05-07-2009, 04:09 AM
I meant to include descriptions of the races, but I think they are fairly self explanatory. If they aren't, I'll add something, it won't affect the game.
The numbers right now are:
10 turns used for the Income ability.
1g (base, before bonuses) is generated per soldier when using this ability.
1 turn used to recruit troops.
1% of your current troops are added to your troops when you use Recruit.
5 hours for "The hours for revenge no matter the size of the enemy village" (was 48, for this game I want it lower for strategy).
25% base attack error ratio. You can attack with 75%-125% of your actual O, before bonuses are accounted for.
5 turns consumed per attack.
1g carried back max per troop.
5% minimal troop casualties in a fight.
15% maximum troop casualties in a fight.
10% difference in troop numbers required to cancel an attack (was 1%).
60% chance of spy error (40% to 160%) before bonuses and spies are added in. It was previously 90%. I didn't want it lower because I wanted to strengthen the spy races in terms of abilities, not trivialize their bonus.
1 turn consumed to spy on someone.
3% added to your spying chance per spy involved in the attack. (was 1% before)
1% minimal spy casulaties.
25g base cost to recruit a spy (was 50g).
1g per turn upkeep on spies. (I would have lowered it, but the system doesn't allow decimals)
---
25 starting turns when creating your village. (up from 20)
1000g starting when creating your village.
100 starting troops when creating your village.
2 starting spies. (down from 5)
Starting Defense level = Untrained
Starting Offense level = Untrained
5 minutes per turn.
5 gold per turn.
1 troop gained per turn.
60 max turns saved up (up from 50. There are 12 turns in an hour, I wanted an evenly divisible number so that's 5 hours max)
80% resale value on gear.
Those are the numbers. Enjoy the game.
I'll be ending this round on June 6th, 11:59pm EST.
The numbers right now are:
10 turns used for the Income ability.
1g (base, before bonuses) is generated per soldier when using this ability.
1 turn used to recruit troops.
1% of your current troops are added to your troops when you use Recruit.
5 hours for "The hours for revenge no matter the size of the enemy village" (was 48, for this game I want it lower for strategy).
25% base attack error ratio. You can attack with 75%-125% of your actual O, before bonuses are accounted for.
5 turns consumed per attack.
1g carried back max per troop.
5% minimal troop casualties in a fight.
15% maximum troop casualties in a fight.
10% difference in troop numbers required to cancel an attack (was 1%).
60% chance of spy error (40% to 160%) before bonuses and spies are added in. It was previously 90%. I didn't want it lower because I wanted to strengthen the spy races in terms of abilities, not trivialize their bonus.
1 turn consumed to spy on someone.
3% added to your spying chance per spy involved in the attack. (was 1% before)
1% minimal spy casulaties.
25g base cost to recruit a spy (was 50g).
1g per turn upkeep on spies. (I would have lowered it, but the system doesn't allow decimals)
---
25 starting turns when creating your village. (up from 20)
1000g starting when creating your village.
100 starting troops when creating your village.
2 starting spies. (down from 5)
Starting Defense level = Untrained
Starting Offense level = Untrained
5 minutes per turn.
5 gold per turn.
1 troop gained per turn.
60 max turns saved up (up from 50. There are 12 turns in an hour, I wanted an evenly divisible number so that's 5 hours max)
80% resale value on gear.
Those are the numbers. Enjoy the game.
I'll be ending this round on June 6th, 11:59pm EST.

