Miradamian
Greetings,
Please, under no circumstance settle/ move a city within 10sq of my cities unless with an agreement with me.
In an experience of the sacret, deeper connection and constant flow of life. The Buddhist civilization of Avalon lives by the virtues of pacifism and non-violent struggle for a peaceful and harmonious coexistence. Therefore the Avalon people cannot supply weapons for aggression or sale and distribution. However, Avalon is a rich source of resources for defence and protection of our friends. Like the Gardener of Life it will share and further growth. Avalon will defend itself and friends with power of the Mountain Lion. The people of Avalon extends its compassion to all humanity, dwarfity, elvenity and orcity. By compassion comes true freedom.
Below are many guides of wisdom and game path descriptions of illyriad.
All items
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All known guides
"Terrain Bonuses", GM Stormcrow (15.02.15):
CRAFTY, TRICKSY HOBBITSES
[EFFECTIVE NOW - WENT LIVE ON SUNDAY 01MAR AT 1800 SERVER TIME]
CRAFTED ITEMS EFFECTIVENESS INCREASE
Most crafted items will have their:
- positive attributes increased by 5-fold, and their
- negative penalties doubled
This adjustment will not apply to all crafted items.
The following is a list of crafted items that will not have their values changed and will remain as they are - for now at least:
- All mounts / horses
- All non-mount Move Speed item increase values (ie other values might change on an item, but not the ones that increase speed. Penalties that decrease Move Speed will be doubled)
- Dwarven Battle Axe
- Elven Sword
- Orcish Sword
- Traditional Sword
- Light Bow
- War Bow
- War Spear
- Heavy Leather
- Reinforced Leather
- Double Weave Chainmail
- Heavy Chain Armour
- Vanguard's Chainmail
- Chain-Edged Platemail
- Heavy Platemail
- Thickened Platemail
- Vanguard's Platemail
The list above (items 3 through 18) is, for the eagle-eyed, essentially all those items that do not currently require a non-trivial gathered/harvested item to manufacture; and their values will not change in 7 Days' time.
Example 1: Battle Spear
Currently:
(-8% CavDef, -8% SprDef, -8% BowDef, +16% SwoDef)
Change to:
(-16% CavDef, -16% SprDef, -16% BowDef, +48% SwoDef)
Example 2: Extra Heavy Armour
Currently:
(-4% Atk, +20% CavDef, +20% SprDef, +20% BowDef, +20% SwoDef, -20% Spd)
Change to:
(-8% Atk, +100% CavDef, +100% SprDef, +100% BowDef, +100% SwoDef, -40% Spd)
(Note, speed penalties are doubled, it's speed increase bonuses that are remaining the same)
Example 3: Light Leather
Currently:
(-2% Atk, -2% CavDef, -2% SprDef, -2% BowDef, -2% SwoDef, +10% Spd, +2% Elf, +6% Orc)
Change To:
(-4% Atk, -4% CavDef, -4% SprDef, -4% BowDef, -4% SwoDef, +10% Spd, +10% Elf, +30% Orc)
(Note, speed increase bonus remains the same)
This may not be a comprehensive list of changes. We are considering introducing some further crafting components to some existing crafted weapons and armour - and will keep you posted once any decisions are made.
However, the base value change outlined above will go went into effect on Sunday 01MAR at 1800 Server Time and will immediately effect all units carrying equipped items even if they were dispatched on their missions before this time.
It may take a few minutes and/or a refresh for the crafted item stats popups to reflect these changes.
CAN YOU KEEP A SECRET?
TERRAIN MODIFIERS
We've never actually published the terrain modifiers - ie "what bonuses and penalties get applied to different unit types depending on the terrain that they're either attacking or defending".
However, we're well aware that a bunch of people have worked these out through testing and trial/error, and have published them (or at least fairly close approximations of them). So it makes sense - especially since we are, right now, changing them - to publish the figures.
OORAH
[EFFECTIVE NOW - WENT LIVE ON SUNDAY 01MAR AT 1800 SERVER TIME]
- CHANGES TO GLOBAL INFANTRY EFFECTIVENESS
And, having published them, we're now changing them.
The reason for this change is one that you, the players, make pretty clear in your active unit stats.
The percentage of units of each main type held by players in armies and in the unit pool:
- Cavalry 28.9%
- Spears 28.9%
- Ranged 26.2%
- Infantry 16.0%
We think this shows that "the market has spoken", and that Infantry should receive, across the board, a substantial buff to their effectiveness in a specific area - the notoriously "difficult" mountainous terrain.
The NEW terrain modifiers, to go live on Sunday 01MAR at 1800 Server Time, with changes highlighted in bold, are NOW LIVE:
ATTACKING %AGE MODIFIER | ||||
Terrain Type | Cavalry | Spears | Infantry | Ranged |
Buildings | -50 | 20 | 40 | 5 |
Large Forest | -15 | 5 | 30 | -20 |
Large Hill | -15 | 0 | 10 | 10 |
Large Mountain | -30 | 0 | 15 | 15 |
Plains | 30 | -15 | 0 | 0 |
Small Forest | -10 | 10 | 30 | -10 |
Small Hill | 0 | 0 | 0 | 0 |
Small Mountain | -20 | 0 | 5 | 10 |
DEFENDING %AGE MODIFIER | ||||
Terrain Type | Cavalry | Spears | Infantry | Ranged |
Buildings | -45 | 25 | 30 | 15 |
Large Forest | -15 | 5 | 25 | -20 |
Large Hill | -10 | 10 | 5 | 15 |
Large Mountain | -30 | 20 | 5 | 30 |
Plains | 25 | -15 | 0 | 0 |
Small Forest | -10 | 10 | 30 | -10 |
Small Hill | 0 | 5 | 5 | 5 |
Small Mountain | -15 | 15 | 5 | 15 |
As stated, this change significantly improves Infantry effectiveness in mountainous terrain, especially in attack, across the board (all races).
When the change goes live on Sunday 01MAR at 1800 Server Time, this will apply to all combats occurring on after that time, regardless of when the combats were set in motion. This change is now live and will apply to all combats that occur from now
on, regardless of when the units were set on their way.
DON'T TELL THE ELF
EFFECTIVE NOW - WENT LIVE ON SUNDAY 01MAR AT 1800 SERVER TIME
- DWARVEN INFANTRY STATS BOOST
Humans have the best Cavalry, Elves the best bowmen, Orcs the best spears, but Dwarves have been slightly neglected on the infantry front (as well as infantry more generally).
Whilst the buff to terrain effectiveness made above benefits Dwarves the most as the percentage increase in these terrains is applied on top of their base attack and defense numbers, we're also changing two key attack numbers slightly for the Dwarven Infantry.
- Dwarven Axmen Attack value will move from 27 ATK to 29 ATK
- Dwarven Stalwart Attack value will move from 42 ATK to 45 ATK
Combined with the terrain modifier stats buff, we believe this sets Dwarven Infantry "head and shoulders" (forgive me!) above the rest.
This change will also occur on Sunday 01MAR at 1800 Server Time. This change is now live; however you may need to refresh your browser in order to see the new stats for these units on the unit Popup.
EDIT (SC): Updated with live status.
Population requirements
City | New Pop Required | |
1 | - | |
2 | 450 | |
3 | 2,000 | |
4 | 5,000 | |
5 | 10,000 | |
6 | 20,000 | |
7 | 40,000 | |
8 | 75000 | |
9 | 130000 | |
10 | 233550 | |
11 | 263,550 | |
12 | 294,550 | |
13 | 326,550 | |
14 | 359550 | |
15 | 393550 | |
16 | 428550 | |
17 | 464550 | |
18 | 501550 | |
19 | - | 539550 |
20 | - | 578,550 |
21 | - | 618,550 |
22 | - | 659,550 |
23 | - | 701550 |
24 | - | 744550 |
25 | - | 788,550 |
26 | - | 833,550 |
27 | - | 879550 |
28 | - | 926,550 |
29 | - | 974,550 |
30 | - | 1,023,550 |
31 | - | 1,073,550 |
32 | - | 1,124,550 |
33 | - | 1,176,550 |
34 | - | 1,229,550 |
35 | - | 1,283,550 |
36 | - | 1,338,550 |
37 | - | 1,394,550 |
38 | - | 1,451,550 |
39 | - | 1,509,550 |
40 | - | 1,568,550 |
41 | - | 1,628,550 |
42 | - |
1,689,550 |