Welcome to the Proposed Changes for Age 98!
Tentative Timeline:
29 Aug - Proposed Changes
31 Aug - Revised Changes
2 Sep - Final Changes
Schedule:
WoL Age 97 End: Saturday, 3 Sep at 00:00 GMT+00:00
General Mechanics
- Desertions scaling and cap increased by ~20%.
- Force Ceasefire will be more limited (once per Utopian Year) and have a higher cost to use (some Honor points will be transferred on Defensive FCF).
- The losing Kingdom of a War will now have 10% of total Honor transferred to the winning Kingdom.
The transfer will be proportional (higher Honor provs will lose more Honor) but the reward will be distributed evenly across the winning Kingdom. Winning a War therefore, will not award additional Honor.
Bonus Honor will still be awarded to War winners according to their earned Tier.- War Networth auto-win requirements changed to opponent Networth dropping to 66% and a minimum of 72 ticks passed.
- Protection Mode is now immediately removed upon End of War Ceasefire start.
- Province Surrender – Individual Provinces will now have the option of entering Protection Mode during War if their Acres fall below 400 and have not made any offensive actions for 12 ticks. Protection Mode will be removed once End of War Ceasefire starts. Protection Mode will disable Aiding, Ritual, Dragon funding or slaying and any other offensive actions. Exploration will be limited up to 400 acres. Additionally, if more than half the Kingdom enters Protection Mode, the Kingdom immediately loses the War if Minimum Time has been reached.
Buildings
- Watchtowers Sabotage Damage protection effect reduced to 2.5% base (62.5% max).
Science
- Science NW per Book reduced by ~15%.
- Several Personalities had their Science bonuses altered.
Military, Attacking and Defending
- Base Offensive Military Casualties lowered from 7% to 5%.
- Bounces will generate Meter directly proportional to Offense / Defense ratio of a Traditional March. The floor has been removed.
- MAP generated by Learn Attack increased.
Relations
- Spells and Operations will now be limited by Relative Province NW at Normal Relations only.
- Unfriendly and Hostile will now be similar to War for the purposes of calculating Sabotage and Spell Success and Damage. Unfriendly will still cost 3 per Operation and Spell while Hostile/War keeps 2 cost.
Rituals
- Stalwart Ritual effect has been adjusted:
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
- 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
- Chastity - duration increased by roughly 50%.
- Droughts - also increases Arson damage taken by 15%.
- Expose Thieves - duration increased by roughly 50%.
- Mind Focus - effect reduced to 25%.
- Shadowlight - will now also repel the next Sabotage Operation directed at you (be it successful or not).
- Storms - also increases Tornado damage taken by 15%.
Operations
- Most Sabotage Operations' Damage reduced:
Arson, Free Prisoners, Rob the Granaries, Rob the Towers, Rob the Vaults, Nightstrike, Steal War Horses damage reduced by ~10%.
Assassinate Wizards, Greater Arson and Propaganda damage reduced by ~20%.- Intra-KD robbing Gains penalty significantly increased.
Dragons
- Dragon effects have been adjusted:
Dragons
- Emerald Dragon:
+20% Military Casualties
-15% Combat Gains
-50% Credits Gained in Combat- Ruby Dragon:
-10% Military Efficiency
+25% Military Wages
-25% New Draftees- Sapphire Dragon:
-25% WPA/TPA
+10% Instant Spell and Sabotage Damage taken
-10% Instant Spell and Sabotage Damage dealt- Topaz Dragon:
-25% Building Efficiency
-20% Income
Instantly Destroys 3% of Buildings, and then again every 6 Ticks
Races
Avian
Bonuses
-15% Attack Time
Access to Clear Sight, Fanaticism
Penalty
No Access to Stables and Horses
-5% Building Efficiency
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
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)
Access to Gluttony, Invisibility, Magic Ward, Sloth
Penalty
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit – 6/11, 1350gc 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Dwarf
Bonuses
+20% Building Efficiency
-50% Construction and Raze Cost
Access to Miner's Mystique, Mist
Penalty
+50% Food Consumption
+20% Spell Rune Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 12/7, 1500gc 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Elf
Bonuses
+50% Rune Production
Access to Chastity, Mage's Fury, Town Watch
Penalty
No Access to Dungeons
-20% Watchtowers Land Effect
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 - 3/0, 0.9nw
Faery
Bonuses
+20% Magic Effectiveness (WPA)
Access to Blizzard, Ghost Workers, Pitfalls
Penalty
-20% Thievery Effectiveness (TPA)
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 4/12, 1300gc 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Halfling
Bonuses
+5% Population
+25% Thievery Effectiveness (TPA)
Access to Mystic Aura
Penalty
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
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 - 3/0, 0.9nw
Human
Bonuses
+25% Income
+25% Universities Land Effect
Access to Fountain of Knowledge
Penalty
+1 Self Spell Mana 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 - 4/0, 1.2nw
Orc
Bonuses
+20% Combat (Resource) Gains
-50% Draft Cost
Access to Aggression, Bloodlust
Penalty
-50% Bonuses from Honor
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 - 3/0, 0.9nw
Undead
Bonuses
Spreads and is Immune to the Plague
No Food Needed
Access to Animate Dead
Penalty
Cannot Train Elite Units
No Access to Sabotage Operations
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/5, 7.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
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
-1 Self Spell Mana Cost
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
+25% Economy Science Book Production
Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards
The Heretic
+100% Wizard Production
-50% Thieves Lost on Thievery Operations
+15% Instant Spell Damage
+15% Sabotage Damage
Access to Amnesia, Nightmares, Vermin
+15% Channeling Science Efficiency
+15% Crime Science Efficiency
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, Mind Focus
+30% Channeling Science Efficiency
Starts with +800 Wizards
The Rogue
+50% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to All Thievery Operations
+30% Crime Science Efficiency
Starts with +800 Thieves
The Sage
+10% Science Efficiency
-30% Science Book Losses on Learn Attacks
Access to Revelation
+25% Science Book Production
Starts with +400 Soldiers, +400 Specialist Credits and 2000 Science Books in each Category
The Shepherd
-15% Combat (Resource) Losses
Each Acre generates 3 Bushels of Food per Tick
Each Acre holds 4 War Horses and generates .1 per Tick
Immune to Droughts and Storms
Access to Reflect Magic
+25% Economy Science Book Production
Starts with +800 Soldiers and +800 Specialist Credits
The Tactician
+1 General
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
+50% Elite Conversions in Combat
Access to Hero's Inspiration
+25% Military Science Book Production
Starts with 800 Elites
The Warrior
+15% Offensive Military Efficiency
+15% Enemy Military Casualties on Attacks
-75% Mercenary Cost
+25% Military Science Book Production
Starts with +800 Soldiers and +800 Specialist Credits
Changelog:
- Fixed typo