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Thread: Age 103 Final Changes

  1. #1
    Director of Age Changes
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    Age 103 Final Changes

    Welcome to the Final Changes for Age 103!

    Schedule:
    WoL Age 103 Start: Monday, September 18, 2023 @ 18:00 GMT
    WoL Age 103 End: Saturday, December 2, 2023 @ 00:00 GMT


    General Mechanics
    • War Score will now incur a stacking 2% penalty for each missing province below maximum (calculated for each individual War, this carries over to EoA adjustment, full points only awarded full kingdoms).
    • War Win Land reward will be a minimum of 2500 Acres.
    • War Win will now also reward an additional Scientist.
    • Mutual Peace and Withdrawal now also award Specialist Credits equal to 3 times median Province size (as Victory).
    • Mutual Peace now also awards Science Books equal to 24 ticks of production (as Withdrawal).
    • Mutual Peace now also awards bonus Pool (as Victory/Withdrawal).
    • Maximum Gains GBP/MAP in War reduced from 30% to 20%.
    • Maximum GBP/MAP generated on failed Attacks reduced. Amount of GBP/MAP generated at low relative Off/Def ratios adjusted to prevent situations where the casualties efficiency would be higher than intended.
    • Attack random factor removed. Attacks will now always succeed when Mod Offense sent is equal to at least Mod Defense +1.
    • Learn base unallocated gains reduced from 30% to 20%.
    • Learn 10% of own Science Books gains limit removed.
    • RKNW penalty to Offensive Military Casualties removed.
    • Explore Pool growth reduced from 3 to 2. Pool decay removed. Pool is now soft capped at 2000 Acres.
    • Construction cost reduced from 0.0645*(land+11600) to 0.05*(land+10000).
    • Raze cost reduced from 350+(0.0625*land) to 300+(0.05*land).
    • Successful Support Spells will now also remove 2 Mana from the target of the Spell.
    • Wizards page will now have a 'Block Support Spells' button that can be toggled on/off.
    • Activity bonus requirements reduced to 6/9/12 Ticks (50%/100%/200% Income).
    • Kingdom autofill increased to 24.
    • A warning banner will be displayed on Sorcery/Thievery/War Room pages when own Kingdom is selected.


    Buildings
    • Barracks - now also reduce Mercenary costs (base effect 2%, max 50%).
    • Guard Stations - renamed to Castles, now also lower Honor lost in Combat (base effect 1.5%, max 37.5%).
    • Hospitals - now also increase Birth Rate (base effect 2%, max 50%).
    • Training Grounds - no longer reduce Mercenary costs; now also increase Offensive Military Kills (base effect 0.5%, max 12.5%).


    Spells
    • Amnesia - availability changed to All.
    • Expose Thieves - relations required changed to Unfriendly.
    • Fanaticism - availability changed to All.
    • Fool's Gold - difficulty and rune cost slightly increased.
    • Gluttony - availability changed to All.
    • Mist - average duration increased by ~50%.
    • Pitfalls - effect reduced from +20% to +15%, difficulty and rune cost increased.
    • Quick Feet - effect reduced from -15% to -10%.
    • Revelation - average duration increased by ~25%.
    • Salvation - effect increased from -10% to -15%.
    • Tornadoes - damage increased by 20%.
    • Wrathful Smite - renamed to Wrath, no longer a support spell.


    Support Spells - list has been updated:
    • Minor Protection
    • Fertile Lands
    • Magic Shield
    • Natures Blessing
    • Love and Peace
    • Builders Boon
    • Inspire Army
    • Patriotism
    • Greater Protection
    • Divine Shield
    • Illuminate Shadows
    • Salvation


    Operations
    • Sabotage Wizards - relations required changed to Unfriendly.


    Rituals
    • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Combat (Resource) Losses
    • Expedient: +20% Draft Rate, +10% Building Efficiency
    • Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
    • Havoc : +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
    • Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    • Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties


    Races

    Avian
    Bonuses
    +20% Birth Rate
    Can Train Elites with Specialist Credits (double cost)

    Access to Bloodlust, Town Watch

    Penalties
    No Access to Stables and War Horses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 17/8, 4000gc, 9.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 102


    Dark Elf
    Removed


    Dwarf
    Bonuses
    +30% Income
    +25% Building Efficiency
    -25% Construction Time

    Access to Mystic Aura, Wrath

    Penalties
    +25% Food Consumption
    No Access to Mercenaries

    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 - n/a
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 102


    Elf
    Bonuses
    -20% Military Wages
    -25% Train Time
    Converts some Specialists to Elites on successful Traditional March and Conquest

    Access to Clear Sight, Ghost Workers, Mist

    Penalties
    +20% Military Train Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 12/5, 775gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 102


    Faery
    Bonuses
    +20% Magic Effectiveness (WPA)
    +25% Rune Production

    Access to Fool's Gold, Magic Ward, Meteor Showers, Sloth

    Penalties
    -5% Population

    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 102


    Gnome
    Removed


    Halfling
    Bonuses
    +10% Population
    +20% Thievery Effectiveness (TPA)
    -30% Military Train Cost

    Access to Quick Feet, Vermin

    Penalties
    -

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 11/5, 725gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 102


    Human
    Bonuses
    +10% Science Efficiency
    +1 General

    Access to Fountain of Knowledge, Invisibility, Tree of Gold

    Penalties
    +20% Military Wages

    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 - 3/0, 0.9nw

    Age 102


    Orc
    Bonuses
    +20% Combat (Resource) Gains
    +15% Enemy Military Casualties
    Free Draft

    Access to Aggression

    Penalties
    -20% Magic Effectiveness (WPA)
    -20% Thievery Effectiveness (TPA)

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 850gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 102


    Undead
    Bonuses
    +20% Spell Damage
    +20% Offensive Spell Duration
    No Food Needed
    Immune to the Plague

    Access to Chastity, Nightmares

    Penalties
    -10% Combat (Resource) Gains
    No Access to Hospitals

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 850gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 102



    Personalities

    The Cleric
    -50% Self and Support Spell Rune Cost
    -1 Self Spell Mana Cost
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Greater Protection, Illuminate Shadows, Reflect Magic, Salvation
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards

    Age 102


    The Heretic
    Removed


    The Mystic
    +50% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Blizzard, Mage's Fury, Mind Focus, Pitfalls
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    Age 102


    The Necromancer
    -15% Offensive Military Casualties
    Spreads and is Immune to the Plague
    30% of Military Casualties return as Soldiers
    Prisoners convert to Offensive and Defensive Specialists over time (2%/2%)
    Access to Animate Dead
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 102


    The Rogue
    +50% 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 102


    The Sage
    -30% Science Book Losses on Learn Attacks
    +10% Science Book Production
    Immune to Amnesia
    Access to Revelation, Scientific Insights
    Starts with +600 Soldiers, +600 Specialist Credits and 3000 Science Books in each Category

    Age 102


    The Shepherd
    Removed


    The Tactician
    -15% Attack Time
    -10% Combat (Resource) Losses
    Enhanced Conquest Attack
    Accurate Espionage
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 102


    The War Hero
    +50% Bonuses from Honor
    -30% Honor Loss in Combat
    -30% Military Casualties
    Access to Hero's Inspiration
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 102


    The Warrior
    +15% Offensive Military Efficiency
    +2 Mercenary Strength
    +2 Prisoner Strength
    -75% Mercenary Cost
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 102





    Changelog:
    • Added support spell list.
    • Clarified rune cost bonus.
    • Clarified tg bonus.
    • Fixed dwarf & elf prisoner nw.
    • Fixed orc gains consistency.
    • Added start/end date.
    Last edited by Avenger; 15-09-2023 at 00:33.
    Discord: Hex | IRC: Hextor / Avenger

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