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Thread: Age 95 Final Changes

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    Age 95 Final Changes

    Welcome to the Final Changes for Age 95!

    Planned Schedule

    WoL Age 94 End: Saturday Jan 29, 2022 @ 00:00 GMT
    WoL Age 95 Open: Saturday Jan 29, 2022 @ 12:00 GMT
    WoL Age 95 Start: Monday Jan 31, 2022 @ 18:00 GMT
    WoL Age 95 End: Saturday, April 9, 2022 @ 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 0.6nw
    • 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 (different 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's Attack: Will no longer benefit from -12.5% Attack Time reduction
    • Intra-Kingdom Traditional March attacks will be removed
    • Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).

    Relations
    • Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War
    • Any Ceasefire will cancel Dragon project from both Kingdoms
    • War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)
    • End of War Ceasefire: Science Book bonus production of +50% removed
    • End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE
    • War Win Points: Points will now only change on conclusion of a War
    • War Win Points: Will be hidden until the end of Age

    Thievery
    • Incite Riots: Duration Cap introduced at 18.
    • Honor: Thievery honor gain -15% except for Assassinate Wizards, Greater Arson and Propaganda

    Rituals
    • Onslaught: Increases Offensive Military Efficiency (OME) by 10% and -20% Military Wages
    • Godspeed: -10% Attack Time and +10% Combat Gains
    • Expropriation: +20% Honor Gains, +20% Credits gained in Combat and increase Enemy Military Casualties on your Attacks by 20%
    • Stalwart: Increase Defensive Military Efficiency (DME) by 10% and decrease Military Casualties by 20%
    • Barrier: -20% received Instant Spell Damage and Sabotage Damage
    • Havoc: Increases Offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 30%
    • Affluent: Income +20%, Draft Speed +25% and +25% Birth Rate
    • 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 Dragon: Effect is now -15% Science Efficiency. Additional Science Efficiency reduction effect every 6 ticks removed

    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 1.5% with max effect of 37.5%. Watchtowers still mitigate sabotage damage at the same rate




    Races



    Avian

    Bonuses

    -15% Attack time
    +30% Birth Rate
    Accurate Espionage
    Starts with an additional 800 Elites

    Penalties (Primary pick only)

    No Access to Stables and War Horses
    -10% Building Efficiency

    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 7.25nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - n/a

    True Blood Bonuses
    +1 General
    Access to War Spoils

    Half Blood Bonuses
    -10% Attack Time
    +15% Birth Rate
    Accurate Espionage



    Dryad

    Bonuses

    Can cast Support Spells on kingdom members
    +25% Bonus production to Flat Rate Buildings (Banks, Farms, Stables, Towers)
    -25% Honor Loss from Attacks
    -20% Military Casualties
    Starts with an additional 800 Soldiers and Specialist Credits

    Penalties (Primary pick only)

    -10% Combat Gains

    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 - 14/5, 1500gc 7.25nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    True Blood Bonuses
    -1 Mana Cost on Self Spells
    Immune to Dragons
    Access to Fanaticism and Hero’s Inspiration

    Half Blood Bonuses
    -10% Military Casualties
    Can cast Support Spells on Kingdom Members
    Access to Divine Shield, Greater Protection and Illuminate Shadows



    Dwarf

    Bonuses

    +20% Building Efficiency
    -50% Construction Time
    Starts with an additional 800 Soldiers and Specialist Credits

    Penalties (Primary pick only)

    No Accelerated Construction
    +100% 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 - 13/6, 1500gc 7.5nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    True Blood Bonuses
    +20% Capacity bonus on Buildings (Homes, Stables, Dungeons)
    Free Construction
    Access to Ghost Workers

    Half Blood Bonuses
    -25% Construction Time
    +10% Building Efficiency
    Access to Mist



    Elf

    Bonuses

    +25% Magic Effectiveness (WPA)
    +30% Rune Production
    +100% Guilds Land Effects
    Starts with an additional 800 Wizards

    Penalties (Primary pick only)

    -15% Sabotage Damage
    No Access to Dungeons

    Spellbook: Blizzard, Chastity, Meteor Showers, Pitfalls

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 6/12, 1500gc 7.5nw
    Mercenary - 6/0, 0.0nw
    Prisoner - n/a
    War Horse - 2/0, 0.6nw

    True Blood Bonuses
    +1 Mana Recovery per Tick
    +25% Spell Duration (offensive and self spells)

    Half Blood Bonuses
    +15% Rune Production
    +75% Guilds Land Effects
    Access to Blizzard, Meteor Showers and Pitfalls



    Faery

    Bonuses

    -50% Spell Rune Cost (excluding Ritual)
    +50% Wizard Production
    -50% Wizard Losses
    -50% Thief Losses
    Starts with an additional 400 Thieves and 400 Wizards

    Penalties (Primary pick only)

    -10% Population

    Spellbook: Invisibility, Fool’s Gold, Gluttony, Magic Ward, Nightmares, Sloth, Vermin

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0 nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/13, 1500gc 7.75nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    True Blood Bonuses
    Access to Mage’s Fury and Tree of Gold
    +15% Instant Spell Damage
    +15% Sabotage Damage

    Half Blood Bonuses
    Access to Fool’s Gold, Nightmares and Vermin
    -25% Spell Rune Cost (excluding Ritual)
    +25% Wizard Production
    -25% Thievery Losses
    -25% Wizard Losses



    Halfling

    Bonuses

    +20% Thievery Effectiveness (TPA)
    +1 Stealth Recovery per Tick
    +100% Thieves' Dens Land Effects
    Access to Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses
    Starts with an additional 800 Thieves

    Penalties (Primary pick only)

    No Access to Hospitals
    +15% Spell Rune Cost

    Spellbook: Quick Feet

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/6, 1200gc 6.25nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2 nw
    War Horse - 2/0, 0.6nw

    True Blood Bonuses
    -50% Thief Cost
    +10% Population

    Half Blood Bonuses
    +50% Thieves' Dens Land Effects
    Access to Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses



    Human

    Bonuses

    +30% Income
    +10% Science Efficiency
    Starts with 1 extra Scientist
    2500 unallocated starting books in each Science Category (Economy/Military/Arcane Arts)

    Penalties (Primary pick only)

    -20% WPA
    +20% Military Wages

    Spellbook: Aggression, Fountain of Knowledge

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1500gc 7.0 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    True Blood Bonuses
    Immune to all Income Penalties
    +25% Libraries Land Effects
    +25% Universities Land Effects

    Half Blood Bonuses
    +15% Income Bonus
    +5% Science Efficiency
    Access to Fountain of Knowledge



    Orc

    Bonuses

    +20% Combat Gains
    +15% Enemy Military Casualties
    Starts with an additional 800 Soldiers and Specialist Credits

    Penalties (Primary pick only)

    -15% Science Efficiency

    Spellbook: Reflect Magic

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 16/3, 1500gc 7.0 nw
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    True Blood Bonuses
    Free Draft
    Access to Bloodlust

    Half Blood Bonuses
    +10% Enemy Military Casualties
    +10% Combat Gains



    Support Spell List


    Changelog:
    Update Schedule (1/28/22 @ 5:51)
    Update Schedule (1/28/22 @ 6:33)
    Clarify Relations Mechanics (1/28/22 @ 6:39)
    Clarify wording on Human free science books (1/28/22 @ 8:29)
    Learn damage modifications in war removed (1/28/22 @ 9:12)
    Update Attacks section - Add Intra-Kd info (1/28/22 @ 14:51)
    Update Attacks section - Add Intra-KD Raze info (1/31/22 @ 17:22)
    Last edited by DavidC; 31-01-2022 at 22:22. Reason: See changelog
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