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