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Topic ClosedRace bonuses

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Bonaparta View Drop Down
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Direct Link To This Post Topic: Race bonuses
    Posted: 16 Dec 2011 at 10:03
As I see it only elfs have some special bonus. That is +5% to all magic. Admittedly it is currently not  that important, but that may change with introduction of new schools of magic.

Why don't other races have similar bonuses? It would diversify gameplay.


My suggestion:

Dwarfs: -5% built time of structures (they are good builders)
Orcs: -5% unit recruitment time (orcish numbers)
Humans:  +10 maximum caravans (human traders) or better caravan capacity
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Rill View Drop Down
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Direct Link To This Post Posted: 16 Dec 2011 at 10:08
I have heard that dwarves have better accuracy with siege equipment.  I think it was dwarves.  But I haven't seen that documented.
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Southern Dwarf View Drop Down
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Direct Link To This Post Posted: 16 Dec 2011 at 10:36
Yes our siege engines are better. And I am a better sorcerer than most elves as well :P
Also known as Afaslizo ingame.
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Createure View Drop Down
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Direct Link To This Post Posted: 16 Dec 2011 at 12:29
I agree elves are the only ones to have this "Extra Bonus".

Elves: Best range units + Fastest units + Best Scouts + 5% mana bonus
Humans: Best cavalry + Best Assassins + Best Spies
Orcs: Best Spears + Best Theives
Dwarves: Best Infantry/Seige + best saboteurs

But the above view is really the most simple one... it is much more intricate than that...

For example... humans also have the Fastest T2 bowmen... and hence humans can manage quick a strong defence/offence on the right terrain.... elves rely heavily on chainmaille, more so than other races, which can limit unit production... dwarves have much slower units than the 'average speed' of humans/orcs, BUT the dwarves have the fastest seige engines, and hence can launch the fastest big attacks... but dwarves rely heavily on platemaille...

The list goes on.

But it does seem that elves are the only race to gain a bonus outside of unit stats (build cost/combat stats/speed/carry etc.).

And this might have a bigger impact than you might realise - a +5% mana bonus amounts to over 100 extra mana prouction/hr in a maxed out town - which means a city with geomancy specialisation could support extra spells compared to other races - raising the efficiency of certain new T2 builds.
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