Welcome to the Proposed Changes for Age 106!
Miscellaneous things that are being “fixed” or Quality of life
- To declare war, the kingdom you are declaring war against must have hostile actions from at least 3 unique provinces. (hits or ops)
- Thieves Dens - Age 105 change - now implemented (see buildings)
- Meteor Showers and Love and Peace now also work on “-” tick
- War - Learns and amnesia recovery time - Book recovery time set to 48 ticks. - Age 105 change
- Buildings in progress are shown on survey
- Losses on hits are being changed to reported numbers - 5% base def 7% base off (was calculated at 7% offense and defense)
- Provinces that have been successfully Bribed Generals will display an extra effect message to let you know this op has been preformed
General Mechanics
- Soldiers are now 3/0, 0.75nw* and do NOT die on defense
- Provinces will have base starting military when created as: 3000 Soldiers, 3000 Specialist Credits, 800 Defensive Specialists and 400 Thieves
- Hostile Meter: Spells and Thievery Operations - all values have tripled (example, Rob vaults now moves the meter 0.12 up from 0.04)
- Explore formula: simplified formula (not to include land gain/lost)
- Explore pool will not decay but has 2 caps ”Soft cap” 1500, with a “Hard cap” of 2000
- Upon reaching:
- HARD CAP: War win and Daily pool growth are auto explored for free
- SOFT CAP: War win and Daily pool growth acres will auto explore ½ half for free
Stances
- Normal:
No effects, default
Aggressive:
+10% Battle (Resource) Gains
+30% Credits gained in Combat
+10% Self Offensive Military Casualties
+15% Instant Spell damage and Thief Sabotage damage
+25% Military Wages
Peaceful:
+25% Income
+15% Food, Rune, Wizard and Science Production
+20% Birth Rate
-15% Military Efficiency
-50% military losses on defense
-25% Instant Spell damage and Thief Sabotage damage (you do to others)
Defensive:
-25% Military losses
-20% OME Military Efficiency
-15% Battle (Resource) Losses
+25% Defensive tpa/wpa
+25% Food consumption
Changes to War based on Number of Provinces in the Kingdom
- Provinces created/reset during WAR will leave protection upon completion of End of War Cease Fire. Provinces will start without Soldiers or Military Credits and not receive any war win bonus's.
- War Score will incur a 3% stacking 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 bonus will incur a permanent 3% stacking penalty for each missing province below maximum (determined at start of your first war of the age)
- War Win bonus will incur an additional 2% stacking penalty for each prov below 25. (calculated at each individual War start - max 30% reduction)
Changes to War Completion
- Acre redistribution: upon completion of war anytime acres are awarded or redistributed all acres will prioritize the smallest Provinces first.
Example: you have 5 Provinces and 1500 acres are available to redistribute
Pre -------Post distribution
1800-----1800
1500-----1500
1200-----1200
500------1150 (gained 650)
300------1150 (gained 850)- The benefits of being in EOWCF will remain unchanged
- EOWCF length will remain unchanged
On Wars End - both kingdoms receive
- 3 times your median provinces acres in Specialist Credits
- Free Building Credits to the total of 200% of median province total land at the end of the war
- Science Books bonus equal to 24 ticks of production
- Each Provinces will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)
- An equal number of acres to those lost will be redistributed to Provinces across the kingdom**
- Recognition on Kingdom Page based on the number of Wars achieved
Mutual Peace
- No additional Bonus's or penalties
On war Loss the surrendering kingdom will lose
- 5% of the Kingdom's Land (each province loses 5%)
- 5% of the Kingdom's Honor (each province loses 5%)
On war Win the winning kingdom will receive an additional war win bonus
- --This is modified based on player number as per above, and total number of wins.
--Each win increases these numbers by 5% to to a max of 50%- Science Books bonus equal to 24 ticks of production
- +0.50 to “Current scientist generation”
- Honor equal to 5% of the losing Kingdom's total Honor at the end of the War (distributed evenly), plus 200 Honor per province
- Land equal to to 10% of the losing Kingdom's total land at the end of the War redistributed prioritizing smallest province**
- Additional Free Building credits equal to province land
Buildings
- Watch Towers - Chance of Catching Enemy Thieves Effects doubled when not at war - Base effect 3.0% - Max effect 75%
- Watch Towers - Chance of Catching Enemy Thieves Effects remains the same during war -Now Base effect 1.5% - Max effect 37.5%
- Watch Towers - do not have an impact on intel based ops
- Thieves Dens - losses bonus reduced from 4% to 3.6% (90% max). - Age 105 Change not previously implemented
Operations
- Spy on pool: gives current pool size
- Night strike damage: now does 25% more damage to soldiers
Rituals
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
- Expedient: -10% Draft Costs, +10% Building Efficiency, -25% training time
- 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
Taxes
- Taxes will now be capped at 80%
- Land:1500 gc (Pulled from explore pool acres, but 33% will be destroyed)
- Land is now subject to taxes: ⅓ destroyed, then lost % based on tax rate
- MAP/GBP: can no longer except someone from taxes
- if you are <25% median acres your taxes cap at 15%
- Trade balance: will decay 10% per in game month (~50% per real life week) when not in war
Draft Rate
- Base costs remain the per draft rate
- Draft rates have been increased to:
- Reservist: 0.5%
- Normal: 1%
- Aggressive: 1.5%
- Emergency: 2%
Races
Avian
Bonuses
-15% Attack Time
Ambush immunity
+25% BR
Access to Greater Protection
Penalties
-10% Battle (Resource) Gains
No Access to Stables and War Horses
Soldier - 3/0, 0.75nw
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 105
Dark Elf
Bonuses
-50% Spell Rune Cost (excluding Ritual)
Guilds produce Runes at 50% rate of towers
Can train Thieves with Specialist Credits
Access to Chastity, Blizzard, Guile, Invisibility, Mage's Fury
Penalties
Can not build towers
Soldier - 3/0, 0.75nw
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 105
Dwarf
Bonuses
+30% Building Efficiency
-50% Construction Cost
-50% Raze Cost
-50% Construction build time
Access to Miner’s Mystique
Penalties
+50% Food Consumption
Soldier - 3/0, 0.75nw
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 105
Elf
Bonuses
+5% pop
+50% guild effectiveness
-25% massacre damage taken
-50% AW damage taken
Access to Mist, Pitfalls, Salvation, Wrath
Penalties
+30% Military Wages
Soldier - 3/0, 0.75nw
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 105
Faery
Bonuses
+20% Offensive Spell Duration
+20% Self Spell Duration
+25% Rune Production
All land produces/holds horses (# tbd)
Access to All Racial Spells
Penalties
-10% Population
No access to stables
Soldier - 3/0, 0.75nw
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, 0.0nw
Age 105
Halfling
Bonuses
+10% Population
-15% Military Train Cost
-Thievery Dens and WT merged
Access to Quick Feet, Town Watch, Vermin
Penalties
Can not build WT
Soldier - 3/0, 0.75nw
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 105
Human
Bonuses
+10% Science Efficiency
+15% Enemy Military Casualties (when defending and when attacking)
All land acts as dungeons
Prisoners convert to leets over time
Access to Fountain of Knowledge, Tree of Gold
Penalties
+20% Spell Rune Cost (excluding Ritual)
Cannot build dungeons
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/7, 950gc, 7.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 105
Orc
Bonuses
+20% Battle (Resource) Gains
+20% Massacre Efficiency (Peasants, Thieves, Wizards)
Access to Aggression, Bloodlust
Penalties
- 5% population
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 14/4, 950gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 105
Undead
Bonuses
-25% Military losses
Spreads and is Immune to the Plague
No Food Needed
Can train leets with credits
Access to Ghost Workers
Penalties
+50% land lost on ambush (return 75% of land instead of 50%)
Soldier - 3/0, 0.75nw
Offensive Specialist - 9/0, 3.6nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 14/1, 500gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 105
Personalities
The Artisan
+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
+50% Building Credits gained in Combat
-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
Age 105
The Cleric
100% of Military Casualties return as Soldiers
Soldiers convert to Offensive and Defensive Specialists over time (2%/2%)
Immune to the Plague
Access to Divine Shield, Illuminate Shadows
+25% Resilience Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 105
The Heretic
+20% Spell Damage
+20% Sabotage Damage
+75% Wizard Production
-75% Thieves lost on Thievery Operations
Access to Fool’s Gold, Nightmares
+25% Sorcery Science Efficiency
Starts with +400 Wizards and +400 Thieves
Age 105
The Merchant
+30% Income
Immune to All Income Penalties
100% successful intel
Access to Clear Sight
+25% Income Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 105
The Mystic
+50% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Magic Ward, Meteor Showers
+25% Channeling Science Efficiency
Starts with +800 Wizards
Age 105
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 105
The Shepherd
-15% Battle (Resource) Losses
-15% Damage taken from Instant Spells and Sabotage Operations
+1 General
Immune to Droughts, Storms
Access to Reflect Magic
+25% Shielding Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 105
The Tactician
-15% Attack Time
50% Ambush (Land) Protection
+25% Credits gained in Combat
Enhanced Conquest Attack
+25% Siege Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 105
The War Hero
+50% Bonuses from Honor
-20% Honor Loss in Battle
Converts Offensive Specialists to Elites on Successful Trad March and Conquest
Access to Hero’s Inspiration
+25% Strategy Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 105
The Warrior
+15% Offensive Military Efficiency
+2 Mercenary & Prisoner Strength
-75% Mercenary Cost
+25% Tactics Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 105
Changelog:
- fixed -SPOILER- on undead