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Thread: Age 97 Revised Changes

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    Director of Age Changes
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    Age 97 Revised Changes

    Welcome to the Revised Changes for Age 97!

    Tentative Timeline:

    June 19th - Proposed Changes
    June 22nd/23rd - Revised Changes
    June 24th - Final Changes
    June 25th - Age End



    General Mechanics
    • Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races
    • Military Wages penalty from the Kingdom Wall removed
    • Daily Activity Bonus will be calculated from average Income of the last ingame Month
    • Provinces no longer be affected by Dragons during Protection
    • An indicator for current MAP (Multi-Attack Protection) level will be visible on State Council
    • Out of range Wars will no longer transfer War Score



    Buildings
    • Training Grounds now also reduce Mercenary costs by 2% (max 50%)
    • Universities now increase Science Book generation of all Categories; base Book generation effect reduced to from 2% to 1% (max 25%)
    • Building Credits Gained in Combat increased by ~25%



    Science
    • Cunning Science has been split into Sorcery:'Increased Instant Spell Damage' and Cunning:'Increased Sabotage Operation Damage'
    • Cunning Science efficiency scaling reduced
    • Sorcery Science efficiency scaling reduced
    • All Personalities will generate bonus Science Books based on their focus (see Personalities section)



    Relations
    • Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War
    • Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)
      War Score Tiers
      • Tier 1: 120
      • Tier 2: 140
      • Tier 3: 165
      • Tier 4: 190
      • Tier 5: 220



    Rituals
    • Number of Casts needed to start a 100% strength Ritual changed from 80 to 3 times the number of provinces in the Kingdom (to a minimum 45 Casts for 15 provinces or fewer)
    • Undercasting a Ritual has been removed
    • The overcast Ritual efficiency formula has been adjusted to account for the new requirement
    • Ritual effects have been adjusted as follows:
      Rituals
      • Affluent: +15% Income, +20% Draft Rate
      • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
      • Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
      • Expropriation: removed
      • Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
      • Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
      • Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
      • Stalwart: +10% Defensive Military Efficiency, -15% Defensive Military Casualties



    Spells
    • Returning Spell - Miner's Mystique: Peasants provide a stable, supplemental source of Income from mining precious metals, generating an extra 0.3gc each (medium duration)
    • New Spell - Salvation: protects military in battle, reducing all Military Casualties by 10% (medium duration)

    • Abolish Ritual - Rune Cost reduced
    • Amnesia - availability changed to limited (Heretic)
    • Bloodlust - Self and Enemy Military Casualties adjusted to +15%/+15%
    • Chastity - effect changed to -50% Birth Rate
    • Divine Shield - average duration reduced by ~15%
    • Expose Thieves - effect has been changed to -1 Stealth Recovery per Tick (short duration)
    • Fanaticism - average duration reduced by ~25%
    • Invisibility - TPA bonus reduced to +10%
    • Meteor Showers - availability changed to War only
    • Support Spells list has been updated:
      Support Spells
      • Minor Protection
      • Greater Protection
      • Fertile Lands
      • Magic Shield
      • Natures Blessing
      • Love and Peace
      • Builders Boon
      • Inspire Army
      • Hero's Inspiration
      • Patriotism
      • Illuminate Shadows
      • Wrathful Smite
      • Divine Shield
      • Fanaticism
      • Aggression
      • Ghost Workers
      • Mist
      • Salvation
      • Town Watch



    Operations
    • Sabotage Wizards Damage cap reduced by 50% (from 20% to 10%)
    • Assassinate Wizards meter points increased to .12
    • Arson meter points increased to .08
    • Greater Arson meter points increased to .1



    Dragons
    • Dragons no longer have baseline effects
    • Dragons maximum duration reduced from 120 to 48 Ticks
    • Dragons now also require an extra 1/10 of their GC cost as Food to launch
    • Dragon page will now show Cost and HP w/o starting a project
    • Dragon stats and effects have been adjusted as follows:
      Dragons
      • Amethyst Dragon: removed
      • Emerald Dragon: (HP and cost scaling reduced to Ruby scaling)
        +15% Military Casualties
        -15% Combat Gains
        -50% Credits Gained in Combat
      • Ruby Dragon:
        -10% Military Efficiency
        +20% Military Wages
        -25% New Draftees
      • Sapphire Dragon:
        -25% WPA/TPA
        +10% Instant Spell and Sabotage Damage taken
        -25% Spell Duration
      • Topaz Dragon:
        -25% Building Efficiency
        -15% Income
        Instantly Destroys 2% of Buildings, and then again every 6 Ticks




    Races


    Avian
    Bonuses
    -15% Attack Time
    +50% Elite Conversions in Combat

    Access to Aggression, Clear Sight, Fanaticism

    Penalty
    No Access to Stables and Horses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1500gc 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a


    Dark Elf
    Bonuses
    -50% Spell Rune Cost (excluding Ritual)
    +25% Spell Duration

    Access to Chastity, Gluttony, Mage's Fury, Mage's Ward, Sloth, Vermin

    Penalty
    -20% Birth Rate
    +25% Explore Costs

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit – 5/12, 1350gc 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Dwarf
    Bonuses
    +20% Building Efficiency
    -50% Construction and Raze Cost

    Access To Miner's Mystique, Mist

    Penalty
    +50% Food Consumption
    -20% Thievery Effectiveness (TPA)

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/6, 1500gc 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Elf
    Bonuses
    +50% Rune Production
    -20% Military Wages

    Access to Ghost Workers, Mystic Aura

    Penalty
    No Access to Dungeons

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 12/5, 1350gc 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Faery
    Bonuses
    +25% Magic Effectiveness (WPA)
    -1 Self Spell Mana Cost

    Access to Blizzard, Fool's Gold, Invisibility, Pitfalls

    Penalty
    -10% Population

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 4/13, 1350gc 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Halfling
    Bonuses
    +10% Population
    +25% Thievery Effectiveness (TPA)

    Access to Town Watch

    Penalty
    +15% Military Casualties

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/5, 1200gc 5.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Human
    Bonuses
    +25% Income
    +25% Credits Gained in Combat
    +30% Birth Rate

    Access to Fountain of Knowledge, Salvation, Wrathful Smite

    Penalty
    +1 Self Spell Mana Cost
    +25% Spell Rune Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1800gc 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw


    Orc
    Bonuses
    +20% Combat (Resource) Gains
    -50% Draft Cost

    Access to Aggression, Bloodlust

    Penalty
    No-50% Bonuses from Honor
    +10% Combat (Resource) Losses


    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/4, 1600gc 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Undead
    Bonuses
    Spreads and is Immune to the Plague
    No Food Needed
    Prisoners Convert to Elite Units over Time (3%)

    Access to Animate Dead

    Penalty
    Cannot Train Elite Units
    No Access to Hospitals

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 14/6, 7.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw



    Personalities


    The Artisan
    +30% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
    -30% Building Damage taken from Arson, Greater Arson, Tornadoes, Raze Attacks
    -25% Build Time
    Access to Tree of Gold
    +25% Economy Science Book Production
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits


    The Cleric
    -30% Military Casualties
    Immune to the Plague
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Greater Protection, Illuminate Shadows, Wrathful Smite
    +25% Economy Science Book Production
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards


    The Heretic
    +75% Wizard Production
    -50% Thieves Lost on Thievery Operations
    +15% Instant Spell Damage
    +15% Sabotage Damage
    Access to Amnesia, Nightmares, Vermin
    +25% Arcane Arts Science Book Production
    Starts with +400 Thieves and +400 Wizards


    The Mystic
    +100% Guilds Effectiveness
    +1 Mana Recovery per Tick
    -50% Wizards Lost on Failed Spell Casts
    Access to Meteor Showers
    +25% Arcane Arts Science Book Production
    Starts with +800 Wizards


    The Rogue
    +75% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    -30% Thief Cost
    Access to All Thievery Operations
    +25% Arcane Arts Science Book Production
    Starts with +800 Thieves


    The Sage
    +10% Science Efficiency
    -30% Science Book Losses on Learn Attacks
    Access to Revelation
    +25% Economy Science Book Production
    Starts with 1 extra Scientist+400 Soldiers, +400 Specialist Credits and 2000 Science Books in each Category


    The Shepherd
    -15% Combat (Resource) Losses
    Each Acre generates 5 Bushels of Food every Tick
    Each Acre holds 8 War Horses and generates .2 every Tick
    Immune to Droughts, Lightning Strike, Meteor Showers, Storms, Tornadoes
    +25% Economy Science Book Production
    Starts with +800 Soldiers and +800 Specialist Credits


    The Tactician
    +1 General
    +30% Credits Gained in Combat
    Accurate Espionage
    Access to Quick Feet, War Spoils
    +25% Military Science Book Production
    Starts with +800 Soldiers and +800 Specialist Credits


    The War Hero
    +50% Bonuses from Honor
    -30% Honor Loss in Combat
    +10% Dragon Slaying Strength
    +5% Military Efficiency in War
    Access to Hero's Inspiration
    +25% Military Science Book Production
    Starts with 800 Elites


    The Warrior
    +15% Offensive Military Efficiency
    +15% Enemy Military Casualties
    -75% Mercenary Cost
    +25% Military Science Book Production
    Starts with +800 Soldiers and +800 Specialist Credits



    Changelog:
    * Fixed a formatting error
    Last edited by Avenger; 24-06-2022 at 00:14.
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