allows the most workers to be trained is only limit that is activated the moment you train workers. But both limits are possible.

This will allow them to get a decent amount of workers early on and then when your military catches up it allows you to train more without making them overpowered end round.

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 Post subject: Re: Daemon
PostPosted: Wed Sep 01, 2010 20:33 
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Hmm, so I just finished my first run of final exams so I decided to roam around these forums a bit again, when I remembered this thread. Looking on the race now, it looks surprisingly balanced and simple, considering it's the same race that was basically shooting myself in the head trying to balance. I'm still wanting a more interesting effect on corpses than just extra gold production, so if anyone can think up and suggest some, it'd be really awesome. XD

In the next couple of days I'll spend some time creating a new race, hopefully one that isn't woefully boring.

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 Post subject: Re: Daemon
PostPosted: Thu Sep 02, 2010 15:28 
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infinite unit efficiency?

It will be fun watching anyone balancing this!


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 Post subject: Re: Daemon
PostPosted: Thu Sep 02, 2010 19:21 
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Raz wrote:
infinite unit efficiency?

It will be fun watching anyone balancing this!


It's terrific fun. ^^

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