Results 1 to 1 of 1

Thread: Age 98 Proposed Changes

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Director of Age Changes
    Join Date
    Nov 2008
    Location
    EU
    Posts
    1,937

    Age 98 Proposed Changes

    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
    Last edited by Avenger; 29-08-2022 at 20:57.
    Discord: Hex | IRC: Hextor / Avenger

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •