User:Qura

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

Contents

[edit] V. 2

[edit] 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)
Cross medal.jpg

Gained by winning 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.

OR, Gained by successfully defending against a scouting mission against a player of similar capability:

  • 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)
Lion medal.jpg

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)
Rose medal.jpg

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)
Justice medal.jpg

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)
Honor medal.jpg

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)
Courage medal.jpg

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)
Wisdom medal.jpg

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)
Freedom medal.jpg

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)
Nation medal.jpg

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.

[edit] Resourcing Building Upgrades Revised

  • Resourcing buildings now return 75% invested resources when downgraded.
  • All resources are at about equal prices.
Farm lv-Up Requirements
Food Lumber Stone Iron Time lv-Up Gives lv-Up P/E
Lv-1 0 400 300 300 30s 100 Food /hr 10 hr
Lv-2 0 1,800 1,350 1,350 2m 15s +300 (=400) Food /hr 15 hr
Lv-3 0 4,000 3,000 3,000 5m +500 (=900) Food /hr 20 hr
Lv-4 0 7,000 5,250 5,250 8m 45s +700 (=1,600) Food /hr 25 hr
Lv-5 0 10,800 8,100 8,100 13m 30s +900 (=2,500) Food /hr 30 hr
Lv-6 0 15,400 11,550 11,550 19m 55s +1,100 (=3,600) Food /hr 35 hr
Lv-7 0 20,800 15,600 15,600 26m +1,300 (=4,900) Food /hr 40 hr
Lv-8 0 27,000 20,250 20,250 33m 45s +1,500 (=6,400) Food /hr 45 hr
Lv-9 0 34,000 25,500 25,500 42m 30s +1,700 (=8,100) Food /hr 50 hr
Lv-10 0 41,800 31,350 31,350 52m 15s +1,900 (=10,000) Food /hr 55 hr
Sawmill lv-Up Requirements
Food Lumber Stone Iron Time lv-Up Gives lv-Up P/E
Lv-1 300 0 400 300 30s 100 Lumber /hr 10 hr
Lv-2 1,350 0 1,800 1,350 2m 15s +300 (=400) Lumber /hr 15 hr
Lv-3 3,000 0 4,000 3,000 5m +500 (=900) Lumber /hr 20 hr
Lv-4 5,250 0 7,000 5,250 8m 45s +700 (=1,600) Lumber /hr 25 hr
Lv-5 8,100 0 10,800 8,100 13m 30s +900 (=2,500) Lumber /hr 30 hr
Lv-6 11,550 0 15,400 11,550 19m 55s +1,100 (=3,600) Lumber /hr 35 hr
Lv-7 15,600 0 20,800 15,600 26m +1,300 (=4,900) Lumber /hr 40 hr
Lv-8 20,250 0 27,000 20,250 33m 45s +1,500 (=6,400) Lumber /hr 45 hr
Lv-9 25,500 0 34,000 25,500 42m 30s +1,700 (=8,100) Lumber /hr 50 hr
Lv-10 41,800 0 41,800 31,350 52m 15s +1,900 (=10,000) Lumber /hr 55 hr
Quarry lv-Up Requirements
Food Lumber Stone Iron Time lv-Up Gives lv-Up P/E
Lv-1 300 300 0 400 30s 100 Stone /hr 10 hr
Lv-2 1,350 1,350 0 1,800 2m 15s +300 (=400) Stone /hr 15 hr
Lv-3 3,000 3,000 0 4,000 5m +500 (=900) Stone /hr 20 hr
Lv-4 5,250 5,250 0 7,000 8m 45s +700 (=1,600) Stone /hr 25 hr
Lv-5 8,100 8,100 0 10,800 13m 30s +900 (=2,500) Stone /hr 30 hr
Lv-6 11,550 11,550 0 15,400 19m 55s +1,100 (=3,600) Stone /hr 35 hr
Lv-7 15,600 15,600 0 20,800 26m +1,300 (=4,900) Stone /hr 40 hr
Lv-8 20,250 20,250 0 27,000 33m 45s +1,500 (=6,400) Stone /hr 45 hr
Lv-9 25,500 25,500 0 34,000 42m 30s +1,700 (=8,100) Stone /hr 50 hr
Lv-10 31,350 31,350 0 41,800 52m 15s +1,900 (=10,000) Stone /hr 55 hr
Ironmine lv-Up Requirements
Food Lumber Stone Iron Time lv-Up Gives lv-Up P/E
Lv-1 400 300 300 0 30s 100 Iron /hr 10 hr
Lv-2 1,800 1,350 1,350 0 2m 15s +300 (=400) Iron /hr 15 hr
Lv-3 4,000 3,000 3,000 0 5m +500 (=900) Iron /hr 20 hr
Lv-4 7,000 5,250 5,250 0 8m 45s +700 (=1,600) Iron /hr 25 hr
Lv-5 10,800 8,100 8,100 0 13m 30s +900 (=2,500) Iron /hr 30 hr
Lv-6 15,400 11,550 11,550 0 19m 55s +1,100 (=3,600) Iron /hr 35 hr
Lv-7 20,800 15,600 15,600 0 26m +1,300 (=4,900) Iron /hr 40 hr
Lv-8 27,000 20,250 20,250 0 33m 45s +1,500 (=6,400) Iron /hr 45 hr
Lv-9 34,000 25,500 25,500 0 42m 30s +1,700 (=8,100) Iron /hr 50 hr
Lv-10 41,800 31,350 31,350 0 52m 15s +1,900 (=10,000) Iron /hr 55 hr

[edit] 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.
Warehouse lv-Up Requirements
Food Lumber Stone Iron Time Holds Protects
Lv-1 600 600 600 600 1m 30s 100,000 20,000
Lv-2 1,800 1,800 1,800 1,800 4m 30s +300,000 (=400,000) +60,000 (=80,000)
Lv-3 3,000 3,000 3,000 3,000 7m 30s +500,000 (=900,000) +100,000 (=180,000)
Lv-4 4,200 4,200 4,200 4,200 10m 30s +700,000 (=1,600,000) +140,000 (=320,000)
Lv-5 5,400 5,400 5,400 5,400 13m 30s +900,000 (=2,500,000) +180,000 (=500,000)
Lv-6 6,600 6,600 6,600 6,600 16m 30s +1,100,000 (=3,600,000) +220,000 (=720,000)
Lv-7 7,800 7,800 7,800 7,800 19m 30s +1,300,000 (=4,900,000) +260,000 (=980,000)
Lv-8 9,000 9,000 9,000 9,000 22m 30s +1,500,000 (=6,400,000) +300,000 (=1,280,000)
Lv-9 10,200 10,200 10,200 10,200 25m 30s +1,700,000 (=8,100,000) +340,000 (=1,620,000)
Lv-10 11,400 11,400 11,400 11,400 28m 30s +1,900,000 (=10,000,000) +380,000 (=2,000,000)

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.)

Cottage lv-Up Requirements
Food Lumber Stone Iron Time +Max Pop Tax Income (at 50%) P/E /3.2
Lv-1 300 800 400 100 1m 15s 200 50 /hr 10
Lv-2 1,200 3,600 1,800 450 5m 35s +600 (=800) +150 (=200) /hr 15
Lv-3 3,000 8,000 4,000 1,000 12m 30s +1,000 (=1,800) +250 (=450) /hr 20
Lv-4 5,250 14,000 7,000 1,750 21m 58s +1,400 (=3,200) +350 (=800) /hr 25
Lv-5 8,100 21,600 10,800 2,700 33m 45s +1,800 (=5,000) +450 (=1,250) /hr 30
Lv-6 11,550 30,800 15,400 3,850 48m 10s +2,200 (=7,200) +550 (=1,800) /hr 35
Lv-7 15,600 41,600 20,800 5,200 1h 5m +2,600 (=9,800) +650 (=2,450) /hr 40
Lv-8 20,250 54,000 27,000 6,750 1h 24m 20s +3,000 (=12,800) +750 (=3,200) /hr 45
Lv-9 25,500 68,000 34,000 8,500 1h 46m 15s +3,400 (=16,200) +850 (=4,100) /hr 50
Lv-10 31,350 83,600 41,800 10,450 2h 10m 38s +3,800 (=20,000) +950 (=5,000) /hr 55
  • 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.
Marketplace lv-Up Requirements
Food Lumber Stone Iron Time Fee Postings Transport time
Lv-1 3,000 3,000 3,000 3,000 10m 3.0% 1 30m
Lv-2 6,000 6,000 6,000 6,000 20m 2.7% 2 27m
Lv-3 9,000 9,000 9,000 9,000 30m 2.4% 3 24m
Lv-4 12,000 12,000 12,000 12,000 40m 2.1% 4 21m
Lv-5 15,000 15,000 15,000 15,000 50m 1.8% 5 18m
Lv-6 18,000 18,000 18,000 18,000 1h 1.5% 6 15m
Lv-7 21,000 21,000 21,000 21,000 1h 10m 1.2% 7 12m
Lv-8 24,000 24,000 24,000 24,000 1h 20m 0.9% 8 9m
Lv-9 27,000 27,000 27,000 27,000 1h 30m 0.6% 9 6m
Lv-10 30,000 30,000 30,000 30,000 1h 40m 0.3% 10 3m

[edit] 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.
Inn lv-Up Requirements
Food Lumber Stone Iron Time Heroes Level Specialist Stat (High) Generalist Stat (Each) Cost Factor
Lv-1 5,500 2,750 2,750 0 9m 10s 1 6 (4-8) 25 (17-33) 19 (11-27) 55
Lv-2 50,600 25,300 25,300 0 1h 24m 20s 2 12 (8-16) 30 (20-40) 23 (13-33) 506
Lv-3 178,500 89,250 89,250 0 4h 57m 30s 3 18 (12-24) 35 (23-47) 27 (15-39) 1785
Lv-4 432,400 216,200 216,200 0 12h 40s 4 24 (16-32) 40 (26-54) 31 (17-45) 4324
Lv-5 855,500 427,750 427,750 0 23h 45m 50s 5 30 (20-40) 45 (29-61) 35 (19-51) 8555
Lv-6 1,491,000 745,500 745,500 0 41h 25m 6 36 (24-48) 50 (38-68) 39 (21-57) 14910
Lv-7 2,382,100 1,191,050 1,191,050 0 66h 10m 10s 7 42 (28-56) 55 (35-75) 43 (23-63) 23821
Lv-8 3,572,000 1,786,000 1,786,000 0 99h 13m 20s 8 48 (32-64) 60 (38-82) 47 (25-69) 35720
Lv-9 5,103,900 2,551,950 2,551,950 0 141h 46m 30s 9 54 (36-72) 65 (41-89) 51 (37-75) 51039
Lv-10 7,021,000 3,510,500 3,510,500 0 195h 1m 40s 10 60 (40-80) 70 (44-96) 55 (29-81) 70210
  • 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.
Feasting Hall lv-Up Requirements
Food Lumber Stone Iron Time Max Heroes Max Stat
Lv-1 5,000 2,500 2,500 0 2m 1 10
Lv-2 15,000 7,500 7,500 0 6m 2 +30 (=40)
Lv-3 25,000 12,500 12,500 0 10m 3 +50 (=90)
Lv-4 35,000 17,500 17,500 0 14m 4 +70 (=160)
Lv-5 45,000 22,500 22,500 0 18m 5 +90 (=250)
Lv-6 55,000 27,500 27,500 0 22m 6 +110 (=360)
Lv-7 65,000 32,500 32,500 0 26m 7 +130 (=490)
Lv-8 75,000 37,500 37,500 0 30m 8 +150 (=640)
Lv-9 85,000 42,500 42,500 0 34m 9 +170 (=810)
Lv-10 95,000 47,500 47,500 0 38m 10 +190 (=1,000)

[edit] 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.
Town Hall lv-Up Requirements
Food Lumber Stone Iron Time Max Tax Rate Queue Length Out-of-town Slots In-town Slots Relative Cost
Lv-1 200 600 400 200 2m 10% 1 1 1 100%
Lv-2 900 2,700 1,800 1,800 9m 20% 2 4 4 150%
Lv-3 2,000 6,000 4,000 2,000 20m 44% 3 9 9 200%
Lv-4 3,500 10,500 7,000 3,500 35m 52% 4 16 16 250%
Lv-5 5,400 16,200 10,800 5,400 54m 60% 5 25 25 300%
Lv-6 7,700 23,100 15,400 7,700 1h 17m 68% 6 36 36 350%
Lv-7 10,400 31,200 20,800 10,400 1h 44m 76% 7 49 49 400%
Lv-8 13,500 40,500 27,000 13,500 2h 15m 84% 8 64 64 450%
Lv-9 17,000 51,000 34,000 17,000 2h 50m 92% 9 81 81 500%
Lv-10 20,900 62,700 41,800 20,900 3h 29m 100% 10 100 100 550%

[edit] 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:
Walls lv-Up Requirements
Food Lumber Stone Iron Time Endurance Production Queue Length Fortified Unit Slots Relative Cost
Lv-1 0 2,000 10,000 2,000 1h 200,000 1x 1 1,000 100%
Lv-2 0 9,000 45,000 9,000 4h 30m +600,000 (=800,000) 2x 2 +3,000 (=4,000) 150%
Lv-3 0 20,000 100,000 20,000 10h +1,000,000 (=1,800,000) 3x 3 +5,000 (=9,000) 200%
Lv-4 0 35,000 175,000 35,000 17h +1,400,000 (=3,200,000) 4x 4 +7,000 (=16,000) 250%
Lv-5 0 54,000 270,000 54,000 27h +1,800,000 (=5,000,000) 5x 5 +9,000 (=25,000) 300%
Lv-6 0 77,000 385,000 77,000 38h 30m +2,200,000 (=7,200,000) 6x 6 +11,000 (=36,000) 350%
Lv-7 0 104,000 520,000 104,000 52h +2,600,000 (=9,800,000) 7x 7 +13,000 (=49,000) 400%
Lv-8 0 135,000 675,000 135,000 67h 30m +3,000,000 (=12,800,000) 8x 8 +15,000 (=64,000) 450%
Lv-9 0 170,000 850,000 170,000 85h +3,400,000 (=16,200,000) 9x 9 +17,000 (=81,000) 500%
Lv-10 0 209,000 1,045,000 209,000 104h 30m +3,800,000 (=20,000,000) 10x 10 +19,000 (=100,000) 550%

[edit] V. 1

[edit] 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.

[edit] 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.
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