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Thread: Age 69 potential changes

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    Jul 2008

    Age 69 potential changes

    Below please find the potential changes for Age 69. These will, mainly, be balance tweaks after last ages shakeup, with a noticeable exception around science. Please voice your opinions here.

    Age 68 End: Friday 16th August 5th at 6PM GMT
    Age 69 Freeze Start: Saturday 6th August at 6PM GMT
    Age 69 Protection Start: Tuesday 9th August at 6PM GMT
    Age 69 Protection End: Wednesday 10th April at 6PM GMT

    -35% Attack travel time
    Cannot be ambushed
    +40% Birth rates

    Elite: 9/3, 675gc, 8.75 NW
    Spellbook: Fanaticism, Greater Protection

    Free Building Construction and Can Use Credits To Raze Buildings
    -50% Building Construction Time
    -50% food consumption
    +1 offensive specialist strength
    +1 defensive specialist strength

    Can’t use Accelerated Construction

    Spellbook: Mystic Aura, Clear Sight
    Elite: 7/7, 700gc, 10NW

    +2 defensive specialist strength
    +40% Spell Success
    +50% land effect from Towers

    Spellbook: Pitfalls, Invisibility, Fools Gold
    Elite: 7/6, 750gc, 8.5NW

    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells and Tree of Gold
    Elite: 6/8, 1000gc, 10NW


    +50% Thievery Operation Success (TPA)
    -50% thief cost
    Double effect from Thieves Dens

    -10% population

    Spellbook: Aggression, Mages Fury
    Elite: 8/4, 700gc, 8NW

    + 30% income
    Immune to Income Penalties
    - 50% defensive losses

    -15% Spell Success

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 9/4, 750gc, 9.25NW

    +20% Battle Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness

    Spellbook: Reflect Magic
    Elite: 12/2, 900gc, 10.5NW

    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 11/3, 1150gc, 10NW


    The Cleric
    -30% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits

    The Heretic
    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 40% of rune cost refunded
    +25% Spell Success
    +30% Magic and Thievery Science Effectiveness.
    Access to Nightmares and Blizzard
    Starts with +100 Wizards and +200 thieves

    The Mystic
    All Guilds are twice as effective
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity
    Starts with +200 Wizards

    The Rogue

    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    +75% Thievery Science Effectiveness
    Access to Gluttony
    Starts with +400 thieves

    The Sage
    Protect 50% of scientists on abduct attack
    Scientists are 30% more effective
    Access to Amnesia
    Starts with 10% extra scientists

    The Tactician
    -15% Attack Time
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    The Warrior
    +15% Offensive Military Efficiency
    Enhanced Conquest range
    + 1 General
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    The War Hero
    +100% Honor Effects
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon and Income penalty effects
    Access to War Spoils
    Starts with 400 elites

    • Books of science removed.
    • Can no longer buy science or invest in it.
    • Each province will begin with Scientists, who can be assigned to a science category.
    • Assigning a Scientist to a category grants the relevant science effect, such as + population, or + food.
    • The level of effects will be capped.
    • Additional scientists will be granted throughout the age.
    • Scientists will skill up over time in their respective category.
    • Reassigning a Scientist drops them back to Novice level and incurs a cool-down.
    • Learns renamed to Abduct and now capture Scientists.
    • Amnesia now winds back scientists' experience.
    • Laboratories help generate more Scientists.
    • Universities will provide refuge for Scientists.

    Each Dragon type will have different health and cost

    Slightly more expensive, a lot more health
    A lot cheaper, health reduced significantly
    Cost unchanged, health slightly reduced
    A lot more expensive, health increased significantly

    Building networth will be modified to move the balance of networth onto the acre itself, rather than the building.
    Soldier networth will be reduced.

    New spell: Blizzard
    Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.

    Attack speed
    Reduction in war buffed from -20% to -25%.

    Bug fixes: tbc later on.

    Forums+ wiki
    Upgrading to a better server and migrating the forums and wiki to it.
    Last edited by Bishop; 02-08-2016 at 18:03.
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