Age 54 Potential Changes Rev II
This is the second revision of the potential changes. We focused on adding in some flavour mechanics and we revised the roles of Avian and Dwarf due to popular demand. For this round of changes we would like people to comment on the numbers themselves as we move closer to finding balance.
Race Changes
Avian
-20% Attack Time
+40% thievery damage
- 10% attack gains
No Access to Stables
Spell book: Town Watch, Vermin
Elite: 7/2, 700gc, 6.25NW
Dwarf
+ 10% BE
+ 30% Spell Damage (Instant Spells)
Free Building Construction
Can use credits to raze buildings
+ 50% Food consumption
Accelerated Construction not available
Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
Elite: 7/3, 750gc, 6.5NW
Elves
+50% WPA
+1 mana in war
+ 1 defence specialist strength
Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
Elite: 6/4, 700gc, 6NW
Faery
+30% damage on spells and ops
+30% WPA and TPA
-10% Population
Offensive Specialist Strength -2
Spellbook: All racial spells
Elite: 3/8, 1000gc, 7.5NW
Halflings
+50% TPA
+1 stealth
- 50% thief cost
-15% Birth Rate
Spellbook: Invisibility, Town Watch
Soldiers: 2/2
Elite: 5/6, 600gc, 5.75NW
Humans
+10% Population
+ 50% Thievery Damage (Sabotage Ops)
+ 50% Spell Damage (Instant Spells)
Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 5/5, 500gc, 5.5NW
Orcs
+20% gains
Can train elites with credits
-50% Combat Instant Spell Damage and Sabotage Damage
Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
Elite: 9/2, 850gc, 7.25NW
The Undead
-50% Offensive losses on attacks you make
Successful land attacks convert specialists to elites
Spreads and is immune to The Plague
No food needed
- 25% science effectiveness
Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
Elite: 9/3, 1000gc, 7.5NW
Personality Changes
The Merchant
+30% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)
The Sage
+ 25% Science effectiveness
-66% Losses on Learn Attacks
Immune to The Plague
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are twice as effective (subject to DBE)
The Mystic
Access to Meteor Showers
All Guilds and Towers are twice as effective
+50% Spell Duration (For Duration Spells Only)
+1 mana per tick in War
The Warrior
+1 General
+15% OME in war
Enhanced Conquest range
The Tactician
Gain 50% more Specialist and Building Credits
-15% Attack Time
Accurate Espionage (in war)
The Cleric
- 50% Your Military Casualties (on attack or defense)
Animate Dead spell always active
The War Hero
+50% more bonuses from honor
-50% draft cost
-50% train time
Mechanic Changes
Reservations will be automatically used when the new age starts and you will automatically be placed in your kingdom.
Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent
Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring.
A war ending will grant, for both kds:
All land currently out with armies at war end returns home immediately.
Instant population growth of 20% of your max pop if you are under 50% of your max pop
+500% Birthrate
30% reduction in training costs of all troops
Draft cost reduced 50%
Winning a war will grant the following:
+10% honor taken from the opponents honor pool
100 books of science per acre based on your median province
3 times your median provinces acres in spec credits
Free building credits to the total of your current unbuilt acres