User:Qura2703

This page is meant to be an outline for modifications to the game to make it more attractive to players.

=V. 2=

Medals Revised

 * Medals are now rewarded for various particular kinds of actions, and instructions on how to do so (the requirements) are now easily available in-game. The chance of getting a medal for fulfilling the medal's requirements (the medal quest) is now 100%. A player may now gain no more than 1 of each kind of medal in any six-hour window. Players now have up to one hour to complete all the actions required in a medal quest.
 * Medals may now be taken away automatically from a player that is dishonorable or suffers particular kinds of defeats. A player may lose no more than 1 of each kind of medal in any six-hour window.
 * A player's medal count now shows up alongside the player's prestige and honor, and thus can be used to show off, but only if the medal is not used up.
 * Medals can now be used as amulet spins. The items raffled off differ by medal type.

Truth Medal (Medal Rank #1)

Gained by winning a scouting mission against a player of similar capability: OR, Gained by successfully defending against a scouting mission against a player of similar capability:
 * You must win a battle using the Scouting mission;
 * The target's prestige must be at least 30% of yours;
 * You must kill a number of Scouts equal to at least 2% of your prestige.
 * You must win a battle that the attacking player has used Scouting mission for;
 * The scouting player's prestige must be at least 33% of yours;
 * You must kill a number of Scouts equal to at least 2% of your prestige.

Lion Medal (Medal Rank #2)

Gained by pillaging a player of similar capability:
 * You must successfully Attack another player's city;
 * The target's prestige must be at least 30% of yours;
 * You must kill a number of enemy troops/fortifications equal to at least 3% of your prestige.
 * You must pillage resources equal to at least 400% of your prestige.

Rose Medal (Medal Rank #3)

Gained by defending another player against enemy attack:
 * You must Reinforce a city owned by another player (doesn't have to be allied) after that player has come under attack;
 * The attacker's prestige must be at least 40% of yours;
 * You must kill a number of enemy troops equal to at least 3% of your prestige.

Justice Medal (Medal Rank #4)

Gained by pillaging a player who has been out pillaging recently:
 * You must successfully Attack a city belonging to a player who has pillaged more than 50% his own cities' combined daily production in the last 24 hours;
 * The target's prestige must be at least 40% of yours;
 * You must kill a number of enemy troops/fortifications equal to at least 3% of your prestige.
 * You must pillage resources equal to at least 200% of your prestige.

Honor Medal (Medal Rank #5)

Gained by defending against another player of a significantly greater capability:
 * You must be attacked by an opponent, the attack must land, and you must have your gates open;
 * The target's prestige must be at least 90% of yours;
 * You must kill a number of enemy troops equal to at least 5% of your prestige.

Courage Medal (Medal Rank #6)

Gained by attacking another player of a significantly greater capability:
 * You must Attack another player's city;
 * The target's prestige must be at least 150% of yours;
 * You must kill a number of enemy troops/fortifications equal to at least 8% of your prestige.

Wisdom Medal (Medal Rank #7)

Gained by attacking another player while that player is attacking you:
 * Both attacks must land;
 * The opponent's prestige must be at least 50% of yours;
 * You must Attack the other player's city after their attacking force has set out for yours;
 * Your attacking force must kill a number of enemy troops/fortifications equal to at least 3% of your prestige;
 * Your defending force must kill a number of enemy troops equal to at least 3% of your prestige.

Liberty Medal (Medal Rank #8)

Gained by pillaging a player who has pillaged you recently:
 * You must successfully Attack a city belonging to a player who has pillaged you in the last 24 hours;
 * The target's prestige must be at least 60% of yours;
 * You must kill a number of enemy troops/fortifications equal to at least 8% of your prestige.
 * You must pillage resources equal to at least 500% of your prestige.

Nation Medal (Medal Rank #9)

Gained by fending off attacks from multiple opponents near-simultaneously:
 * You must be attacked from cities belonging to multiple opponents (don't have to be allied) so that any two of the attacks land less than 20 minutes apart;
 * Each opponent's prestige must be at least 80% of yours;
 * You must kill a number of enemy troops equal to at least 8% of your prestige both times.

Resourcing Building Upgrades Revised

 * Resourcing buildings now return 75% invested resources when downgraded.
 * All resources are at about equal prices.

Special Building Upgrades Revised

 * Warehouses are now the only structure that allows you to store resources at all, including resources from the marketplace, so you'll need them in order to build anything. It doesn't matter what kind of resource (you don't have to partition) you're holding in a warehouse.
 * Gold now requires storage in a Warehouse and can also be protected in raids.
 * You now can't demolish the last Warehouse in a city, and if you downgrade a Warehouse you will lose any excess resources.
 * They still keep their ability to protect resources from raids.
 * New players now start off with a lv-1 Warehouse.

Gold now trades on par with an average of 3 other resources. (The cottage's P/E is a bit worse because of the population it gives.)


 * Marketplace now charges fees based on its level, starting at 3% for a lv-1 and going down by 0.3% per level (for a minimum of 0.3% for a lv-10).
 * Marketplace transactions now take less time based on its level, starting at 30 minutes for a lv-1 and going down by 3 minutes per level (for a minimum of 3 minutes for a lv-10).
 * Marketplace now can only transact resources that will fit in your Warehouses.

Hero Building Upgrades Revised

 * The Inn now gives all heroes of similar levels as per the rules outlined below.
 * The Inn now gives heroes with particular focuses: 80% specialist (10% high-Politics, 60% high-Attack, 10% high-Intelligence), and 20% generalist. The specialists have a single high stat and two very low ones; the generalists have above-average (but not high) stats in multiple categories.
 * Levels of heroes hired have a mean of Inn level * 6 and a standard deviation of Inn level * 2. (So for example, a lv-1 Inn has heroes average lv-6, with 16% higher than lv-8 and 16% lower than lv-4, and a lv-10 Inn has heroes average lv-60, with 16% higher than lv-80 and 16% lower than lv-40.)
 * Specialist heroes now have, for their high stat, a mean of 20 + Inn level * 5 and a standard deviation of 6 + Inn level * 2. (So for example, a lv-1 Inn has specialist heroes with high stat average lv-25, with 16% higher than lv-33 and 16% lower than lv-17, and a lv-10 Inn has specialist heroes with high stat average lv-70, with 16% higher than lv-96 and 16% lower than 44%.)
 * Generalist heroes now have, for each stat, a mean of 15 + Inn level * 4 and a standard deviation of 6 + Inn level * 2. (So for example, a lv-1 Inn has specialist heroes with stat average lv-19, with 16% higher than lv-27 and 16% lower than lv-11, and a lv-10 Inn has specialist heroes with stat average lv-55, with 16% higher than lv-71 and 16% lower than 29%.)
 * Each level beyond lv-3 now requires use of 1 Michelangelo's Script.
 * The Inn is now vastly improved, so it now carries a much greater price tag.


 * Feasting Hall level-ups are now required for optimal performance of heroes. The maximum effective hero attribute is proportional to the square of the Feasting Hall's level.
 * The maximum stat a hero can reach is now 1,000.

Town Hall Upgrades Revised

 * Each level of Town Hall now gives you the ability to add 1 building order to the queue. (So for example, a lv-1 Town Hall allows you to build something but not have anything queued after it.)
 * One out-of-town resourcing building can now be built simultaneously with one in-town resourcing building. (So for example, you can build or upgrade a Sawmill and a Cottage at the same time.)
 * There's now a limit on how high you can set your taxes. The maximum tax rate in a city is 10% times the city's Town Hall level. (So for example, a city with a lv-1 Town Hall can set taxes at up to 10%, a city with a lv-3 Town Hall can set taxes at up to 30%, and a city with a lv-10 Town Hall can set taxes at up to 100%.)
 * Each level of Town Hall now gives you additional production slots out-of-town and in-town.
 * New players now start with a lv-3 Town Hall with 9 slots both out-of-town and in-town. New cities still start with a lv-1 Town Hall.
 * Town Hall is no longer needed for Cottages upgrades.

Walls Upgrades Revised

 * Walls now have a set maximum endurance set by the level, and an actual endurance value that goes down whenever units attack (and hit the walls), such as when sieging, and which doesn't regenerate and can be brought back up via repairing, which costs money. The higher the level, the better the Wall defenses, but the costlier the repairing fees.
 * Walls that take too much damage can now lose levels. A siege is deemed successful (and will pillage) once it takes out the fortified defenses AND reduces a Walls' endurance enough to knock it down to the next level, instead of continuing to hit until the Walls are entirely gone.
 * Fighting with the gates closed is now a better proposition than before and useful even when the city has plenty of military units. This essentially makes stone now continuously useful throughout the game.
 * If a Walls is downgraded, excess fortified units will be lost.
 * Walls can now produce multiple fortified units at once, the speed being 1x times the Walls level.
 * Walls now require 1 Michelangelo's Script for each level after level 10.
 * Trap now requires lv-1 Walls. Archer's Tower now requires lv-2 Walls. Abatis now requires lv-4 Walls. Rolling Log now requires lv-6 Walls. Trebuchet now requires lv-8 Walls.
 * Walls are no longer needed for Town Hall upgrades.
 * There is now no limit to Walls level. The following table will show data for levels 1-10:

=V. 1=

Multiple Construction: Construction level

 * All buildings take 100% more time to build by default.
 * You can build multiple buildings at the same time, this being equal to your Construction level.
 * Since this makes Construction more valuable, Construction resource and time costs quadruple.

Build Queues: Town Hall level

 * Building construction within the Town can be queued, maximum queue length being equal to the ciyt's Town Hall level.
 * Since this makes the Town Hall more valuable, Town Hall resource and time costs double.
 * Since this makes the Routine Quest line for Town Halls less useful, Routine Quest rewards for Town Hall double.