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 Post subject: Changes round 8
PostPosted: Sat Jan 16, 2010 02:39 
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We need some changes since the round will be 6 weeks!!

This is how it looks so far.

General changes
kidnap scaled by land similiar to resource stealing.

Realm improvements changed.
As a realm you will need to invest more points to reach the same percentage, roughly you need 10% more points. This still means it is easier to increase realm improvement percentages together as a realm than for each individual kingdom to increase its own kingdom improvements the same percentage (of course this comparison only works when comparing the same initial percentage). Before to reach HALF of maximum percentage you needed roughly 80% of the points per acre of kingdom improvements to get the same realm improvements. Now that number is roughly 90%.

The investment point share in realm improvements are no longer based on number of kingdoms in the realm, but based on the individual kingdoms land share of the total realm land (explained in detail on page 4 in this thread).



HUMAN
no change

DWARF
Ironbreaker 5/5 400g, 1,300r changed to 5.5/5.5 and +30g, +100r to 430g, 1400r

Berserkers +150r, from 3,600r to 3,750r

SYLVAN
no change

ELEMENTAL
no change

SHINOBI
Crystal Assassin +10g, from 865g to 875g
Crescent Knight +25g, from 1,400g to 1425g

GRYPHON
+1,000g on Noble Lord and Master Hunter
from 3,000g, 1ru to 4,000g, 1ru

GOBLIN
no change

DARK DWARF
Web Filled Cave houses 220 spiders instead of 200.
Tavern houses 10 spiders.

ILITH
MindTrull +20g, from 280g, 10r to 300g, 10r
ThoughtEater +25m, from 1,150g, 75m to 1,150g, 100m
NeuronBlaster -5m, from 1,325g, 55m to 1325g, 50m

UNDEAD
Undead will lose the +15% population bonus in favour of;
*Each acre of land houses 10 citizens changed to houses 15 citizens, meaning 15, 25, 30, 45 base population for barren, building, academies, homes

zombies +0.5dp +20g into 2.7/1 400g
skeleton +10g, +5r into 360g, 25r
wraith +0.4dp +100g into 1/4.5 900g
Vampire +1 dp +50g into 4/2 950g
Necromancer +50g, +25m into 1,800g, 100m

**The Cap of the vampire conversion has increased

PLAGUEBEARER
replaced for ORC, check the other thread

FLAMEWEAVER
no change
__________________________________
*Adding a base pop bonus would increase the effect of imp. Another % pop bonus makes an all homes strat too appealing.
**meaning higher conversion when hitting kingdoms with smaller units compared to kingdoms with stronger units. At the moment it is 3% of sent vampires, increased to 6%

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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 03:14 
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I think a change to both evil and good will be nice as in elf and troll.

As for changes if we take out races I would take out undead for evil and for good I would say shinobi or dwarf (unless they get some sort of bonus. No one plays them now anyway). I forget if elf is fast or slow since I've never played them and did not pay attention when they were played.

For changes:

Goblin
Conscripts from 510r to 530r

Plaguebearer
Food and lumber for Wights and Ghouls to 190

Gryphon
Ravenhawks from 1175g to 1200g

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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 03:26 
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Joined: Fri Jan 19, 2007 19:23
Posts: 1675
drop 12 race, bring 12 new ones!


+2



real suggestions :

I need vamp back so i can get bfiddy to focus longer than 5 minutes on the round :)

can oop not be saturday night or sunday :) <3

drop ud

renerf flameweaver

bring back zorb? zorb > tr00l

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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 03:41 
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zorb without slave pit < troll!


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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 03:42 
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ZORB for sure... I would not mind either but zorb I vote 10-1 against troll :D

Renerf Wilan :wink:

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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 03:45 
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Race suggestion:

Replace Plaguebearer with Eye Tyrant.
Replace Undead with vampire.

Let troll and elves stay in the closet.


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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 05:02 
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Please don't add troll or elf. Maybe zorb, though I'm personally no fan.

I fear FW would be a bit strong tho.


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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 05:32 
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Location: belton, Missouri
Keep plaguebearer around they have been around for only 2 rounds and they are still great early and mid round.

Don't touch flameweaver they are fine way they are. If you think they are overpowered, then you should play them and see how hard it is.

dwarf and undead are both weak compared to other races.

But undead is obviously much weaker than dwarf.

And just for the record saying a race is good, but they haven't done well because nobody with talent has used that race is ignorant. There are enough good players in the game now that if a race sucks, top players won't ever pick that race cause they want the best chance to win. Playing with undead is almost guarenteed to fail.

Replace undead with vampire.

Then boost or switch out dwarf and and both allignments look balanced imo.

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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 08:24 
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replace goblins with zorb or vampire and dwarfs with elves.


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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 09:21 
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Well, i love dorf and was hoping to play them again. But if next round is going to be a 6w round it's not as much fun i think.. So might as well remove them.

I have never tried either elf or troll. I know everyone hates them, but i'd like to try them both out.. :)


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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 09:49 
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Race changes

Replace Dwarf with a race that doesnt suck.

Sylvan - Increase their offensive elite... +15g +50 lumber. I mean, how can a race be fast AND efficient? Increase worker cost also, I dont like their ability to explore so well, I dont care that they cant win with it... just not cool =P

Elemental - This race confuses me. Is it strong early, or is it strong late? Do you play them fast or slow? Like, what the fuck. Fun unique that should hold a permanent spot in Elveron though.

Shinobi - For 6 weeks, "Max 80% of Crystal Assassins 'normal casualties' blah blah" changed to "Max 70% of Crystal Assassins 'normal casualties' blah blah" Should be good enough?

Gryphon is overpowered. Super forgiving if you play horribly and for anyone that has been keeping up with this round, they are super strong late round. Increase the price of their Iron Talons... +100g? That should hurt their late round... idk. This race is too awesome to destroy.

Goblin is balanced for 6 weeks imo. They are plenty efficient with 9op and 7.whatever dp.

Please do not remove Undead. They need major help though, Kalle suggested an extra 5% population boost. This will help them a lot, maybe making their defense more efficient will help also.

REMOVE THE PLAGUE

DD is an awesome race for sure. I think they will need more efficient Web Caves to last in a 6 week round. They are fast enough to get off to the start they will need. Then will most likely require a longer sit to convert to Web Caves. Maybe increasing to 225 or 250 per Web Cave?

Remove Ilith for a race that is actually cool. Ive never been a fan of Iliths =P

Flameweaver - Flame Invoker +1 op, +75g

+Troll (with 1op whelps), Elf, Vampire, Rashnoids, Leshkins

Other changes

Please complete remove the ability for kingdoms to hit a kingdom that would burn land. There is no strategic or moral value in it. It completely ruins the experience play aspect or this game. And the only time land player would venture to this rule would be to stop competition/overpopulation. Which probably comes along with suiciding which is another thing the game attempts to frown apun. If not remove it, at least limit it to one burnt land hit please.

I believe this has been mentioned a bit throughout the round, but please weaken realm improvements. Especially with a 6 week round..

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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: round 8
PostPosted: Sat Jan 16, 2010 11:06 
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Plaguebearer
- Decayed Ones are not summoned if you have >1000 peasants.

What Quaffle said about Shinobi, Gryphon and Sylvan should work.

Don't bring troll or elf, most of long rounds have them, which is not fun. :|

You may aswell give the boot to dorf and gobbo as they're most likely to be played just as early flares / oop suiciders / whatever runaway attempts. Bring something like minotaur and planet ouched in just for the change? :)

Quaffles: I remember a few cases where people've gone through the trouble of overpopping another kingdom getting burned land out of it. I'd rather see that aspect of the game around, as it's a costy strategical decision for landies.

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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 11:11 
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Planet Ouched FTW!!

Uhmm, if you triple (conquest?) tap a kingdom at any point in the round... that kingdom should be out of contention for the win. If not, the race is either overpowered or the player is hacking! I vote against this means to stopping a kingdom.

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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: round 8
PostPosted: Sat Jan 16, 2010 13:58 
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Posts: 1564
Undead needs efficiency and turtle

So..
+.4dp, +50g on wraith to 4.5dp, 850g
+1dp vampire to 4op, 2dp

---
Dorf

Removed for Elf (i want to try elf!)
If not removing dorf, i agree with ceek. They will only be usable as rimpers/suiciders. I cannot really think of a good change that would make them work on a 6w round without making them too fast in the beginning. Maybe improving zerkers as no one really uses them early on, but i dunno.. Remove, altho i love them.

---
Ilith

Removed for troll (i want to try troll!)
If not removing ilith they need to be slowed down after converting to alchs. I like their special ability of OP alchs, so my suggestion is increasing price of TEs.
TE +100 gold to 1250g

---
PB

Ceeks suggestion was reasonable i think.. :) I think they need something else to survive a long round though. Maybe lowering secondary resource cost a bit?

And DD needs something as well. They are usually struggling after week 3 anyway..


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 Post subject: Re: round 8
PostPosted: Sat Jan 16, 2010 14:04 
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Joined: Mon Jun 19, 2006 21:58
Posts: 1200
Location: Pirate. Yarrr
quaffle wrote:
Please complete remove the ability for kingdoms to hit a kingdom that would burn land. There is no strategic or moral value in it.


I remember on two occasions we (as in, my pack) have decided to take one burned hit to overpop a player. Not only was there a big strategic value to it, it was also very awesome. And also I could think of one very good reason you would wanna pop a guy you've just fucked out of any contention for the win. ^^


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