Welcome to the Proposed Changes for Age 95!
Planned Schedule
WoL Age 94 End: Saturday Jan 28, 2021 @ 00:00 GMT
General Changes
- Primary race now decides army statistics including elites. Half blood or True blood choices will neither impact elite values nor army statistics.
- You will now receive different bonuses for Half Blood and True Blood selections. True blood choices will receive strong specialist complementary bonuses while Half Blood bonuses will give versatile bonuses that complements hybrid playstyles
- War Horses reduced to 2/0 base 0.6 nw
- Undead, Dark Elf and Gnomes removed. Undeads have been purified by New Year’s Blessing and will be retreating from Utopia for this age. Gnomes allied Halflings and merged the fortunes of their race. Dark Elves have made peace with their Elven brothers and rejoined the Elven Race.
Mechanics
Races
- Primary Race pick determines the Military Units, racial bonus and penalties, and Spell Lists
- Secondary Race pick gives either True blood bonus (same race pick) or Half blood bonus (differnt race pick)
For example, picking Avian as your primary Race and Dwarf as your secondary choice would result in having the following combined bonuses and penalties:
Another example - picking Human as both your primary and secondary choice would result in having the following combined bonuses and penalties:
Military, Attacking & Defending
- Learn Attack: Will no longer benefit from -12.5% attack time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack.
- Plunder Attack: Will no longer benefit from -12.5% attack time reduction and has a gains cap of 75% for all resources targeted.
- Massacre Attack: Will no longer benefit from -12.5% attack time reduction. Massacre in war damage is now reduced by 25%.
Relations
- Force Ceasefire for Aggressors: Can now be used after 16 ticks since last attack instead of 24 ticks.
- Force Ceasefire now cancels dragon projects
Thievery
- Incite Riots: Duration Cap introduced at 18.
- Honor: Thievery honor gain -15% except for Propaganda, Assassinate Wizards and Greater Arson
- Sabotage Wizards: Damage reduced by 25% and made only available in War
Magic
- Fireball: Damage has been reduced by 10%
- Exposed Thieves: Damage reduced by 25% and made only available in War
- Nightmare: Moved to War only
Rituals
- Onslaught: Increases Offensive Military Efficiency (OME) by 10% and -20% Military Wages
- Godspeed: -10% Attack time and +10% attack gains
- Expropriation: +20% Honor Gains, +20% credits gained in combat and increase enemy casualties on your offensive attacks by 20%
- Stalwart: Increase Defensive Military Efficiency (DME) by 10% and decrease military losses by 20%
- Barrier : -20% received spell damage and sabotage damage
- Havoc : Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 30%
- Affluent: Income +20% and Draft Speed +25%
- Expedient: -20% Military Train time, -25% Training Costs (including Thieves), -20% Construction Time and -25% Construction Costs
- Benediction: REMOVED
Dragons
- Dragon effect in general: First tick burn has been moved to start from the 2nd tick.
- Amethyst: Permanent reduction effect every 6 ticks has been removed. Effect Adjusted to -15% science effect
Wars
- Automatic Win: Automatic win is now 60% Networth
- End of War Ceasefire: Book production bonus has been reduced to 25% instead of 50%
- End of War Ceasefire: Now restores BE to 100% for any province with less than 100% BE on end of war.
- War Win Points: Points will now only change on conclusion of a war
- War range: is now 90%-120%
War Declaration
Aggressor kingdoms are now given button if the following conditions are met:
- The Aggressor kingdom has less war win points than the Defending Kingdom
- The Aggressor kingdom has accumulated at least 75 meter points
Explore Pool
- Explore Pool Growth: is now 6 acres per tick instead of 3.
- Explore Pool Decay : is now 0.45% a tick instead of 0.15%.
- Aiding Acres now loses 2/3 of acres instead of 1/2.
Buildings
- Guard Stations: No longer protect Science Books from Learn Attacks. Percent base effect reduced to 1.5% and Max effect is now 37.5%.
- Universities: Now protects science books from Learn Attacks at the rate of 1.5% base effect (max 37.5% which is affected by BE). Existing book production bonus and scientist spawn rate increase remains the same and unaffected by BE.
- Watchtowers: Effect of preventing enemy thief operations base effect down to 1.25% with max effect of 31.25%. Watchtowers still mitigate sabotage damage by up to 75% .
Races
Avian
Bonuses
-20% Attack time
+35% Birth Rate
Accurate Espionage
Starts with an additional 800 Elites
Penalties (Primary pick only)
No Access to Stables and War Horses
Spellbook: Clear Sight, Town Watch
Soldier - 2/2, 1.0nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/4, 1500gc 7.25 nw
Mercenary - 6/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - n/a
True Blood Bonuses
Access to War Spoils
+1 General
Half Blood Bonuses
-10% Attack Time
+20% Birth Rate
Accurate Espionage
Dryad
Bonuses
Can cast support spells on kingdom members
+25% Bonus production to Flat Rate Buildings (banks, towers, farms and stables)
-25% Honor Loss from Attacks
-20% Military Casualties
Starts with an additional 600 soldiers and specialist credits
Starts with an additional 200 wizards
Penalties (Primary pick only)
-10% Building Efficiency
Spellbook: Greater Protection, Illuminate Shadows, Divine Shield, Wrathful Smite
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/5, 1500gc 7 nw
Mercenary - 6/0, 0.0nw
Prisoner - 6/0, 1.2 nw
War Horse - 2/0, 0.6nw
True Blood Bonuses
-1 Mana Cost on Self Spells
Access to Fanaticism and Hero’s Inspiration
-10% Sabotage and Instant Spell Damage Received
Half Blood Bonuses
Can cast support spells on Kingdom Members
Access to Greater Protection, Illuminate Shadows and Divine Shield
-10% Military Casualties
Dwarf
Bonuses
+25% Building Efficiency
-50% Construction Time
Starts with an additional 800 Soldiers and Specialist Credits
Penalties (Primary pick only)
No Accelerated Construction
+50% Food Consumption
Spellbook: Mist, Animate Dead, Mystic Aura
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/5, 1500gc 7 nw
Mercenary - 6/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
True Blood Bonuses
+20% defensive WPA
-10% Instant Spell damage received
Free Construction and Raze
Half Blood Bonuses
-25% Construction Time
+15% BE
Access to Mist
Elf
Bonuses
+25% WPA
+25% Towers Efficiency
+100% Guilds Effectiveness
Starts with an additional 800 Wizards
Penalties (Primary pick only)
-15% Sabotage Damage
No Access to Dungeons
Spellbook: Meteor Showers, Blizzard, Pitfalls, Revelation, war spoils
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 11/7, 1500gc 7.25 nw
Mercenary - 6/0, 0.0nw
War Horse - 2/0, 0.6nw
True Blood Bonuses
+25% Spell Duration (offensive and self spells)
+20% Instant Spell Damage
+1 Mana Recovery
Half Blood Bonuses
+15% WPA
+50% Guilds Effectiveness
Access to Meteor Showers and Blizzard
Faery
Bonuses
-33% Spell Rune Cost
-50% Wizard Losses
-50% Thief Losses
+50% Wizard Production
Starts with an additional 400 thieves and 400 wizards
Penalties (Primary pick only)
-10% Income
Spellbook: Tree of Gold, Revelation, Nightmares, Vermin, Gluttony, Chastity, Sloth, Magic Ward, Fool’s Gold
Soldier - 2/2, 1.0nw
Offensive Specialist - 9/0, 3.6nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 6/13, 1500gc 8.0 nw
Mercenary - 6/0, 0.0nw
Prisoner - 6/0, 1.2 nw
War Horse - 2/0, 0.6nw
True Blood Bonuses
+10% Arcane Book Production
Access to Mage’s Fury
+10% Sabotage Damage
-50% Thievery Losses (total 75%)
Half Blood Bonuses
Access to Nightmares,Fool’s Gold and Vermin
+25% Wizard Production
-25% Thievery Losses
-25% Wizard Losses
Halfling
Bonuses
+30% TPA
-25% Thief Cost
Access to Propaganda, Assassinate Wizards, Steal War Horses and Greater Arson
Starts with an additional 800 Thieves
Penalties (Primary pick only)
No Access to Hospitals
+15% Spell Rune Cost
Spellbook: Quick Feet, Invisibility, Revelation
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/10, 1500gc 8 nw
Mercenary - 6/0, 0.0nw
Prisoner - 6/0, 1.2 nw
War Horse - 2/0, 0.6nw
True Blood Bonuses
+100% Thieves Den Effectiveness
+1 Stealth Recovery
+10% Population
Train Thieves with Specialist Credits
Half Blood Bonuses
+20% TPA
+25% Thieves Den Effectiveness
Access to Quick Feet and Invisibility
Access to Propaganda, Assassinate Wizards, Steal War Horses and Greater Arson
Human
Bonuses
+30% Income
+10% Science Effectiveness
Starts with an additional scientist and 2500 books in each science category
Penalties (Primary pick only)
-20% WPA
+20% Wages
Spellbook: Fountain of Knowledge, Aggression, Hero’s Inspiration
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/5, 1500gc 7.25 nw
Mercenary - 6/0, 0.0nw
Prisoner - 6/0, 1.2 nw
War Horse - 3/0, 0.9nw
True Blood Bonuses
Immune to all Income Penalties
+25% Library Effectiveness
+25% University Effectiveness
+25% Banks Effectiveness
Half Blood Bonuses
+20% Income Bonus
Access to Fountain of Knowledge
+5% Science Effectiveness
Orc
Bonuses
+20% Enemy Military Casualties
+15% Combat Gains
-25% Military Training Time
Starts with an additional 800 Soldiers and Specialist Credits
Penalties (Primary pick only)
-15% Science Effectiveness
Spellbook: Reflect Magic
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/3, 1500gc 6.75 nw
Mercenary - 6/0, 0.0nw
Prisoner - 6/0, 1.2 nw
War Horse - 2/0, 0.6nw
True Blood Bonuses
Free Draft
Access to Bloodlust
Half Blood Bonuses
+10% Enemy Military Casualties
+10% Combat Gains
-15% Training Time
Support Spell List
Changelog:typo
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