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 Post subject: [Good] Goldpadrone
PostPosted: Sat Nov 06, 2010 09:28 
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Joined: Mon Jan 19, 2009 15:55
Posts: 123
Location: Perak, Malaysia
Race: Goldpadrone

Alignment: Good

Main Overview:
Goldpadrone is a ancient race that very expert in finding, processing and refining gold ore from the earth. They consume gold ore, at same time; they use gold ore to make armor for their military troops. Their heavy golden armor make their military move slower than most of the other races, however, recently they success to create summoning gate which able to send their military troops to any place they wish instantly. With the increasing of gates, more and more golden troops come to elveron. It seems that they have been waiting for so long to conquer all gold mine in elveron …..

Bonuses and Penalties:
+2% Peasant growth rate
No Magic Dust is needed to cast spells
No lumber is needed to construct buildings
Peasant produce 0 gold
Each population consume 0.3 gold per hour
Starting with 70 Gold Mines

Military:
Code:
Name             OP   DP  Ret  Train  CAS  MAG SPY  COST
Golden Bug       2    2   12   12     125   -   -   260g
Guld Ranger      0    3   -    12     100   -   -   450g
Zlaty Rytir      6    3   13   12     100   -   -   1100g
Aurum Shield     0    7   -    12     100   -   -   1440g
Golden Smith     4    4   14   12     100   -   -   900g
Oro Master       -    -   -    12     -    1.0 1.1  -
Craftsman        --------------Worker------------   100g


• Golden Bug is trained directly from peasants.
• Guld Ranger is trained directly from peasants.
• Zlatan Knight can only be trained when there are minimum 10% Summoning Gate.
• Aurum Shield can only be trained when there are minimum 20% Summoning Gate.
• Golden Smith can only be trained when there are minimum 30% Summoning Gate.
• Oro Masters are not trainable.
• 10% of all casualties on attacks or defenses are automatically retrained as Oro Masters.
• Each Guld Ranger, Aurum Shield and Oro Master produces 2.3 gold per hour.
• Each Golden Bug, Zlatan Knight and Craftsman produces 3.5 gold per hour.
• Each Golden Smith produces 6.2 gold per hour.

Spells:
-Craftsmanship (Goldpadrone, SELF): Increases investment points of gold with 300% when spell is active when investing.

Fertility, Slow, Volcano, Erosion, Ice Age, Global Warming, Dispell, Lesser Farsight, Stealth.
These spells can be casted with no Summoning Gate.

Magic Shield, Farsight, Hourchange, Craftsmanship.
These spells can only be casted when there are minimum 10% Summoning Gate.

Energy Charge, Power Farsight, Revelation.
These spells can only be casted when there are minimum 20% Summoning Gate.

Blizard, Anarchy, Flame Burst, Land Warp, Abrasion, Cripple, Ensare.
These spells can only be casted when there are minimum 30% Summoning Gate.

Building Difference:
• Summoning Gate: Highland. Reduces the gold consumption of population with 0.01*Summoning Gate%. (No max).
• Diamond Mine: Goldpadrone cannot build Diamond Mine.
• Iron Mine: Goldpadrone cannot build Iron Mine.
• Tower: Goldpadrone cannot build Tower.
• Farm: Goldpadrone cannot build Farm.
• Sawmill: Goldpadrone cannot build Sawmill.
• Miner Camp (Home): Mountain
• Gold Pantheon (Court House): Grassland
• Tavern: Grassland
• Slave Pit: Forest
• Spire: Swamp

Notes:
• Starting with 70 Gold Mines is to replace 30 Sawmill, 30 Farm and 10 Towers, also, their peasant produce 0 gold.
• All the troops will still produce their gold even when in sending out because they look for gold even when in attack.

_________________
080 says:
he is getting out of class to go to the "washroom" lol
Immor says:
ah, ok, "stomachache"
080 says:
aha ya
Immor says:
tell Lordrahl be careful and dont drop his iphone into the toilet bowl
080 says:
lolz


Last edited by IMmoR on Sat Nov 06, 2010 17:19, edited 4 times in total.

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 Post subject: Re: [Good] Goldpadrone
PostPosted: Sat Nov 06, 2010 11:45 
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Development Team Spokesperson
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
30% Summoning Gates with unlimited Black Ops is unbalanced. Even if it takes time to build mage/spy, you have unlimited attempts, therefore someone persistent enough will have black ops casted on everyone.

Onto the race features... holy sh*t. Unique for sure. I LOVE this concept of Summoning Gates along with military being your economy. But I think the military makes too much money. If you consider a kingdoms military vs (workers + peasants) in game, there is always more military. This race doesnt need to stock gold either, so that is a small little X-factor that should be considered.

D*mn, you really need to know the numbers to balance this race =P Its so different haha.

The whole spell thing though is a bit rough. I would consider scrapping that idea and just allow the race to make towers.

_________________
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: [Good] Goldpadrone
PostPosted: Sat Nov 06, 2010 12:24 
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Joined: Mon Jan 19, 2009 15:55
Posts: 123
Location: Perak, Malaysia
Actually, i have another option to control the abuse of black operation.

Oro Master become trainable with 2200g per unit.

And spell change to:

Fertility, Slow, Volcano, Erosion, Ice Age, Global Warming, Dispell, Lesser Farsight, Stealth.
These spells can be casted with no Summoning Gate.
These spells can be casted unlimited.

Magic Shield, Farsight, Hourchange, Craftsmanship.
These spells can only be casted when there are minimum 10% Summoning Gate.
These spells can be casted unlimited, except Hourchange (This spells can only be casted once per three hours as usual).

Energy Charge, Power Farsight, Revelation.
These spells can only be casted when there are minimum 20% Summoning Gate.
These spells can only be casted once per hour.

Blizard, Anarchy, Flame Burst, Land Warp, Abrasion, Cripple, Ensare.
These spells can only be casted when there are minimum 30% Summoning Gate.
These spells can only be casted once per three hours.

About the gold production of troops, i agree that they are hard to be balance, anyway, the gold production of the troops can be changed for balancing purpose.

_________________
080 says:
he is getting out of class to go to the "washroom" lol
Immor says:
ah, ok, "stomachache"
080 says:
aha ya
Immor says:
tell Lordrahl be careful and dont drop his iphone into the toilet bowl
080 says:
lolz


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 Post subject: Re: [Good] Goldpadrone
PostPosted: Sat Nov 06, 2010 21:09 
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Joined: Mon Mar 14, 2005 02:04
Posts: 1355
Everything about this race is broken!

The concept is broken because the military gets easier to max out as the round progresses. Also increasing land/population early on in the game only hurts you since your peasants will be leeching off your gold and all those buildings you have to buy cost gold to make.

General strategy would probably be to max workers and golden bugs for a while and exploring land when you are max to make 10% farms then proceed to max out on 6/2s and win.

Great concept but this race works completely different than what we want. 1.6/10


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 Post subject: Re: [Good] Goldpadrone
PostPosted: Sat Nov 06, 2010 21:35 
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Joined: Tue Apr 22, 2008 05:24
Posts: 790
screw the workers. only make them to be able to make the golden smiths and explore. everything else wilan said is correct.

_________________
The empty handed painter on your street..
is drawing crazy patterns in your sheets...
The sky, too, is falling over you...
and it's all over now, Baby Blue.


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 Post subject: Re: [Good] Goldpadrone
PostPosted: Sun Nov 07, 2010 06:30 
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Development Team Spokesperson
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
1.6 out of 10?

LOL what is the thought process of the scoring?

_________________
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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