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Thread: Age 102 Final Changes

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    Director of Age Changes
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    Age 102 Final Changes

    Welcome to the Final Changes for Age 102!

    Schedule:
    WoL Age 101 End: Saturday, July 1, 2023 @ 00:00 GMT
    WoL Age 102 Open:
    WoL Age 102 Start:
    WoL Age 102 End:


    General Mechanics
    • War Win Point System has returned.
      The war win point system will be largely hidden. It will be a three stage calculation system.
      • The initial war win points will be awarded as follows:
        Win = 2 points
        Mutual Peace = 1 point
        Loss = 0 points
      • After the conclusion of the age, kingdoms will be awarded bonus war win points for every kingdom that they defeated in war, based on the defeated kingdoms' total war wins (if any).
      • Finally, as a soft adjustment, an additional provision of points will be granted for every kingdom warred but not defeated, based on the total war wins of those kingdoms (if any).

      Kingdom pages will still only show the number of war wins (along with the war history), with war win points determining the final standings of kingdoms after age concludes.

    • Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.


    Science
    • Science Book Production will be readjusted to 60/80/100/120 (Scientists will advance at 1440/5280/12480 experience)
    • Resilience effect mod scaling increased by ~33%.
    • Finesse effect mod scaling increased by ~33%.


    Spells
    • Mind Focus - effect reduced to +25%.


    Races

    Avian
    Bonuses
    -15% Attack Time
    -20% Military Train Time
    +20% Birth Rate

    Access to Clear Sight

    Penalties
    No Access to Stables and War Horses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/5, 850gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 101


    Dark Elf
    Bonuses
    +20% Magic Effectiveness (WPA)
    Successful Spell Casts return 50% of Runes (excluding Ritual)

    Access to Blizzard, Magic Ward, Mind Focus

    Penalties
    +25% Explore Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/11, 800gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Dwarf
    Bonuses
    +25% Building Efficiency
    -50% Construction Cost
    -50% Raze Cost

    Access to Miner's Mystique, Mist

    Penalties
    -10% Thievery Effectiveness (TPA)

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/6, 850gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Elf
    Removed

    Faery
    Bonuses
    +20% Offensive Spell Duration
    +20% Self Spell Duration
    +25% Rune Production
    -50% Wizards Lost on Failed Spell Casts

    Access to Chastity, Ghost Workers, Gluttony, Mage's Fury, Sloth

    Penalties
    -20% Birth Rate

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/12, 800gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Gnome
    Bonuses
    Military Attacks will randomly get 90-130% Gains
    Instant Spells will randomly do 90%-130% Damage
    Sabotage Operations will randomly do 90%-130% Damage

    Access to Invisibility, Town Watch, Tree of Gold

    Penalties
    No Access to Dungeons

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 13/5, 800gc, 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - n/a
    War Horse - 2/0, 0.6nw

    Age 101


    Halfling
    Bonuses
    +10% Population
    +20% Thievery Effectiveness (TPA)
    Can Train Thieves with Specialist Credits

    Access to Mystic Aura

    Penalties
    -

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/4, 625gc, 5.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Human
    Bonuses
    +10% Science Efficiency
    +15% Income
    Immune to all Income Penalties

    Access to Fountain of Knowledge, Greater Protection

    Penalties
    +20% Military Wages
    +10% Spell Rune Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 8/12, 975gc, 8.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Orc
    Bonuses
    +20% Combat Gains
    Free Draft

    Access to Aggression, Bloodlust

    Penalties
    +10% Damage taken from Instant Spells
    +10% Damage taken from Sabotage Ops

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/4, 800gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Undead
    Bonuses
    -30% Offensive Military Casualties
    Converts some Specialists to Elites on Successful Traditional March and Conquest
    No Food Needed

    Access to Animate Dead

    Penalties
    -10% Science Efficiency
    No Access to Hospitals

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 16/4, 2000gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101



    Personalities

    The Cleric
    -20% Military Casualties
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards

    Age 101


    The Heretic
    +50% Guilds Effectiveness
    -50% Thieves Lost on Failed Thievery Operations
    +10% Spell Damage
    +20% Sabotage Damage
    Access to Amnesia, Fool's Gold, Nightmare, Vermin
    Starts with +400 Thieves and +400 Wizards

    Age 101


    The Merchant
    Removed

    The Mystic
    +100% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Meteor Showers, Pitfalls
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    Age 101


    The Necromancer
    Spreads and is Immune to the Plague
    25% of Military Casualties return as Soldiers
    Prisoners convert to Offensive and Defensive Specialists over time (2%/2%)
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101


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

    Age 101


    The Sage
    -33% Science Book Losses on Learn Attacks
    +10% Science Book Production
    Access to Revelation, Scientific Insights
    Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category

    Age 101


    The Shepherd
    -15% Combat (Resource) Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    Each Acre generates 3 Bushels of Food per Tick
    Immune to Droughts, Storms
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101


    The Tactician
    +1 General
    +50% Prisoner Acquisition Rate
    Enhanced Conquest Attack
    Accurate Espionage
    Access to Quick Feet
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101


    The War Hero
    +50% Bonuses from Honor
    -30% Honor Loss in Combat
    +1 Offensive Elite Strength
    Access to Hero's Inspiration
    Starts with 800 Elites

    Age 101


    The Warrior
    +10% Offensive Military Efficiency
    +2 Mercenary Strength
    +2 Prisoner Strength
    Access to Fanaticism
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101



    Changelog:
    • Updated gnome prisoners.
    • Clarified faery self-spell duration.
    Last edited by Avenger; 02-07-2023 at 20:59.
    Discord: Hex | IRC: Hextor / Avenger

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