This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
unit-age [2020/06/26 16:58] joste [Max Age Modifiers] |
unit-age [2022/08/26 01:23] (current) fenrir [Max Age Modifiers] |
||
---|---|---|---|
Line 3: | Line 3: | ||
{{ :: | {{ :: | ||
- | Commanders and other units age one year every time Late Winter comes around, i.e. every 12th turn. At a certain age, called the max-age, they gain the {{: | + | Commanders and other units age one year every time Late Winter comes around, i.e. every 12th turn. At a certain age, called the max-age, they gain the {{: |
- | (Str-2, Def-2, Prec-1, Enc +2, HP -10%, MM-4), | + | *(Str -x, Att -x, Def -x, Prec -x/2, Enc +x, HP -5%*x, CS -5%*x, MM -2x) |
- | units suffer start suffering penalties and risk gaining an [[afflictions|affliction]] every late winter. | + | |
- | [[Recuperation]] cannot heal afflictions from units suffering from old age. | + | |
- | Some units start with old age and most of the time will be shown in the recruitment screen. This can sometimes be false as it doesn' | + | x is (potentially) calculated |
- | | + | |
+ | So basically for every 20% of age rounded up the unit is over the max age, the unit gets one " | ||
+ | |||
+ | (ie. Old Age(65/44) = 48% over old age (x=3) = (Str-3, Att-3, Def-3, Prec-1, Enc +3, HP -15%, CS-15%, MM-6)) | ||
+ | |||
+ | They also risk gaining an [[afflictions|affliction]] every late winter, including deadly diseases. | ||
+ | |||
+ | |||
+ | {{: | ||
+ | |||
+ | Some units start with old age and most of the time will be shown in the recruitment screen. This can sometimes be false, as it doesn' | ||
+ | |||
+ | ==== Variance ==== | ||
+ | |||
+ | Random paths (shown as {{: | ||
+ | |||
+ | For standard humans, who have a max age of 50 (without magic messing with it), | ||
+ | * The addition from each Mage level is the unit's max age divided by **7**, so a Mage level adds 7.14 years. | ||
+ | * The addition from each Priest level is the unit's max age divided by **5**, so a Priest level adds 10 years. | ||
+ | * However, if the added level doesn' | ||
+ | |||
+ | You see this in [[uruk-ma|MA Uruk]], where the ?? | ||
+ | |||
+ | After these calculations, | ||
===== Max Age Modifiers ===== | ===== Max Age Modifiers ===== | ||
- | A unit's max age is modified by the following (in order of priority): | + | A unit's max age is modified by the following (though only the **first** that applies is used): |
- | * [[Undead]] creatures | + | * {{: |
- | * [[Inanimate]] creatures have their max age increased by 50% per point of {{: | + | * {{: |
- | * [[Demons]] have their max age increased by 50% per point of {{: | + | * {{: |
* Living units, i.e. not inanimate, undead or demon, has their max age increased by 50% per point of {{: | * Living units, i.e. not inanimate, undead or demon, has their max age increased by 50% per point of {{: | ||
- | | + | |
===== Tricks and Gotchas ===== | ===== Tricks and Gotchas ===== | ||
FIXME boosters/ | FIXME boosters/ | ||
+ | |||
+ | There are ways to " | ||
+ | |||
+ | * [[Twiceborn]] | ||
+ | * The Unaging Nature [[Bless]]. Note that this won't always be enough to make sacreds start young. Testing it with your nation is advised. It will still likely reduce the old age penalties, or allow nature randoms to start without the tag. | ||
+ | |||
+ | |||
+ | {{tag> |