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Thread: Age 56 end date, Age 57 start schedule & potential changes

  1. #1
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    Age 56 end date, Age 57 start schedule & potential changes

    Here are the proposed changes for Age 57. Please feel free to comment on them here
    Schedule:

    End of Age 56: Tuesday 12th February, 12.00 GMT
    Start of Age 57 Freeze: Tuesday 12th February, 18.00 GMT
    Start of Age 57 Protection: Friday 15th February, 18.00 GMT
    End of Age 57 Protection: Monday 18th February, 18.00 GMT
    Last edited by Bishop; 04-02-2013 at 15:18.
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  2. #2
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    Racial Changes:

    Avians
    -25% attack time
    +20% Sabotage damage

    -20% birth rate
    No Access to Stables

    Town Watch, Vermin, Mystic Aura
    Elite: 6/3, 650gc, 5.25NW


    Dwarves
    +20% Building Efficiency
    Free Building Construction
    Can use credits to raze buildings
    +20% Spell Damage (Instant Spells)

    +75% Food Consumption
    Can't use Accelerated Construction

    Fanaticism, Fools Gold, Quick Feet (lost Clear Sight)
    Elite: 6/2, 750gc, 5NW


    Elves
    +1 Mana Recovery in War
    +40% WPA
    +1 defence specialist strength

    Pitfalls, Mages Fury, Amnesia, Nightmare (lost Quickfeet)
    Elite: 5/3, 650gc, 4.75NW


    Faeries
    +40% Spell Damage (Instant Spells)
    +30% Sabotage damage
    (lost wpa/tpa bonuses)

    -3 generals
    -50% effects from honor

    Access to All Racial Spells
    Elite: 3/6, 800gc, 6NW


    Halflings
    +40% TPA
    +1 stealth
    -50% thief cost

    -15% Attack Gains

    Invisibility, Town Watch, Aggression, Animate Dead
    Soldiers: 2/2**; Elite: 5/5, 500gc, 5.5NW


    Humans
    +10% Population
    +20% Sabotage damage
    +30% Spell Damage (Instant Spells)
    +1 Offense specialist strength

    Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 4/4, 700gc, 4NW


    Orcs
    +25% Gains
    Earns Elite Credits

    -50% Combat Instant Spell Damage and Duration
    -50% Sabotage Damage

    Bloodlust, Fanaticism, 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

    Basic Thievery (Intel operations only)
    -30% Science Effectiveness

    Greater Protection, Town Watch, Chastity, Clearsight
    Elite: 7/2, 1000gc, 6NW
    Last edited by Bishop; 04-02-2013 at 19:20.
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  3. #3
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    Personality Changes


    The Merchant
    +30% Income
    -50% Money Losses on Plunder Attacks
    Gain 30% more Specialist and Building Credits


    The Sage
    +30% Science effectiveness
    -30% cost of science
    -50% Losses on Learn Attacks



    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
    Access to Meteor Showers
    All Guilds and Towers are twice as effective
    +30% Spell Duration (For Duration Spells Only)
    +1 mana per tick in War


    The Warrior
    +20% OME in war
    Reawaken Casualties
    Enhanced Conquest range


    The Tactician
    -15% Attack Time
    Immune to Ambush
    Accurate Espionage (in war)


    The Cleric
    -50% Your Military Casualties (on attack or defense)
    +1 General


    The War Hero
    +50% more bonuses from honor
    -50% train time
    Immune to Dragon effects
    Immune to The Plague
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  4. #4
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    Mechanic Changes

    We will be further changing the explore formula. Modifying the base cost and curve and reducing the cost to explore for provinces below the median, similar to how provinces above the median have additional costs.

    In war the minimum gains will be reduced.

    Attack times in the War Room will be displayed in a more understandable format and with greater accuracy

    Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time.
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