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Thread: Age 96 Revised Changes

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    Age 96 Revised Changes

    Welcome to the Revised Changes for Age 96!

    Tentative Timeline:

    April 6th - Revised Changes
    April 8th - Final Changes
    April 9th - Age End



    The Half Blood population has been infected with a vicious virus that turned them into the living dead replenishing the Undead forces. All Half Bloods have been exterminated by the virus leaving behind only the True Blood population. The races have come together to specialize and brought back Personalities to fill the void left by the Half Bloods extinction to fend off the Undead invasion. Unfortunately, the Halfling race bore the brunt of the invasion and were the first to be forced to retreat from Utopia leaving behind their Gnome brethren. In addition unable to put up a fight the Dryad race has fled into the forests disappearing within the trees.

    General Mechanics
    • Base Attack time reduce to 14 hours (note the change to in war attack times)
    • Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.


    Military, Attacking & Defending
    • Force Ceasefire is now 3 Utopian Months
    • FCF can now be used irrespective of war range
    • When FCF is used while in war range while outside war the following two penalties occur:
      • If Defensive FCF is used in war range, the defender will pay 3% of total kingdom honor and 1 war win point to the Aggressor
      • If Aggressive FCF is used in war range, the defender will pay 3% of total kingdom honor and 1 war win point. In addition, the Utopian Lords will remove 5% of total kingdom honor from the defender for disappointing their people.
    • Mercenary & Prisoners offense increased to 8
    • Dungeon Capacity reduction to 30



    War
    • War Win Book Bonus increased from 48 hours to 72
    • War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)
    • +25% Draft Speed is being removed
    • -25% Build Time is being removed
    • -25% Train Time is being removed
    • 12 Hour Phase In -25% Attack Time reduce to -20% Attack Time


    Intel
    • Significantly reduce the difficulty to gather intel inside EOWCF to outside Kingdoms
    • Crystal Ball reduced to 1 mana cost



    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 15%
    • Affluent: Income +20% and +25% Birth Rate (+25% Draft Speed removed)
    • Expedient: -25% Training Costs , -20% Construction Time and -25% Construction Costs (-20% Military Training Time removed and training cost reduction no longer benefits thief training)



    Spells
    • Amnesia - Accessible by all races
    • Tree of Gold - Rune Cost Increase by 100%



    Races

    Avian
    Bonuses
    -20% Attack Time
    +20% Birth Rates

    Access to Illuminate Shadows & Fanatcism


    Penalty
    No Access to Stables and Horses

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.4nw
    Defensive Specialist - 0/11, 5.0nw
    Elite Unit - 15/4, 1300gc 7.25 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw


    Dark Elf

    Bonuses
    +15% Spell Damage
    +15% TPA

    Access to Blizzard, Pitfalls, Gluttony & Fools Gold

    Penalty
    -15% Birth Rate

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit – 13/3 1200gc 6 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw


    Elf
    Bonuses
    +30% Magic Effectiveness (WPA)

    Access to Chastity & Nightmares

    Penalty
    -15% Sabotage Damage

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 6/12, 1300gc 7.5 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw


    Dwarf
    Bonuses
    +15% Building Efficiency
    -50% Construction Time

    Access To Mist

    Penalty
    +100% Food Consumption
    Can't Accelerate Construction

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/6, 1350gc 7.5 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw


    Faery
    Bonuses
    +15% Arcane Science Effectiveness
    -50% Wizard Losses
    -50% Thief Losses

    Access to Mystic Aura

    Penalty
    -25% Military Science Effectiveness

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 9/0, 3.6 nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/13, 1500gc 7.75 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw

    Human
    Bonuses
    +10% Science Efficiency
    +10% Dragon Slaying Strength

    Access to Ghost Workers

    Penalty
    +20% Military Wages

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1400gc 6.5 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw


    Orc
    Bonuses
    +15% Enemy Military Casualties
    +10% Battle Gains

    Access to Bloodlust


    Penalty
    No Bonuses from Honor

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/2, 1500gc 6.25 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw


    Undead
    Bonuses
    -20% Offensive Military Casualties
    - No Food Required

    Access to Reflect Magic & Animate Dead


    Penalty
    - No Sabotage Operations Available

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1500gc 7.25 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 2/0, 0.6nw


    Gnome
    Bonuses
    +15% Population
    - Can Train Thieves with Specialist Credits

    Access to Town Watch

    Penalty
    No Access to Hospitals

    Soldier - 3/3, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/10, 1200gc 6.25 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 6/0, 1.2 nw
    War Horse - 2/0, 0.6nw

    Personalities

    The Artisan
    +20% Capacity and Production bonus on Buildings (Homes, Stables, Dungeons)
    +15% Bank Effectiveness
    +25% Science Effectiveness - Tools
    Access to Ghost Workers, Tree of Gold & Town Watch
    Starts with +600 soldiers, +600 specialist credits and +200 building credits


    The Paladin
    -30% Military Casualties in Combat
    +25% Watch Tower Effectiveness
    +25% Science Effectiveness - Heroism
    Can cast Support Spells on Kingdom Members
    Access to all Support Spells
    -1 Self Spell Mana Cost
    Starts with +600 soldiers, +600 specialist credits and +200 wizards


    The Mystic
    +100% Guild Effectiveness
    +1 Mana Recovery per Tick
    +25% Tower Production
    Access to Meteor Showers, Pitfalls & Sloth
    Starts with an additional 800 Wizards


    The Heretic
    +40% Guild Effectiveness
    -40% Thief Losses
    +1 Stealth Recovery per Tick
    Access to Mage’s Fury, Magic Ward, Nightmares & Vermin
    Starts with +400 thieves and +400 wizards


    The Rogue
    +75% Thieves' Dens Land Effect
    +2 Stealth Recovery per Tick
    Access to all Thievery Operations
    Access to Invisibility
    Starts with +800 thieves


    The Sage
    +100% University Land Effect
    +15% Library Effectiveness
    Access to Revelation & Fountain of Knowledge
    Starts with 5000 Science Books in each Category


    The Tactician
    -15% Attack Time
    +25% Guard Station Effectiveness
    +30% Science Effectiveness - Siege
    +20% Credits Gained in Combat
    Accurate Espionage
    Spellbook: Clearsight, Pitfalls & Wrathful Smite
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +1 General
    +100% Effects from Honor
    +30% Training Ground Effectiveness
    +50% Science Effectiveness - Valor
    Spellbook: Hero's Inspiration, Greater Protection & War Spoils
    Starts with 800 elites


    The Warrior
    +12.5% Offensive Military Efficiency
    +25% Barracks Effectiveness
    +25% Science Effectiveness - Tactics
    Spellbook: Fanaticism & Aggression
    Starts with +800 soldiers and +800 specialist credits


    Edit change log* fixed typos to mercs/prisoners, changed wording to FCF, undead spec nw
    Last edited by Persain; 06-04-2022 at 10:49.

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