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Thread: Age 96 Final Changes

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    Age 96 Final 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.
    • Guard Stations will now also protect against Learn attacks (Universities will no longer protect against Learn attacks)


    Military, Attacking & Defending
    • Force Ceasefire is now 4 Utopian Months
    • Starting War Win points for all Kingdoms will be increased significantly
    • War Win Points formula will be modified slightly to increase the amount of points awarded for war wins
    • War Win Chart will be viewable throughout the age
    • War Win Points will be shown on Kingdom Page
    • Defensive 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 (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)
      • If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.
      • FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth and war win points, the aggressor would receive 10% of what they would receive from a war win. This will scale as high as 40% against a kingdom at max relative NW and significantly higher war win points, or as low as 0% against a kingdom that is below 50% of the aggressor’s war win points. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.
    • Mercenary & Prisoners offense increased to 8
    • Dungeon Capacity reduction to 30
    • Soldiers changed to 3/3, 1.5 networth



    War
    • 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 -15% 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 20%
    • 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)



    Spells
    • Amnesia - Accessible by all Races
    • Tree of Gold - Rune Cost increased by 100%

    • Support Spell List
      - Minor Protection
      - Greater Protection
      - Fertile Lands
      - Magic Shield
      - Natures Blessing
      - Love and Peace
      - Builders Boon
      - Inspire Army
      - Hero's Inspiration
      - Patriotism
      - Illuminate Shadows
      - Wrathful Smite
      - Divine Shield
      - Fanaticism



    Races

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

    Access to Clear Sight


    Penalty
    No Access to Stables and Horses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 15/4, 1325gc 7.25 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw


    Dark Elf

    Bonuses
    +15% Spell Damage
    +15% Thievery Effectiveness (TPA)

    Access to Chastity, Fool's Gold, Gluttony, Sloth

    Penalty
    -15% Birth Rate

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit – 13/4 1200gc 6.5 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Dwarf
    Bonuses
    +20% Building Efficiency
    -50% Construction Cost

    Access To Mist

    Penalty
    +100% Food Consumption

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/6, 1400gc 7.5 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Elf
    Bonuses
    +1 Mana Recovery per Tick
    +20% Spell Duration

    Access to Mage’s Fury, Greater Protection, Fountain of Knowledge

    Penalty
    -15% Sabotage Damage

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 12/6, 1250gc 7.0 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Faery
    Bonuses
    +15% Arcane Science Effectiveness
    -50% Wizard Losses on Failed Spell Cast
    -50% Thief Losses on Operations

    Access to Mystic Aura, Blizzard, Quick Feet

    Penalty
    -5% Population

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 9/0, 3.6 nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/13, 1300gc 7.75 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    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, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 8/8, 1100gc 6.5 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Human
    Bonuses
    +10% Science Efficiency
    +10% Dragon Slaying Strength
    Immune to Income Penalties

    Access to Ghost Workers

    Penalty
    +20% Military Wages

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1350gc 7.0 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Orc
    Bonuses
    +15% Enemy Military Casualties
    -20% Military Wages

    Access to Bloodlust


    Penalty
    No Bonuses from Honor

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/2, 1300gc 6.25 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw



    Undead
    Bonuses
    Spreads and is Immune to the Plague
    Elite Conversion on Traditional Marches & Conquest

    Access to Animate Dead


    Penalty
    Cannot Train Elite Units
    -15% Income


    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/5, 7.75 nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw




    Personalities

    The Artisan
    +20% Capacity and Production bonus on Buildings (Homes, Stables, Dungeons, Towers, Farms & Banks)
    +15% Income
    Access to Ghost Workers & Tree of Gold
    Starts with +600 soldiers, +600 specialist credits and +200 building credits



    The Paladin
    -30% Military Casualties in Combat
    +20% Watchtowers Land Effect
    +30% Heroism Science Effectiveness
    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 Land Effect
    +1 Mana Recovery per Tick
    +25% Rune Production
    Access to Meteor Showers, Revelation, Pitfalls
    Starts with an additional 800 Wizards



    The Heretic
    +75% Wizard Production
    -50% Thief Losses on Operations
    50% Rune Refund on Successful Spell Casts (excluding Ritual)
    Access to Mage’s Fury, Magic Ward, Nightmares, Vermin & Revelation
    Starts with +400 thieves and +400 wizards



    The Rogue
    +75% Thieves' Dens Land Effect
    +2 Stealth Recovery per Tick
    Access to all Thievery Operations including Propaganda, Assassinate Wizards, Greater Arson and Steal War Horses
    Access to Invisibility, Sloth & Revelation
    Starts with +800 thieves



    The Sage
    +100% Universities Land Effect
    -30% Books Losses on Learn Attacks
    Access to Scientific Insight
    Start with 1 extra scientist and 6000 books in every category (Economy, Military and Arcane)



    The Tactician
    -15% Attack Time
    +20% Guard Stations Land Effect
    +25% Siege Science Effectiveness
    +20% Credits Gained in Combat
    Accurate Espionage
    Access to Clear Sight and Wrathful Smite
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +10% Combat Gains
    +100% Effects from Honor
    +30% Training Grounds Land Effect
    +20% Valor Science Effectiveness
    Access to Hero's Inspiration & War Spoils
    Starts with 800 elites



    The Warrior
    +15% Offensive Military Efficiency
    -75% Mercenary Cost
    +10% Tactics Science Effectiveness
    Access to Aggression
    Starts with +800 soldiers and +800 specialist credits


    War Score Tiers
    • Tier 1: 115
    • Tier 2: 130
    • Tier 3: 145
    • Tier 4: 160
    • Tier 5: 180

    Each tier provides additional bonuses to the winning Kingdom of a war


    Changelog:
    * Fixed Avian ospec value typo
    * Fixed Dwarf bonus typo
    * Updated wording
    * Added Support spell list
    * Add War Score Tiers information (4/25/22 @ 18:53)
    Last edited by DavidC; 25-04-2022 at 22:53. Reason: See Changelog

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