End of age 55: Tuesday 13th November, 12.00 GMT
Start of Age 56 Freeze: Tuesday 13th November, 18.00 GMT
Start of Age 56 Protection: Friday 16th November, 18.00 GMT
End of Age 56 Protection: Monday 19th November, 18.00 GMT
For Age 56 we are looking at tweaking/balancing existing races,personalities and mechanics as well as introducing some new mechanics and features designed to assist in game-play.
Race
Avians - no change
- 30% attack time
+20% Sabotage damage
- 10% attack gains
No Access to Stables
Town Watch, Vermin, Mystic Aura
Elite: 6/3, 700gc, 5.25NW
Dwarves
+ 20% Building Efficiency
Free Building Construction
Can use credits to raze buildings
+ 30% Spell Damage (Instant Spells)
+50% Food Consumption
Can't use Accelerated Construction
Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
Elite: 6/2, 650gc, 5NW
Elves
+ 1 Mana Recovery (no longer limited to war only)
+ 50% WPA
+ 1 defence specialist strength
Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
Elite: 5/3, 650gc, 4.75NW
Faeries
+ 30% Spell Damage (Instant Spells)
+ 20% Sabotage damage
+ 20% WPA and TPA
- 3 generals
- 50% effects from honor
Access to All Racial Spells
Elite: 3/6, 800gc, 6NW
Halflings
+50% TPA
+1 stealth
- 50% thief cost
-10% birthrate (down from -15%)
Invisibility, Town Watch
Soldiers: 2/2**; Elite: 4/5, 400gc, 5NW
Humans - no change
+5% Population
+ 30% Sabotage damage
+ 40% Spell Damage (Instant Spells)
+ 1 Offense specialist strength
Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 4/4, 600gc, 4NW
Orcs
+ 25% Gains (up from +20%)
Earns Elite Credits
-75% Combat Instant Spell Damage and Duration
-75% Sabotage Damage
Bloodlust, Fanaticism, Aggression, Reflect Magic
Elite: 7/1, 800gc, 5.75NW
Undead
-50% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
- 20% science effectiveness (down from -25%)
Greater Protection, Town Watch, Animate Dead, Chastity
Elite: 7/2, 1000gc, 6NW
Personality Changes
The Merchant - no change
+30% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)
The Sage
+ 30% Science effectiveness
-66% Losses on Learn Attacks
Generates 1 point of science for every 4 acres
(Lost plague immunity)
The Rogue - no change
+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 - no change
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 - no change
+1 General
+15% OME in war
Enhanced Conquest range
The Tactician - no change
Gain 50% more Specialist and Building Credits
-15% Attack Time
Accurate Espionage (in war)
The Cleric
- 50% Your Military Casualties (on attack or defense)
(Lost revives dead troops)
The War Hero
+50% more bonuses from honor
-50% draft cost
-50% train time
Immune to dragon effects
(Lost ambush protection)
Mechanic Changes/Features
The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay 1% an hour.
Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
The war room will be updated to better help players calculate their attacks.
Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided).
Espionage operations will be able to be conducted through in game ceasefires.
Monarch bonuses will be removed
Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
Please use this thread for comments