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Thread: Age 105 Proposed Changes

  1. #1
    Director of Age Changes
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    Age 105 Proposed Changes

    Welcome to the Proposed Changes for Age 105!

    Schedule:
    WoL Age 104 End: Saturday, February 17, 2024 @ 00:00 GMT


    General Mechanics
    • Massacre Wizard kills reduced (reverted from 6% to 5% base kills).
    • Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24h to 48h.
    • Aid packets now take 1 minute to arrive.
    • Stances have been reintroduced:

      • Minimum duration 24 ticks, maximum duration 48 ticks. A Kingdom will automatically revert to Normal after 48 ticks.
      • You may not change your Stance if you have changed it within the last 24 ticks (this includes a Stance ending, thus you cannot change Stance from Normal for 24 ticks after a Stance expiring or early leaving the Stance).
      • Stances may not be changed during Protection.
      • Stance effects are negated during War.

      Normal:
      No effects, default Stance

      War:
      Current War effects
      Ignores cooldown (War and EoWCF still have a minimum duration)

      Aggressive:
      +10% Battle (Resource) Gains
      +30% Credits gained in Combat
      +15% Self Offensive Military Casualties
      +20% Military Wages

      Peaceful:
      +15% Income
      +20% Food & Rune Production
      +20% Birth Rate
      -10% Military Efficiency
      -20% Offensive WPA/TPA


    Buildings
    • Guilds - now also reduce Spell Damage taken by 1% (25% max).
    • Thieves Dens - losses bonus reduced from 4% to 3.6% (90% max).
    • Training Grounds - no longer increase Military Casualties on offense; now also decrease Training Time by 1% (25% max).


    Spells
    • Chastity - average duration increased by 33% (from 6 to 8 Ticks).
    • Crystal Eye - reintroduced, effect as Snatch News, difficulty and cost similar to Crystal Ball.
    • Ghost Workers - effect increased from -20% to -25%.


    Dragons
    • Food cost increased from 15% to 20% of Gold cost.


    Races

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

    Access to Greater Protection

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

    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 104


    Dark Elf
    Bonuses
    -50% Spell Rune Cost (excluding Ritual)
    Can train Thieves with Specialist Credits

    Access to Blizzard, Guile, Invisibility, Mage's Fury, Pitfalls

    Penalties
    -20% Birth Rate

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 6/12, 950gc, 7.5nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 104


    Dwarf
    Bonuses
    +30% Building Efficiency
    -50% Construction and Raze Cost

    Access to Miner’s Mystique

    Penalties
    +50% Food Consumption

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 12/7, 1000gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 104


    Elf
    Bonuses
    +25% Magic Effectiveness (WPA)
    -30% Military Wages

    Access to Chastity, Illuminate Shadows, Mist, Salvation, Wrath

    Penalties
    +20% Explore Costs

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 12/6, 950gc, 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 104


    Faery
    Bonuses
    +20% Offensive Spell Duration
    +20% Self Spell Duration
    +25% Rune Production

    Access to All Racial Spells

    Penalties
    -10% Population

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/13, 900gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 104



    Halfling
    Bonuses
    +10% Population
    +25% Thievery Effectiveness (TPA)
    -15% Military Train Cost

    Access to Quick Feet, Town Watch, Vermin

    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 104


    Human
    Bonuses
    +10% Science Efficiency
    +15% Enemy Military Casualties

    Access to Fountain of Knowledge, Tree of Gold

    Penalties
    +30% Military Wages

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 13/5, 950gc, 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 104


    Orc
    Bonuses
    +20% Battle (Resource) Gains
    +20% Massacre Efficiency (Peasants, Thieves, Wizards)

    Access to Aggression, Bloodlust

    Penalties
    -10% Magic Effectiveness (WPA)
    -10% Thievery Effectiveness (TPA)

    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 104


    Undead
    Bonuses
    50% of Military Casualties return as Soldiers
    Spreads and is Immune to the Plague
    No Food Needed

    Access to Animate Dead, Ghost Workers

    Penalties
    No Access to Hospitals
    No Access to Sabotage Operations

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/4, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 104



    Personalities

    The Artisan
    +50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
    -25% Build Time
    -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
    +25% Artisan Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits


    The Cleric
    -30% Military Casualties
    Immune to the Plague
    Access to Divine Shield, Mystic Aura
    +25% Resilience Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 104


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

    Age 104


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

    Age 104


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

    Age 104


    The Raider
    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 104


    The Shepherd
    -15% Battle (Resource) Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    Immune to Droughts, Storms
    Access to Reflect Magic
    +25% Shielding Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits


    The Tactician
    -15% Attack Time
    50% Ambush Protection
    +25% Credits gained in Combat
    Enhanced Conquest Attack
    +25% Strategy Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 104


    The War Hero
    +50% Bonuses from Honor
    -20% Honor Loss in Battle
    Converts Specialists to Elites on Successful Trad March and Conquest
    Access to Hero’s Inspiration
    +25% Siege Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 104


    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 104




    Changelog:
    • Clarified dragon cost.
    • Clarified war.
    • Fixed human typo.
    Last edited by Avenger; 10-02-2024 at 17:14.
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