As Age 86 draws to a close, please take a moment to read the preliminary changes for Age 87. Avert your eyes if you're faint of heart, this will be a shake-up!
Mechanics
Honor
• Honor ranks and effects rescaled [image link]
• At the start of the age, honor increases by 5 points every tick, until a total of 1000 points are added (roughly 8.33 days)
Exploration & Buildings
• Explore Pool decay will not pause during War
• Explore Pool will decay by 0.2%, starting at 1000 acres in the Pool
• Libraries - increase Science effects - base effect 1%, max effect 25% (unaffected by Building Efficiency)
• Schools - removed, effect moved to Universities
• Universities - now also increase Science Book production of all Categories at the same rate as protecting them, base effect 2%, max effect 50%
Science
• Science Book production and rewards decreased by a factor of 10
• Science Book effects increased by a factor of ~3
• Science Decay limit changed to 400 BPA
• 25 DPA requirement for Science Book production removed
Military, Attacking & Defending
• All Traditional March Attacks convert some Specialists to Elites
• Elite Unit price significantly increased
• Base Military Efficiency range altered to 77.8%-112.7%
• Minimum Pay Rate raised to 20%
• Unpaid Military Wages no longer prevent sending armies on attacks
• Base number of available Generals increased by 1
• Each additional General standing (in addition to the always standing General) or sent on attacks also provides a stacking -3% Military Losses bonus to that particular army
• RKNW removed
• Overpopulation limit for Thieves increased to 150%
• Desertion rate lowered
• Deserting units will fill Dungeons (if any space is available) before being lost
Relations
• Total Wars & Losses removed from KD page (only the number of Wars Won displayed)
• Propose War removed
• Meter does not decay
Meter will reset in the following ways:
1) A formal CF will reset meter back to zero for both KDs
2) If your KD goes to war, every KDs meter against you will reset to zero
3) If any other KD goes to war, your meter against them will reset to zero
• Two Kingdoms hitting 50p on the Meter in range will automatically start War
• Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size
• War will provide +25% Draft Speed
• War Stance Gains and Effectiveness to and from other Kingdoms lowered to 80%
• War Raze Gains to and from other Kingdoms reduced by 50%
• EoWCF Draft Cost discount removed
• War & EoWCF Income penalty removed
Spells
• Barrier of Integrity - renamed to Sloth, effect changed to -50%, duration changed to 6 ticks average
• Crystal Ball - available to everyone
• Divine Shield - reduces Instant Spell Damage taken by 20%
• Expose Thieves - available to everyone
• Greed - availability changed from all to Fiend
• Magic Ward - effect increased to +50%
• Paradise - allowed during EoWCF
• Sacred Mist - name shortened to Mist
• Scientific Insights - effect increased to 10%, duration reduced to 3 ticks average
Thievery Operations
• Bribe Generals - increases Military Losses on next Attack, effect scaling with raw TPA sent
• Free Prisoners - also steals 50% of the released Prisoners
Rituals
• Affluent +20% Income, +25% Draft Speed
• Barrier -20% Damage from Enemy Instant Magic & Thievery Operations, +20% Defensive WPA & TPA
• Expedient -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Time, -25% Construction Costs
• Expropriation +10% Combat Gains, +20% Honor Gains in Combat, +20% Credits gained in Combat
• Godspeed +10% Defensive Military Efficiency, -15% Military Casualties
• Havoc +30% Offensive WPA & TPA, +20% Instant Spell & Sabotage Operation Damage
• Onslaught +10% OME, +20% Enemy Military Casualties on Attacks
Misc
• Indicator for active spell requests on Support Spells link
• Activity Bonus counter implemented on multiple pages, not just Throne
• Gold Dragon renamed to Topaz Dragon
Races
Following a series of mysterious events, the Avians, Dark Elves, Dwarves, Elves, Halflings, Orcs and the Undead are practically extinct. The only survivors seem to be the adaptable Humans along with the reclusive Faeries, re-emerging as Fey. Several new races emerge to fill the power vacuum!
Archon
Bonuses:
+50% Bonuses from Honor
-50% Spell Rune Cost
Can Cast Support Spells on Kingdom Members
Penalties:
+100% Explore Costs
Military:
Soldier - 2/4, 1nw
War Horse - 3/0, 0.9nw
Prisoner - 8/0, 0.8nw
Offensive Specialist - Legionnaire 10/0, 4nw
Defensive Specialist - Empyrean 0/12, 6nw
Elite Unit - Astral Deva 12/7, 2100gc, 7.5nw
Spellbook:
Divine Shield, Fanaticism, Illuminate Shadows, Greater Protection, Scientific Insight, Wrathful Smite
Draconic
Bonuses:
+25% Income
Immune to Dragons
Immune to All Income Penalties
Penalties:
-20% Birth Rate
No Access to Stables
Military:
Soldier - 3/3, 1.5nw
War Horse - n/a
Prisoner - 8/0, 0.8nw
Offensive Specialist - Dragonsworn 11/0, 4.4nw
Defensive Specialist - Scion 0/11, 5.5nw
Elite Unit - Linnorm 15/8, 2750gc, 9.0nw
Spellbook:
Clear Sight, Magic Ward, Mystic Aura
Elemental
Bonuses:
+15% Population
+60% Birth Rate
No Food Needed
Penalties:
-
Military:
Soldier - 2/2, 1nw
War Horse - 3/0, 0.9nw
Prisoner - 8/0, 0.8nw
Offensive Specialist - Living Flame 9/0, 3.6nw
Defensive Specialist - Stone Guardian 0/9, 4.5nw
Elite Unit - Ether Lord 10/6, 1600gc, 6.25nw
Spellbook:
Chastity, Pitfalls, Reflect Magic
Fey
Bonuses:
+20% Magic Effectiveness (WPA)
+20% Thievery Effectiveness (TPA)
-1 Mana Cost Self Spells
Penalties:
-10% Combat Gains
Military:
Soldier - 2/2, 1nw
War Horse - 3/0, 0.9nw
Prisoner - 8/0, 0.8nw
Offensive Specialist - Pixie 9/0, 3.6nw
Defensive Specialist - Satyr 0/10, 5nw
Elite Unit - Nymph 6/12, 2300gc, 7.5nw
Spellbook:
All Racial Spells, Mist
Fiend
Bonuses:
+10% Military Efficiency
+20% Enemy Military Casualties
Penalties:
No Bonuses from Honor
Military:
Soldier - 4/2, 2nw
War Horse - 3/0, 0.9nw
Prisoner - 8/0, 0.8nw
Offensive Specialist - Vrock 10/0, 4nw
Defensive Specialist - Dretch 0/9, 4.5nw
Elite Unit - Pit Fiend 15/5, 2200gc, 8.25nw
Spellbook:
Aggression, Gluttony, Greed, Sloth
Human
Bonuses:
+20% Science Effectiveness
+25% Building Efficiency
+25% Credits Gained in Combat
Penalties:
-20% Magic Effectiveness (WPA)
Military:
Soldier - 2/2, 1nw
War Horse - 3/0, 0.9nw
Prisoner - 8/0, 0.8nw
Offensive Specialist - Swordsman 10/0, 4nw
Defensive Specialist - Archer 0/10, 5nw
Elite Unit - Knight 13/6, 2650gc, 7.5nw
Spellbook:
Fountain of Knowledge, Town Watch, Tree of Gold
Personalities
The Artisan
-25% Build Time
-50% Building Cost
+50% Building Flat Rate Production and Capacity
Access to Ghost Workers
+25% Economy Science Book Production
Starts with +600 soldiers, +600 specialist credits and +200 building credits
The Heretic
+100% Wizard Production
+15% Instant Spell and Sabotage Operation Damage
-50% Thieves Lost on Thievery Operations
Access to Amnesia, Fool's Gold, Nightmare and Revelation
+25% Arcane Arts Science Book Production
Starts with +400 thieves and +400 wizards
The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
+25% Rune Production
Access to Blizzard, Mage's Fury, Meteor Showers and Revelation
+25% Arcane Arts Science Book Production
Starts with +800 wizards
The Necromancer
-30% Military Casualties
Spreads and is Immune to the Plague
No Wizards Lost on Failed Spell Casts
Access to Animate Dead and Chastity
+25% Military Science Book Production
Starts with +600 soldiers, +600 specialist credits and +200 wizards
The Raider
+50% Kidnapping and Stealing Operation Damage
+2 Prisoner and Mercenary Strength
-75% Mercenary Cost
Can use Specialist Credits to Train Thieves
+25% Economy Science Book Production
Starts with +400 soldiers, +400 specialist credits and +400 thieves
The Rogue
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda, Revelation and Steal War Horses
+25% Arcane Arts Science Book Production
Starts with +800 thieves
The Tactician
+15% Combat Gains
+33% Ambush Gains
+33% Ambush Protection
Access to War Spoils
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
The War Hero
-50% Honor Losses in Combat
+50% Elite Conversions in Combat
+1 Elite Strength
+25% Military Science Book Production
Starts with 800 elites
The Warrior
+15% Offensive Military Efficiency
-25% Military Train Time
-50% Military Losses on Conquest
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
Changelog:
Fixed Soldier NW values
Draconic protection from Dragons changed to Immunity as intended
Fixed Science Effects scaling
Updated available Rituals
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