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 Post subject: Upside Down Race
PostPosted: Fri Jan 06, 2012 01:06 
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Joined: Sat Oct 22, 2011 02:10
Posts: 27
Race: Keshiri
Alignment: Evil (could be good)

Bonus/Penalties
There are no bonuses or penalties

Story: The Keshiri are a small and weak race even shorter than the Halflings. Until recently the Keshiri were forced to hide to prevent their extinction. However, one of their mages Magus Augustus chanced upon the technique to enchant the Keshiri into great warriors with diamonds. As they began to mine for diamonds though they soon discovered that they were no good at it, so to improve their kingdoms they began using solid gold emblems that they could magically sacrifice for the good of the kingdom.

Code:
Code:
Name                 Att  Def  Ret  Trn  Cas  Mage Spy   Cost
Harvester                           1                    0g
Semiprecious Stone   2    2    12   9    100             40d
Crystal Shooter      10   4    12   12   90              220d
Gemmed Defendant          8    12   12   80              160d
Diamond Dust                        12        1    1     220d
Gold Emblem                         12                   60g
Jeweled Worker                      12                   10d

    Harvesters are trained from peasants
    Harvesters produce 0.26 diamonds and no gold
    Jeweled Workers produce 0.35 diamonds and no gold
    Gold Emblems are crafted not trained, they do not eat, and do not take up population space

Construction Changes
Diamond Mine: Produces 6d/h
Cannot build gold mine
Cannot build iron mine

Racial Spells:
Economic Tribunal Self Instant: Sacrifice all of Gold Emblems for 150 improvement points each, divided evenly between banking and housing 60%into kingdom improvement and 40% into realm if realm points are maxed out then the points are put into kingdom improvements. (Cost 0md)

Military Tribunal Self Instant: Sacrifice all of Gold Emblems for 150 improvement points each, divided evenly between forges, walls, and policing 60%into kingdom improvement and 40% into realm if realm points are maxed out then the points are put into kingdom improvements. (Cost 0md)

Racial Achievement:
Harvest time-Train 95% of your peasants as harvesters.


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 Post subject: Re: Upside Down Race
PostPosted: Tue Jan 10, 2012 03:25 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
funky but totally mad at the same time. theres some big things that need changed i think

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 Post subject: Re: Upside Down Race
PostPosted: Wed Jan 11, 2012 02:03 
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Joined: Sat Oct 22, 2011 02:10
Posts: 27
Like what?


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 Post subject: Re: Upside Down Race
PostPosted: Fri Jan 13, 2012 02:14 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
Gold Emblems are crafted not trained, they do not eat, and do not take up population space

60g = 150 imp points

that is ALOT more efficient than a DM for normal people
1h = 250 imps/hr + improves with imps
1 normal dm = 150 imps/hr

i get it that gold is for imps not military
and dms is for military not imps

its backwards but that is too strong i think
pop bonus and banking will increase imp cabability even more!
when pop imps is up it will actually start helping with dm/hr (well designed)


a race that makes this many diamonds does not need a way to make extra imps - they just dont train for 1 turn and invest more than everyone else!

nice emblem idea - but they have ALOT of dm's already and emblems are broken.


the numbers for building and generating dm's look really good other than that
maybe swap your emblem out for a troop
they only have 3 troop choice

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 Post subject: Re: Upside Down Race
PostPosted: Fri Jan 13, 2012 14:45 
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Joined: Sat Oct 22, 2011 02:10
Posts: 27
I'm not sure how you get the 1 h=250 imps points.

They can't build gold mines so a home only generates 52g which would be less than 150imps unitl they can bring up their banking and housing. Plus they have to wait 12hrs to craft the emblem.

Don't see how that makes them over powered.

And as for using diamonds for investing, a diamond mine only generates 90imps. It would be more efficent to sacrifice a bunch of harvesters for peasant space.


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 Post subject: Re: Upside Down Race
PostPosted: Mon Jan 16, 2012 03:33 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
i was referring to 1 home being 40 pop
be it full of peasants making gold or workers making diamonds

1 piece of land when full of workers makes no gold and 14 diamonds
with 20% pop = 16.8 diamonds
252 imps/hr

if you are going for gold/emblems @ 60g per 150 imps...
1 full home = 104g (using emblems 260 imps per hour)
with 20% pop = 124.8 (using emblems 312 imps/hr)
with 20% pop and banking = 149.8 (using emblems 374.5 imps/hr)

normal races 1 land can be DM = 20 pop(52g+) + 10 dms (150 imps)

with imps you cannot make 1 land with a DM give you 300 imps per hour
but with this race you could buy 2 emblems

very high and fast imp potential

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 Post subject: Re: Upside Down Race
PostPosted: Mon Jan 16, 2012 18:49 
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Joined: Sat Oct 22, 2011 02:10
Posts: 27
How about I make diamonds based on a diamond mine making only 2 diamonds and adjust everything accodingly. Then,what if I doubled the emblem price.

Would that be about right? :?


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 Post subject: Re: Upside Down Race
PostPosted: Thu Jan 19, 2012 02:03 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
Both examples i gave you were with homes...
homes and workers making dm's and homes with peasants making gold

you can drop diamond mine production all you like but i would still build homes

if homes with workers make 14dms and a dm normally makes 10 - why do u have to change it?

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