Testing posting age revised changes
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Testing posting age revised changes
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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 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