all production would need a increase, which im not opposed to, with this.
increasing tc training speed but still only making 2-2.8 weapons per forge wouldnt change anything, and then the increased iron and wood needed to sustain that.
again, im not opposed it would just have alot of moving parts
My thoughts on 2 early game issues
DougEfresh Yes, I mean for ALL production resources and units increased
also castle price hold people back from starting them, oop thats a ton of resources. it doesnt matter later on.
- Edited
We’ve had a couple mechanics put in that slow the game down. The recently added CLI, even in tech form because I think many people don’t want to start attacking until they have this fully done. And once they have it done, they only want to attack when their current CLI prot is expiring. The other is the even more recent addition of castle loss scaling. While my gut check says it’s worth attacking when you have an 80% chance to take a castle the safest play is only hit 10 castle kingdoms for the 100% chance. 10 castles take 12.5 days to build. It’s very easy to come out of IP with 2 castles, but you’re doing that 3.75 days into 5 days of IP so with that the first 10 castles kingdom would be 16.25 days into the round. It’s possible to come out with 3 or 4 but that really affects your growth.
Shortened protection comes with a huge risk that a kingdom can be hit and they never get the chance to recover. Saw that happen with 15 minute ticks. Sleep 8 hours and you might wake up to being in your 3rd round of protection.
I threw out 10 castle start before so that you’re only losing 10% of your kingdom if you don’t build a single castle in IP.
I do think we need to do something to speed the game up to attract a new generation of players. Increased overall productivity and shorted tech times would go a long way. Keep 1 hour ticks though.
Nolio True, I always get hit right after i wake up. and take into consideration my hits sleep schdule before i make an attack
Maybe you missed the chancification for losing castles, no more halving now
TheKeeper Was there an update? The way it was working is that it still halved the player even with "chancification"
Firefly had 66 land 2 castles, got hit for land and lost 33 land. Then got hit again for land and lost 16. He was left with 17 land after 2 attacks.
This is why I say the max should be 10% land loss regardless of if a castle is won
- Edited
Nolio no update to land spoils, they behave the same. A 10% limit would be a game breaker. I did consider adding a land loss modifier, but for now I don't think that is a good idea, it would likely stop all attacks from happening until people get 4-5 castles. We're looking for a good balance, not to sway or overly baby players choices and growth strategies.
It's unfortunate that a lot of players will look attractive as land fat targets, but they would appear that way regardless.
For Sinny's situation, his big mistake was retaliating - knowing full well he was putting himself in an extremely exposed position. His best strategy at that point would have been to stay with 33 land on 2 castles and rebuild his army while in protection, and start building a 3rd castle.
trupheus good idea.. for me now with new rules.. better start 10 castles and 100 land or more.. bec. Soon or nxt round.. who will try to hit someone with a 20% chnces of getting castles.. after protection for sure many will farm farm... and right to atract new players or genertion. Better increase all frm prodction. Armory armies and etc. Tech too..
Lord Thane no update to land spoils, they behave the same.
Thank you for the clarification
Lord Thane but for now I don't think that is a good idea, it would likely stop all attacks from happening until people get 4-5 castles. We're looking for a good balance, not to sway or overly baby players choices and growth strategies.
I believe this would do the opposite and increase attacking.
This is also stated in the Game Guide, Chapter 5 Wagging War (should be waging) Sub Heading Attack Concept
"It also means that if you succeed in your attack, you will not gain his entire kingdom, but only some land, buildings and population living on it and, in some cases, one or more castles (you can never gain more than 10% of a kingdom’s castle and land)"
As per the game guide you should never be able to lose more than 10% of your land.
I can assure you that this doesn't "baby players" but rather lets them attack more, and be attacked more without having it make them feel like their game is over.
I agree with you that Sinny's mistake was to have a retal and get pre'd, I'm not saying it wasn't his fault he was attacked. I'm saying he should be punished so hard that he loses 49/66 land or 74% of his kingdom in 2 attacks.
Nolio the misspellings have been left for nostalgia lol
I'm sure the author originally wrote it in regard to the rule where you lose 2 castles when you have 20+, 3 castles when you have +30, and equivalent levels of lands, a "10%" rule. It wasn't meant literally, as that would be nonsensical since starting with 1 castle has always been the way - and so of course it has always been that a player can lose 50% of their kingdom when they build their 2nd, or lose 33% when they build their 3rd, and so on.
So for now, people know the rules, they know to carefully scale themselves out with land so as not to become ripe land fat targets, they know their castles are mostly safe to grow beyond 1. This is enough for now, no further tweaks to spoils needed - especially considering the new rule hasn't been active for more than a day yet.
Castles and tech prices (and ks gained from them but this should be marginal) could be based your KS. Getting 1k for a field glass while you're 1k yourself is weird and very misleading. The entire KHOF for the first month is very misleading itself and it kinda ruins any fighting rule trying to be enforced imo.
Oh and i forgot, tech times should also be based on round duration. If Thane/Carlos want a a 3 month round, there should be 1 decision: Should everyone have time to finish all the techs? Or shouldnt and a tech strategy should be enforced? Kinda like mutations on Witcher. You dont need to tell the players the decision, but tech times should be based on that.
Jaxx Carlos is planning to revamp the entire tech system, so I think he will also be reconsidering timing for all tech as well. The new tech system will have some interesting concepts like "choose your path" where you can pick some tech trees that lock you into that path. We have some interesting ideas for more new techs too, like maybe one to improve wizard rest times, one to improve magic resistance, maybe something to improve castle defenses. I think revamping the KS given for techs should be part of all that too.
Lord Thane One thought I had that I believe would really help casters and Elves in general is a spell that only targets enemy army units. Call it Ice Storm or Meteor Shower, or whatever, but essentially it would do this:
-Any army that's at home is vulnerable
-It scales with schools to land ratio
-It does very little damage with few schools, and a lot with high school ratios
-Casting it kills army units based on the number of wizards used, and the school ratio
This would force non caster players to attack more to have their armies out, or risk getting hit by a spell.
And it would make Elves with high school ratios capable of uses wizards to fight first, then attack with their incredibly tiny and weak armies.
The goal would be to make it very underpowered and almost pointless if you have anything less than something like 2 schools per land, but strong if you have more. This way the people who are self casters and have large armies can't abuse it, and the players who are truly casters can join in fights to help others or use it to weaken a target before they attack.
Thoughts?
Nolio Good idea for more offensive magic capability. We could definitely use an overhaul to the magic system, more spells, maybe even more defensive spells too so casters can better protect themselves. I think right now casters feel sidelined like a healer in an rpg party - fairly useful to the party, but not a lot of action going on. I think we could do a lot of fun stuff to make playing the mage role a more interesting part of the game.
Lord Thane will there be a discussion about locking into a tech path before it’s implemented? Sometimes I might want to do a certain tech, but choose a different one based on how my kingdom is working. Not really liking the idea of being locked into a tech tree.
Cora probably, but it's up to Keeper since it's his pet project, so I can't confirm. We've only discussed the topic briefly a few times, it's just at the idea stage for now - later I'm sure he'll be interested in getting input. I've been building a list of player suggested tech ideas too.
Lord Thane I think right now casters feel sidelined like a healer in an rpg party
Soooooo true.
Maybe having something where elf wizards channel a spell to increase army attack and defense. If you choose to take some out of their trance then they have to rest before they can cast another spell.