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Thread: Age 104 Proposed Changes

  1. #1
    Director of Age Changes
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    Age 104 Proposed Changes

    Welcome to the Proposed Changes for Age 104!

    Schedule:
    WoL Age 103 End: Saturday, December 2, 2023 @ 00:00 GMT


    General Mechanics
    • Provinces created/reset during War will start w/o Soldiers, Military & Building Credits.
    • Provinces in Protection do not count towards the auto-Withdraw mechanic.
    • Minimum EoWCF duration increased to 24 ticks, 1000% birthrate bonus reduced from 36 ticks to 24 ticks.
    • Removed the set (3%) Birthrate bonus during Protection.
    • Reduced accelerated Training Cost from 2x to 1.5x.
    • Intra-Kingdom bounced Attacks no longer generate GBP/MAP.
    • Resource/Gains will be standardized:

      Resources are defined as: Land, Gold Coins, Food, Runes, Science Books
      All Attack modifiers that include the word 'Gains' will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.

      • Traditional March: affected by Gains modifiers
      • Raze: affected by Gains modifiers, ignores Networth range; no longer has minimum set Gains (except on intra-Kingdom Attacks)
      • Plunder: affected by Gains modifiers
      • Learn: affected by Gains modifiers
      • Massacre: not affected by Gains modifiers
      • Conquest: affected by Gains modifiers
      • Ambush: ignores all Gains modifiers, except Ambush Protection


    Buildings
    • Homes - race Population bonus now applies to the Capacity bonus.
    • Castles - increased base effect from 1.5% to 2% (max 50%).


    Spells
    • Fireball - damage reduced from ~7% to ~6%.
    • Land Lust - rune cost modifier increased from 3.5 to 4; reduced maximum gains from 1.35% to 1.25%, gains reduced to 0 when max<0.5 acres.
    • Meteor Showers - rune cost modifier increased from 2.8 to 4, fixed last tick (-) not doing damage.
    • War Spoils - available during War.


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


    Operations
    • Bribe Generals - added message when effect procs.
    • Kidnap - gains reduced by 20%.
    • Release Prisoners - gains increased by 20%.
    • Riots - effect reduced from -20% to -15%.
    • Spy on Military - reduced difficulty (now equal to Spy on Throne).


    Rituals
    • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (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


    Misc
    • Mentor timer will now be based on Ticks, and now resets on Month change.
    • Plague effect will be displayed on Throne even when immune.


    Races

    Avian
    Bonuses
    -15% Attack Time
    +20% Birth Rate
    50% Ambush Protection

    Access to Clear Sight

    Penalties
    No Access to Stables and War Horses
    -10% Battle (Resource) Gains

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1000gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 103


    Dark Elf
    Bonuses
    -50% Spell Rune Cost
    Converts some Specialists to Elites on successful Traditional March and Conquest

    Access to Chastity, Invisibility, Mage's Fury, Magic Ward, Sloth, Vermin

    Penalties
    -20% Birth Rate

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 6/11, 900gc, 7.0nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 103


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

    Access to Miner’s Mistique, Mist, Mystic Aura

    Penalties
    +50% Food Consumption

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/6, 1000gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 103


    Elf
    Bonuses
    +20% Magic Effectiveness (WPA)
    -20% Military Wages

    Access to Animate Dead, Pitfalls, Wrath

    Penalties
    +15% Military Train Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 12/5, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 103


    Faery
    Bonuses
    +25% Rune Production

    Access to All Racial Spells

    Penalties
    -1 General

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/12, 850gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 103


    Halfling
    Bonuses
    +10% Population
    +20% Thievery Effectiveness (TPA)
    -15% Military Train Cost

    Access to Aggression, Quick Feet, Town Watch

    Penalties
    -

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 11/5, 850gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 103


    Human
    Bonuses
    +10% Science Efficiency
    +20% Dragon Slaying Strength

    Access to Fountain of Knowledge, 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 - 7/12, 1000gc, 8.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 103


    Orc
    Bonuses
    +20% Battle (Resource) Gains
    Free Draft

    Access to Bloodlust

    Penalties
    -10% Magic Effectiveness (WPA)
    -10% Thievery Effectiveness (TPA)
    +10% Battle (Resource) Losses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/4, 950gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 103


    Undead
    Bonuses
    30% of Military Casualties return as Soldiers
    Spreads and is Immune to the Plague
    No Food Needed

    Access to Ghost Workers

    Penalties
    No Access to Hospitals
    No Access to Sabotage Operations

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/5, 1000gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 103



    Personalities

    The Artisan
    +50% Building Capacity and Production (Homes, Farms, Banks, Towers, Stables, Dungeons)
    -30% Building Damage taken from Arson, Greater Arson, Tornadoes, Raze Attack
    -50% Construction and Raze Cost
    +25% Artisan Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

    Age 103


    The Cleric
    -30% Military Casualties
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Greater Protection, Illuminate Shadows, Reflect Magic, Salvation
    +25% Resilience Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards

    Age 103


    The Heretic
    +20% Spell Damage
    +20% Sabotage Damage
    -50% Thieves lost on Thievery Operations
    Access to Fool’s Gold, Mind Focus, Nightmares
    +25% Cunning Science Efficiency
    Starts with +400 Wizards and +400 Thieves

    Age 103


    The Merchant
    +30% Income
    Immune to All Income Penalties
    Accurate Espionage
    +25% Income Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 103


    The Mystic
    +50% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Blizzard, Meteor Showers
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    Age 103


    The Necromancer
    Removed


    The Rogue
    +50% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    +25% Crime Science Efficiency
    Starts with +800 Thieves

    Age 103


    The Sage
    Removed


    The Tactician
    -15% Attack Time
    +1 General
    Enhanced Conquest Attack
    +25% Strategy Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 103


    The War Hero
    +100% Bonuses from Honor
    -30% Honor Loss in Battle
    Access to Hero’s Inspiration
    +25% Heroism Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 103


    The Warrior
    +15% Offensive Military Efficiency
    +2 Mercenary Strength
    -75% Mercenary Cost
    +25% Tactics Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 103




    Changelog:
    • Fixed error on Homes
    Last edited by Avenger; 27-11-2023 at 03:24.
    Discord: Hex | IRC: Hextor / Avenger

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