Results 1 to 1 of 1

Thread: Age 106 Proposed Changes

  1. #1
    Strategy Moderator
    Join Date
    Jan 2012
    Posts
    4,205

    Age 106 Proposed Changes

    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
    Last edited by Persain; 25-04-2024 at 11:01.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •