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Thread: Testing something

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    Testing something

    Testing posting age revised changes

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  3. #3
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    Welcome to the Revised Changes for Age 97!

    Tentative Timeline:

    June 19th - Proposed Changes
    June 22nd/23rd - Revised Changes
    June 24th - Final Changes
    June 25th - Age End



    General Mechanics
    Specialists once again convert to Elite Units on successful Traditional March Attacks for all Races
    Military Wages penalty from the Kingdom Wall removed
    Daily Activity Bonus will be calculated from average Income of the last ingame Month
    Provinces no longer be affected by Dragons during Protection
    An indicator for current MAP (Multi-Attack Protection) level will be visible on State Council
    Out of range Wars will no longer transfer War Score



    Buildings
    Training Grounds now also reduce Mercenary costs by 2% (max 50%)
    Universities now increase Science Book generation of all Categories; base Book generation effect reduced to from 2% to 1% (max 25%)
    Building Credits Gained in Combat increased by ~25%



    Science
    Cunning Science has been split into Sorcery:'Increased Instant Spell Damage' and Cunning:'Increased Sabotage Operation Damage'
    Cunning Science efficiency scaling reduced
    Sorcery Science efficiency scaling reduced
    All Personalities will generate bonus Science Books based on their focus (see Personalities section)



    Relations
    Military Casualties will be proportionally reduced by the scaling Effectiveness penalty for hitting into/out of War
    Points needed for reaching War Tiers have been adjusted (each tier provides additional bonuses to the winning Kingdom of a War)
    War Score Tiers
    Tier 1: 120
    Tier 2: 140
    Tier 3: 165
    Tier 4: 190
    Tier 5: 220



    Rituals
    Number of Casts needed to start a 100% strength Ritual changed from 80 to 3 times the number of provinces in the Kingdom (to a minimum 45 Casts for 15 provinces or fewer)
    Undercasting a Ritual has been removed
    The overcast Ritual efficiency formula has been adjusted to account for the new requirement
    Ritual effects have been adjusted as follows:
    Rituals
    Affluent: +15% Income, +20% Draft Rate
    Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
    Expedient: -20% Training Time, -20% Training Cost, -20% Construction Time, -20% Construction Cost
    Expropriation: removed
    Godspeed: -10% Attack Time, +20% Honor Gained in Combat, +20% Credits Gained in Combat
    Havoc: +20% Offensive WPA & TPA, +5% Instant Spell Damage, +5% Sabotage Damage
    Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    Stalwart: +10% Defensive Military Efficiency, -15% Defensive Military Casualties



    Spells
    Returning Spell - Miner's Mystique: Peasants provide a stable, supplemental source of Income from mining precious metals, generating an extra 0.3gc each (medium duration)
    New Spell - Salvation: protects military in battle, reducing all Military Casualties by 10% (medium duration)

    Abolish Ritual - Rune Cost reduced
    Amnesia - availability changed to limited (Heretic)
    Bloodlust - Self and Enemy Military Casualties adjusted to +15%/+15%
    Chastity - effect changed to -50% Birth Rate
    Divine Shield - average duration reduced by ~15%
    Expose Thieves - effect has been changed to -1 Stealth Recovery per Tick (short duration)
    Fanaticism - average duration reduced by ~25%
    Invisibility - TPA bonus reduced to +10%
    Meteor Showers - availability changed to War only
    Support Spells list has been updated:
    Support Spells
    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
    Aggression
    Ghost Workers
    Mist
    Salvation
    Town Watch



    Operations
    Sabotage Wizards Damage cap reduced by 50% (from 20% to 10%)
    Assassinate Wizards meter points increased to .12
    Arson meter points increased to .08
    Greater Arson meter points increased to .1



    Dragons
    Dragons no longer have baseline effects
    Dragons maximum duration reduced from 120 to 48 Ticks
    Dragons now also require an extra 1/10 of their GC cost as Food to launch
    Dragon page will now show Cost and HP w/o starting a project
    Dragon stats and effects have been adjusted as follows:
    Dragons
    Amethyst Dragon: removed
    Emerald Dragon: (HP and cost scaling reduced to Ruby scaling)
    +15% Military Casualties
    -15% Combat Gains
    -50% Credits Gained in Combat
    Ruby Dragon:
    -10% Military Efficiency
    +20% Military Wages
    -25% New Draftees
    Sapphire Dragon:
    -25% WPA/TPA
    +10% Instant Spell and Sabotage Damage taken
    -25% Spell Duration
    Topaz Dragon:
    -25% Building Efficiency
    -15% Income
    Instantly Destroys 2% of Buildings, and then again every 6 Ticks




    Races


    Avian
    Bonuses
    -15% Attack Time
    +50% Elite Conversions in Combat

    Access to Aggression, Clear Sight, Fanaticism

    Penalty
    No Access to Stables and Horses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1500gc 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a


    Dark Elf
    Bonuses
    -50% Spell Rune Cost (excluding Ritual)
    +25% Spell Duration

    Access to Chastity, Gluttony, Mage's Fury, Mage's Ward, Sloth, Vermin

    Penalty
    -20% Birth Rate
    +25% Explore Costs

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit – 5/12, 1350gc 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


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

    Access To Miner's Mystique, Mist

    Penalty
    +50% Food Consumption
    -20% Thievery Effectiveness (TPA)

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/6, 1500gc 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Elf
    Bonuses
    +50% Rune Production
    -20% Military Wages

    Access to Ghost Workers, Mystic Aura

    Penalty
    No Access to Dungeons

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 12/5, 1350gc 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Faery
    Bonuses
    +25% Magic Effectiveness (WPA)
    -1 Self Spell Mana Cost

    Access to Blizzard, Fool's Gold, Invisibility, Pitfalls

    Penalty
    -10% Population

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 4/13, 1350gc 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Halfling
    Bonuses
    +10% Population
    +25% Thievery Effectiveness (TPA)

    Access to Town Watch

    Penalty
    +15% Military Casualties

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/5, 1200gc 5.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Human
    Bonuses
    +25% Income
    +25% Credits Gained in Combat
    +30% Birth Rate

    Access to Fountain of Knowledge, Salvation, Wrathful Smite

    Penalty
    +1 Self Spell Mana Cost
    +25% Spell Rune Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1800gc 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw


    Orc
    Bonuses
    +20% Combat (Resource) Gains
    -50% Draft Cost

    Access to Aggression, Bloodlust

    Penalty
    No-50% Bonuses from Honor
    +10% Combat (Resource) Losses


    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/4, 1600gc 6.75nw
    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
    No Food Needed
    Prisoners Convert to Elite Units over Time (3%)

    Access to Animate Dead

    Penalty
    Cannot Train Elite Units
    No Access to Hospitals

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 14/6, 7.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw



    Personalities


    The Artisan
    +30% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
    -30% Building Damage taken from Arson, Greater Arson, Tornadoes, Raze Attacks
    -25% Build Time
    Access to Tree of Gold
    +25% Economy Science Book Production
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits


    The Cleric
    -30% Military Casualties
    Immune to the Plague
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Greater Protection, Illuminate Shadows, Wrathful Smite
    +25% Economy Science Book Production
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards


    The Heretic
    +75% Wizard Production
    -50% Thieves Lost on Thievery Operations
    +15% Instant Spell Damage
    +15% Sabotage Damage
    Access to Amnesia, Nightmares, Vermin
    +25% Arcane Arts Science Book Production
    Starts with +400 Thieves and +400 Wizards


    The Mystic
    +100% Guilds Effectiveness
    +1 Mana Recovery per Tick
    -50% Wizards Lost on Failed Spell Casts
    Access to Meteor Showers
    +25% Arcane Arts Science Book Production
    Starts with +800 Wizards


    The Rogue
    +75% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    -30% Thief Cost
    Access to All Thievery Operations
    +25% Arcane Arts Science Book Production
    Starts with +800 Thieves


    The Sage
    +10% Science Efficiency
    -30% Science Book Losses on Learn Attacks
    Access to Revelation
    +25% Economy Science Book Production
    Starts with 1 extra Scientist+400 Soldiers, +400 Specialist Credits and 2000 Science Books in each Category


    The Shepherd
    -15% Combat Losses
    Each Acre generates 5 Bushels of Food every Tick
    Each Acre holds 8 War Horses and generates .2 every Tick
    Immune to Droughts, Lightning Strike, Meteor Showers, Storms, Tornadoes
    +25% Economy Science Book Production
    Starts with +800 Soldiers and +800 Specialist Credits


    The Tactician
    +1 General
    +30% Credits Gained in Combat
    Accurate Espionage
    Access to Quick Feet, War Spoils
    +25% Military Science Book Production
    Starts with +800 Soldiers and +800 Specialist Credits


    The War Hero
    +50% Bonuses from Honor
    -30% Honor Loss in Combat
    +10% Dragon Slaying Strength
    +5% Military Efficiency in War
    Access to Hero's Inspiration
    +25% Military Science Book Production
    Starts with 800 Elites


    The Warrior
    +15% Offensive Military Efficiency
    +15% Enemy Military Casualties
    -75% Mercenary Cost
    +25% Military Science Book Production
    Starts with +800 Soldiers and +800 Specialist Credits



    Changelog:
    * Fixed a formatting error

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