A preliminary list of changes for next round is as follows - final changes will be posted tomorrow, after reading your feedback.

War

The general aim here is to make war easier to enter, and easier to recover from. Changes on Genesis in the future will reflect this, and successful strategies will propagate to WoL.

War
* Removing NW based attack times in war (as in genesis)
* On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)
* War phasing will be reduced to 12 hours (from 24 hours)

War Recovery
* In CF, +200% increase in birth rates (from +50%)

Note, a compensation system will be tested next round of genesis, to support faster post-war recovery. Current ideas include:
  • In CF, construction bonuses - possibly in the form of building credits - number is to be decided - either size-based coefficient, or flat-cost after ~2k acres
  • Revision of wizard production/mechanics and massacre
  • Bonuses to resource production, construction speed, exploration, also possibilities


Aid
* Aid calculation will be changed - now tax is to be based on average KD NW - but ignoring Awaiting Activation provinces

Attacks
* +25% gains on Learn Attacks (as in genesis)

Draft Costs

Current draft rates aren't all used - this change is intended to make some of them more useful.

Reservist....0.25%....30gc
Normal.......0.60%....50gc
Aggressive...1.00%....75gc
Emergency....1.50%...110gc

Races

It was felt that Orcs needed a slight boost, and DEs needed to be nerfed a little - also, Gnome changes in Genesis worked well, so they've been included here.

Orcs are now less dependant on their elites, with better ambush protection, and DEs have become less powerful, but been given more protection overall.

Orc
* 6/0 spec (up from 5/0)
* +30% science costs (down from +40%)

Gnomes
* +30% Thievery Effectiveness (as in genesis, down from 40%)

Dark Elves
* 5/0 spec (down from 6/0)
* -15% resource losses when attacked