Difference between revisions of "Age 92"
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− | Introduction | + | |
+ | == Introduction == | ||
This age we are mixing up races and personalities. The goal is to give a new unique feel to the racial and personality system w/out fundamentally changing the gameplay or heart of utopia. To that end personalities are being drastically changed. While they will still exist you are now picking a second race, your Personality is your sub-race. That is there will be no warrior, heretic, mystic, rogue, etc only race options for both Race and personality. | This age we are mixing up races and personalities. The goal is to give a new unique feel to the racial and personality system w/out fundamentally changing the gameplay or heart of utopia. To that end personalities are being drastically changed. While they will still exist you are now picking a second race, your Personality is your sub-race. That is there will be no warrior, heretic, mystic, rogue, etc only race options for both Race and personality. | ||
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− | + | == Comparison to Previous Personality System == | |
− | Comparison to Personality | ||
Looking at historical utopia, we have historically picked both a personality and a race. Races had bonuses and penalties and a fixed elite value, while personalities have given only a bonus. Look at for example the undead race and cleric personality The Undead race is innately just an attacker with plague and a large amount of sustain. In a similar vein Cleric gives largely the same bonus to sustain as personality option for any race. However in age 79 there was no cleric personality nor a Undead race, but the personality “Undead.” That age the sustain pick for both race and personality was done by picking the “personality” undead. NEXT age since you are picking a race twice, you can think of your pick in the same way. You are picking your primary race, and your “personality” race. The major difference is that the “Racial personality” has both bonus’s and penalties and mods to your Elite value. | Looking at historical utopia, we have historically picked both a personality and a race. Races had bonuses and penalties and a fixed elite value, while personalities have given only a bonus. Look at for example the undead race and cleric personality The Undead race is innately just an attacker with plague and a large amount of sustain. In a similar vein Cleric gives largely the same bonus to sustain as personality option for any race. However in age 79 there was no cleric personality nor a Undead race, but the personality “Undead.” That age the sustain pick for both race and personality was done by picking the “personality” undead. NEXT age since you are picking a race twice, you can think of your pick in the same way. You are picking your primary race, and your “personality” race. The major difference is that the “Racial personality” has both bonus’s and penalties and mods to your Elite value. | ||
− | New | + | == New System == |
At its most simplistic, the new age there will be 11 race choices(most of the races utopia has ever seen) and you pick two. You gain all the bonuses AND penalties of both race choices. That is you can be both an Avian and an Elf, or any 2 combinations.. This will be reflected in the game as follows:. | At its most simplistic, the new age there will be 11 race choices(most of the races utopia has ever seen) and you pick two. You gain all the bonuses AND penalties of both race choices. That is you can be both an Avian and an Elf, or any 2 combinations.. This will be reflected in the game as follows:. | ||
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Here is when the fun now gets slightly complicated. When you pick your combination there are 2 additional bonus you can get as follows: | Here is when the fun now gets slightly complicated. When you pick your combination there are 2 additional bonus you can get as follows: | ||
− | HYBRID VIGOR: Anyone who picks two DIFFERENT races gain +50% BR | + | HYBRID VIGOR: Anyone who picks two DIFFERENT races gain +50% BR. |
− | PURE OF BLOOD: Anyone who picks the same race twice: gets town watch, and receives that races penalties only ONCE | + | |
+ | PURE OF BLOOD: Anyone who picks the same race twice: gets town watch, and receives that races penalties only ONCE. | ||
Thus for clarity, for example, an Avian(main) part Elf (personality) will have all the bonuses AND penalties of both Avian and Elf in addition to +50% Birth Rate (BR). Alternatively, for example, if Avian is chosen twice (Race and Personality) then ALL of the Avian bonuses are multiplied (effectively applied twice), you gain the spell Town Watch and the racial penalty is only applied once. | Thus for clarity, for example, an Avian(main) part Elf (personality) will have all the bonuses AND penalties of both Avian and Elf in addition to +50% Birth Rate (BR). Alternatively, for example, if Avian is chosen twice (Race and Personality) then ALL of the Avian bonuses are multiplied (effectively applied twice), you gain the spell Town Watch and the racial penalty is only applied once. | ||
+ | |||
+ | == '''Mechanics Changes''' == | ||
+ | |||
+ | *Base Military values and Networth changes | ||
+ | |||
+ | *All Specialists are now Base 7 points, networth values remain the same (0.8 per offense point, 1 per defense point) | ||
+ | |||
+ | *Thieves and wizards are now 7 NW | ||
+ | |||
+ | *Elite net worth values no longer have a fixed value. Elite networth will be calculated using this formula: | ||
+ | If (elite offensive strength * 0.8 == elite defensive strength) then Elite NetWorth = ((elite offensive strength * 0.8) / 3) + def strength | ||
+ | Otherwise: [The Larger #: (elite offensive strength * 0.8) OR (elite defensive strength)] + [The Smaller #: (elite offensive strength * 0.8) OR (def strength) / 3 | ||
+ | For example: Elite Value of 13/10 => elite offensive strength * .8 = 10.4, therefore 10.4 + (10/3) = 13.74 | ||
+ | For example: Elite Value of 9/11=> elite offensive strength * .8 = 7.2, therefore 7.2/3 + 11 = 13.4 | ||
+ | |||
+ | *Horses are 3 points and 2.4gc (0.8 per point) | ||
+ | |||
+ | *Prisoners are now 5 points and 1nw (0.2 per point) | ||
+ | |||
+ | *Mercenaries are now 5 points and cost 300gc | ||
+ | |||
+ | |||
+ | |||
+ | ==Military training== | ||
+ | |||
+ | *Elite training costs are fixed at 1500 gc | ||
+ | |||
+ | *All Races convert Specialists into Elites on Successful Traditional Marches | ||
+ | |||
+ | *Specialist Troops cost 350 gc increased from 300 gc | ||
+ | |||
+ | |||
+ | ==Other Changes== | ||
+ | |||
+ | *All races have access to the spell War Spoils | ||
+ | |||
+ | *Fireball damage has been increased by 10% | ||
+ | |||
+ | *Anonymity is available only to Avians | ||
+ | |||
+ | *Dragons: Cost reduced by 50% | ||
+ | |||
+ | *Amethyst dragon: | ||
+ | Science effectiveness reduction has been lowered from -25% to -7.5% , | ||
+ | Additional new effect; IN WAR Amethyst dragon will slightly reduce the science effectiveness for the duration of the war for all provinces in the Kingdom every 6 ticks | ||
+ | This damage will occur at the same time a dragon destroys buildings | ||
+ | This damage will reduce your effectiveness similar to what 2 successful casts of amnesia would lower your science effectiveness (this is not an actual cast of amnesia, Amnesia Immunity will not prevent this) | ||
+ | |||
+ | *End of War Cease Fire: increased from 72 hours to 96 hours | ||
+ | |||
+ | *End of War Cease Fire: +50% science production during end of war cease fire | ||
+ | |||
+ | *During WAR: Elite conversion rate on Traditional March attacks will be doubled | ||
+ | |||
+ | *Attacking: intra-Kingdom attack speed will be reduced by 50% | ||
+ | |||
+ | *Training Page: Inspire Army will be added to the list of currently active spells | ||
+ | |||
+ | *The Wall: Monarchs now have the option to block random provinces from joining a kingdom. When The Wall is enabled, it causes kingdom's wages to increase by 20%. | ||
+ | |||
+ | *Kingdoms will Naturally fill to 22 (instead of 24) | ||
+ | |||
+ | *Spy on Sciences difficulty will be reduced | ||
+ | |||
+ | *Spy on Throne is the easiest operation, using this level of difficulty as the base, Spy on Sciences difficulty will be reduced to roughly 3x more difficult than SoT (previously, SoS was ~5.5x more difficult than SoT). To give a frame of reference, Spy on Military is roughly 4x more difficult than SoT | ||
+ | |||
+ | *LEARNS: Learn will take more from allocated science books and less from unallocated science books | ||
+ | |||
+ | *+50% allocated science books over current values | ||
+ | |||
+ | *-50% unallocated science books over current values | ||
+ | |||
+ | {{ages}} |
Latest revision as of 14:01, 8 March 2024
Contents
Introduction
This age we are mixing up races and personalities. The goal is to give a new unique feel to the racial and personality system w/out fundamentally changing the gameplay or heart of utopia. To that end personalities are being drastically changed. While they will still exist you are now picking a second race, your Personality is your sub-race. That is there will be no warrior, heretic, mystic, rogue, etc only race options for both Race and personality. Thus you will still pick two options when creating your province just like in the past your Race and your Personality(sub-race). When picking your race and sub race you gain all bonuses and negatives of both picks; small caveats explained later.
Note: Specialist value has increased to 7 point. Offensive specs are now 7/0 Defensive specs are now 0/7 Elites have a base value of 7/7 modified by both race and personality choices
Comparison to Previous Personality System
Looking at historical utopia, we have historically picked both a personality and a race. Races had bonuses and penalties and a fixed elite value, while personalities have given only a bonus. Look at for example the undead race and cleric personality The Undead race is innately just an attacker with plague and a large amount of sustain. In a similar vein Cleric gives largely the same bonus to sustain as personality option for any race. However in age 79 there was no cleric personality nor a Undead race, but the personality “Undead.” That age the sustain pick for both race and personality was done by picking the “personality” undead. NEXT age since you are picking a race twice, you can think of your pick in the same way. You are picking your primary race, and your “personality” race. The major difference is that the “Racial personality” has both bonus’s and penalties and mods to your Elite value.
New System
At its most simplistic, the new age there will be 11 race choices(most of the races utopia has ever seen) and you pick two. You gain all the bonuses AND penalties of both race choices. That is you can be both an Avian and an Elf, or any 2 combinations.. This will be reflected in the game as follows:.
My Leader Name is DavidC, I am a Count. My Primary Race choice is Avian with a Personality(sub-race) choice is Elf. Race: Avian; Ruler Name: Count DavidC the Part Elf
My Leader Name is DavidC, I am a Count. My Primary Race choice is Avian with a Personality(sub-race) choice is Avian. Race: Avian; Ruler Name: Count DavidC the True Blooded Avian
Here is when the fun now gets slightly complicated. When you pick your combination there are 2 additional bonus you can get as follows:
HYBRID VIGOR: Anyone who picks two DIFFERENT races gain +50% BR.
PURE OF BLOOD: Anyone who picks the same race twice: gets town watch, and receives that races penalties only ONCE.
Thus for clarity, for example, an Avian(main) part Elf (personality) will have all the bonuses AND penalties of both Avian and Elf in addition to +50% Birth Rate (BR). Alternatively, for example, if Avian is chosen twice (Race and Personality) then ALL of the Avian bonuses are multiplied (effectively applied twice), you gain the spell Town Watch and the racial penalty is only applied once.
Mechanics Changes
- Base Military values and Networth changes
- All Specialists are now Base 7 points, networth values remain the same (0.8 per offense point, 1 per defense point)
- Thieves and wizards are now 7 NW
- Elite net worth values no longer have a fixed value. Elite networth will be calculated using this formula:
If (elite offensive strength * 0.8 == elite defensive strength) then Elite NetWorth = ((elite offensive strength * 0.8) / 3) + def strength Otherwise: [The Larger #: (elite offensive strength * 0.8) OR (elite defensive strength)] + [The Smaller #: (elite offensive strength * 0.8) OR (def strength) / 3 For example: Elite Value of 13/10 => elite offensive strength * .8 = 10.4, therefore 10.4 + (10/3) = 13.74 For example: Elite Value of 9/11=> elite offensive strength * .8 = 7.2, therefore 7.2/3 + 11 = 13.4
- Horses are 3 points and 2.4gc (0.8 per point)
- Prisoners are now 5 points and 1nw (0.2 per point)
- Mercenaries are now 5 points and cost 300gc
Military training
- Elite training costs are fixed at 1500 gc
- All Races convert Specialists into Elites on Successful Traditional Marches
- Specialist Troops cost 350 gc increased from 300 gc
Other Changes
- All races have access to the spell War Spoils
- Fireball damage has been increased by 10%
- Anonymity is available only to Avians
- Dragons: Cost reduced by 50%
- Amethyst dragon:
Science effectiveness reduction has been lowered from -25% to -7.5% , Additional new effect; IN WAR Amethyst dragon will slightly reduce the science effectiveness for the duration of the war for all provinces in the Kingdom every 6 ticks This damage will occur at the same time a dragon destroys buildings This damage will reduce your effectiveness similar to what 2 successful casts of amnesia would lower your science effectiveness (this is not an actual cast of amnesia, Amnesia Immunity will not prevent this)
- End of War Cease Fire: increased from 72 hours to 96 hours
- End of War Cease Fire: +50% science production during end of war cease fire
- During WAR: Elite conversion rate on Traditional March attacks will be doubled
- Attacking: intra-Kingdom attack speed will be reduced by 50%
- Training Page: Inspire Army will be added to the list of currently active spells
- The Wall: Monarchs now have the option to block random provinces from joining a kingdom. When The Wall is enabled, it causes kingdom's wages to increase by 20%.
- Kingdoms will Naturally fill to 22 (instead of 24)
- Spy on Sciences difficulty will be reduced
- Spy on Throne is the easiest operation, using this level of difficulty as the base, Spy on Sciences difficulty will be reduced to roughly 3x more difficult than SoT (previously, SoS was ~5.5x more difficult than SoT). To give a frame of reference, Spy on Military is roughly 4x more difficult than SoT
- LEARNS: Learn will take more from allocated science books and less from unallocated science books
- +50% allocated science books over current values
- -50% unallocated science books over current values
Ages | |
---|---|
Ages | 1998 - 1999 : The first generation of Utopia (1) • The Second Age of Utopia (2) • The Third Age of Utopia (3) • The Fourth Age of Utopia (4) • The Fifth Age of Utopia (5) • The Sixth Age of Utopia (6) •
2000 - 2001 : The Seventh Age of Utopia (7) • The Age of Chaos (8) • The Renaissance Age (9) • The Age of Conflict (10) • The Age of Nobility (11) • The Era of Magic (12) • The Era of Mystery (13) • The Era of Strife (14) • 2002 - 2003 : The Age of Valour (15) • The Age of Discovery (16) • The Age of the People (17) • The Age of Heroes (18) • An Era of Hope (19) • An Age of Dreams (20) • An Age of Wonders (21) • An Age of Conquerors (22) • The Revolution (23) • 2004 - 2005 : An Age of Glory (24) • An Age of Tranquility (25) • An Age of Turmoil (26) • An Age of Courage (27) • An Age of Intrigue (28) • An Age of War (29) • An Age of Unity (30) • 2006 - 2007 : An Age of Reason (31) • An Age of Kings (32) • An Age of Prosperity (33) • The Age of the Dragon (34) • An Age of Triumph (35) • An Age of Bravery (36) • The Age of Darkness (37) • 2008 - 2009 : The Age of Angels (38) • The Age of the Scholar (39) • The Awakening (40) • The Age of Renewal (41) • The Age of Hope (42) • The Age of Rebirth (43) • The Age of Change (44) • The Age of Light (45) • 2010 - 2011 : The Age of Distinction (46) • The Age of Justice (47) • The Age of Peril (48) • The Age of Conspiracy (49) • The Age of Resurrection (50) • The Age of Domination (51) • An Era of Supremacy (52) • 2012 - 2013 : The Age of Havoc (53) • A Call to Arms (54) • Veil of Shadows (55) • Strength in Union (56) • Relentless Onslaught (57) • Art of War (58) • An Honorable Proposition (59) • A Battle Joined (60) • 2014 - 2015 : Age of Destruction (61) • Books of War (62) • Iron Walls, Iron Heart (63) • The Spoils of War (64) • The Isles of Legion (65) • Thunder and Bedlam (66) • 2016 - 2017 : The Age of Perception (67) • The Age of Heresy (68) • The Age of Scholars and Scoundrels (69) • The Age of Daunting Judgement (70) • The Metamorphosis (71) • The Era of Venerated Bastions (72) • The Age of Tricksters and Mischief (73) • The Age of Affinity (74) • 2017 - 2018 : The Age of Empowering Enchantments (75) • The Age of the Empyrean Advent (76) • The Age of Accession and Abrogation (77) • The Age of Insight (78) • The Age of Vanguards Acquiescence (79) • 2019 - 2020 : The Age of Reconnaissance (80) • The Emergence (81) • The Grimoires of Glory (82) • Age of Adjudication (83) • Bethink the Fray (84) • Intuition (85) • Global Viction (86) • Age of the Sword (87) • Swift Strife (88) • Reformation (89) 2021 - 2022 : Age of Exile 90 • Age of Remembrance 91 • Age of Ancestry 92 • Occult Ordination 93 • Ascent 94 • Age of the Omen 95 • The Eternal Rift 96 • Dominance 97 • Keen Transformation 98 • 2023 - 2024 : Crossing Boundaries 99 • Equilibrium 100 • Crusades 101 • Godsend 102 • Unbound Dominion 103 • Renascence 104 • Devout Fervor 105 |