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Thread: Age 107 Proposed Changes

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    Age 107 Proposed Changes

    Welcome to the Proposed Changes for Age 107!

    Schedule:
    WoL Age 107 Open:
    WoL Age 107 Start:
    WoL Age 107 End:

    Age 107 onward is embracing Utopia History
    For the next several ages we will revisit iconic or popular ages from prior utopian eras. We will however use current buildings, in-game mechanics, and aim to let people rediscover how the game may have been played in the past. The First Era we will be revisiting is the current era, the era of MUGA, and what better age to revisit than with MUGAs first age Age 71 - “The Metamorphosis”

    Note: The goal this age is NOT to re-balance, simply re-experience old ages. We will continue to examine game mechanics over these ages, and when done revisiting the past may introduce something new.


    General Mechanics
    • Due to feedback hourly Auto-explore based on pool size has been removed
      • Explore pool will grow 2 acres per in game day.
      • Your explore pool will not grow beyond 1000 acres, and resets to 2500 acres at day change (if above) as in age 106
      • End of war - Explore pool interactions will remain unchanged - if you are >1000 acres of pool you will auto-explore acres when war ends
    • Daily free acres now scale with the age length as 10 + 5*Year of age ( 10 week 0, 15 week 1, 20 week 2….)
      • This change ensures we do not stagnate acres in the game. These acres are currently planned to come from your exploration pool - we welcome feedback though.


    Military Numbers
    • Soldiers are 1/0 with 0.50 NW.
    • Soldiers are 2/0 when Aggression is cast
    • Offense specialist are 4/0 and 4.0 NW (1.0 per point)
    • Defense specialist are 0/4 and 5.0 NW (1.25 per point)
    • Mercenary - 3/0, 0.0nw
    • Prisoner - 3/0, 1.6nw
    • War Horse - 1/0, 0.6nw



    Races

    Avian
    Bonuses
    -30% Attack travel time
    Cannot be ambushed
    +40% Birth Rate
    Can Train Elites with Credits
    Reduced Specialist cost from 350 gc to 300 gc

    Access to Fanaticism, Greater Protection, Blood Lust

    Penalties
    -10% Combat Gains
    Cannot Use War Horses

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 4/0, 4.0nw
    Defensive Specialist - 0/4, 5.0nw
    Elite Unit - 11/4, 775gc, 10.5nw
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - n/a

    Dwarf
    Bonuses
    +25% Building Efficiency
    Free Building Construction and Can Use Credits to Raze Buildings
    -50% Building Construction Time

    Access to Mystic Aura

    Penalties
    Can't use Accelerated Construction
    +100% Food consumption

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 5/0, 5.0nw
    Defensive Specialist - 0/5, 6.25nw
    Elite Unit - 8/8, 900gc, 10NW
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - 1/0, 0.6nw


    Elf
    Bonuses
    +35% Spell Success (WPA)
    +25% Combat Instant Spell Damage
    +50% Rune Generation
    -35% Military Casualties

    Access to Pitfalls, Invisibility, Fools' Gold

    Penalties
    +50% Military Wages

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 4/0, 4.0nw
    Defensive Specialist - 0/6, 7.5nw
    Elite Unit - 8/7, 900gc, 9.5NW
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - 1/0, 0.6nw


    Faery
    Bonuses
    +40% Combat Instant Spell Damage
    +40% Sabotage Operation Damage
    +1 mana per tick in war

    Access to All Racial Spells and Tree of Gold

    Penalties
    -5% Population
    -10% Income

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 4/0, 4.0nw
    Defensive Specialist - 0/4, 5.0nw
    Elite Unit - 5/10, 1050gc, 11NW
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - 1/0, 0.6nw


    Halfling
    Bonuses
    +15% Population
    +50% Thievery Operation Success (TPA)
    -50% Thief cost
    +1 Stealth per tick

    Access to Aggression, Mages Fury

    Penalties
    -5% Building Efficiency
    -10% Birth Rate

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 6/0, 6.0nw
    Defensive Specialist - 0/4, 5.5nw
    Elite Unit - 6/8, 700gc, 9NW
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - 1/0, 0.6nw


    Human
    Bonuses
    +30% Income
    Immune to Income Penalties

    Access to Greater Protection, Quick Feet

    Penalties
    -10% Spell Success
    +50% Rune Costs

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 4/0, 4.0nw
    Defensive Specialist - 0/4, 5.0nw
    Elite Unit - 11/5, 1050gc, 11NW
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - 1/0, 0.6nw


    Orc
    Bonuses
    +25% Battle Gains
    Free draft
    +20% Enemy casualties when attacking

    Access to Reflect Magic, Blood Lust

    Penalties
    +15% Resource Losses when attacked
    +10% Military Casualties
    -10% Thievery Effectiveness (TPA)

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 4/0, 4.0nw
    Defensive Specialist - 0/4, 5.0nw
    Elite Unit - 13/2, 1000gc, 11.5NW
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - 1/0, 0.6nw



    Undead
    Bonuses
    -50% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required
    Successful land attacks convert Offensive Specialists into Elites
    Defensive losses automatically convert to soldiers(Permanent Animate Dead)


    Access to Town Watch

    Penalties
    Basic Thievery (Intel Operations Only)
    No Elite Training
    -35% Science Effectiveness

    Soldier - 1/0, 0.5nw
    Offensive Specialist - 7/0, 7.0nw
    Defensive Specialist - 0/4, 5.0nw
    Elite Unit - 15/1, 11.5NW
    Mercenary - 3/0, 0.0nw
    Prisoner - 3/0, 1.6nw
    War Horse - 1/0, 0.6nw



    Personalities

    The Sage
    Protect 30% of science from learns
    +25% Science effectiveness
    Access to Amnesia
    Starts with 1 extra scientist
    Increase base Scientist spawn rate by 35%


    The Cleric
    -35% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Animate Dead
    Starts with +800 soldiers and +800 specialist credits
    Access to Greater Protection


    The Heretic
    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 35% of rune cost refunded
    +20% Spell Success (WPA)
    +20% Magic and Thievery Science Effectiveness.
    Access to Nightmares and Blizzard
    Starts with +100 Wizards and +200 thieves
    Access to Revelation


    The Mystic
    All Guilds are 100% more effective
    +75% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Revelation
    Starts with +600 Wizards


    The Rogue
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    Thieves Dens are 50% more effective
    +75% Thievery Science Effectiveness
    Access to Gluttony
    Access to Revelation
    Starts with +400 thieves


    The Tactician
    -20% Attack Time
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +120% Honor Effects
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon and Income penalty effects
    +5% Battle Gains
    Access to War Spoils, Pitfalls and Fanaticism
    Starts with 800 elites


    The Warrior
    +10% Offensive Military Efficiency
    Enhanced Conquest range
    + 1 General
    Starts with +800 soldiers and +800 specialist credits


    Changelog:
    Last edited by Persain; 15-07-2024 at 11:48.

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