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  1. #1
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    Age 107 Final Changes

    Welcome to the Final Changes for Age 107!

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


    General Mechanics
    • Due to feedback hourly Auto-explore based on pool size has been removed.
      • This means pool stops growing at 1000 acres, and resets at 2500 acres - additional acres do not get auto explored.
      • 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….)
    • Spell Changes - Revelation bonus reduced from 30% to 20%.
    • End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed.
      • You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.
    • KD Autofill set to 22.


    Stances
    • Stance Cooldown - Increased to 48 hours
    • Normal:
      • No effects, default
    • Aggressive:
      • +10% Battle (Resource) Gains
      • +30% Credits gained in Combat
      • +15% Self Offensive Military Casualties
      • +10% Instant Spell damage and Sabotage Operation damage
      • +20% Military Wages
    • Peaceful:
      • +15% Income
      • +20% Food & Runes Production
      • +20% Birth Rate
      • -15% Offensive Military Efficiency
      • -20% Outgoing Instant Spell damage and Sabotage Operation damage

    Age 106


    Rituals
    • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
    • Expedient +10% Building Efficiency, -20% Military Wages, -20% Construction Cost
    • 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

    Age 106


    Races

    Avian
    Bonuses
    -30% Attack Time
    +40% Birth Rate

    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 - 13/4, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a
    Age 106


    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 Blizzard, Chastity, Guile, Invisibility, Mage's Fury

    Penalties
    No Access to Towers

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 13/0, 5.2nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 10/10, 1050gc, 7.5nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw
    Age 106


    Dwarf
    Bonuses
    +30% Building Efficiency
    Free Building Construction
    -50% Construction Time
    -25% Ritual Cost

    Access to Miner’s Mystique

    Penalties
    Cannot use Accelerated Construction
    +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 106


    Elf
    Bonuses
    +5% Population
    +50% Wizard Production
    -40% Damage taken from Assassinate Wizards

    Access to Aggression, Mist, Pitfalls, Salvation, Wrath

    Penalties


    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 106


    Faery
    Bonuses
    +25% Offensive Spell Duration
    +25% Self Spell Duration
    +1 Mana Recovery per Tick in War

    Access to All Racial Spells, Tree of Gold

    Penalties
    -10% Population
    -10% Income

    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, 0.6nw
    Age 106


    Halfling
    Bonuses
    +10% Population
    -10% Military Train Cost
    Thieves Dens also provide Watch Tower bonuses

    Access to Quick Feet, Town Watch, Vermin

    Penalties
    -5% Building Efficiency
    -15% Income
    No Access to Watch Towers

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 11/5, 850gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw
    Age 106


    Human
    Bonuses
    +10% Science Efficiency
    All Land holds Prisoners (7/acre)
    Prisoners convert to Elites over time (2% per Tick)

    Access to Fountain of Knowledge

    Penalties
    +20% Military Wages
    No Access to Dungeons

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 950gc, 7nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw
    Age 106


    Orc
    Bonuses
    +25% Battle (Resource) Gains
    +25% Enemy Military Casualties on Attacks

    Access to Bloodlust

    Penalties
    +15% Military Casualties
    -30% Magic Effectiveness (WPA)
    -30% Thievery Effectiveness (TPA)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/3, 950gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 106


    Undead
    Bonuses
    -30% Military Casualties
    Spreads and is Immune to the Plague
    No Food Needed
    Can train Elite Units with Specialist Credits

    Access to Ghost Workers

    Penalties
    +50% Land lost on Ambush (return 75% Land instead of 50%)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 14/2, 850gc, 6nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw
    Age 106



    Personalities

    The Artisan
    +50% Building Capacity (Homes, Stables, Dungeons)
    +50% Building Production (Banks, Farms, Stables, Towers)
    100% Successful Espionage Operations for double Stealth cost
    +50% Building Credits gained in Combat
    -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
    +20% Artisan Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

    Age 106


    The Cleric
    50% of Military Casualties return as Soldiers
    -10% Military Casualties
    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

    Age 106


    The Heretic
    +20% Spell Damage
    +20% Sabotage Damage
    +50% Wizard Production
    -50% Thieves lost on Thievery Operations
    Access to Fool’s Gold, Nightmares
    +10% Crime Science Efficiency
    +10% Channeling Science Efficiency
    Starts with +400 Wizards and +400 Thieves

    Age 106


    The Mystic
    +50% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Guile, Mage's Fury, Magic Ward, Meteor Showers, Mind Focus
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    Age 106



    The Rogue
    +80% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    +25% Crime Science Efficiency
    Starts with +800 Thieves

    Age 106


    The Sage
    +15% Science Efficiency
    +10% Science Book Generation
    Access to Revelation
    Starts with 1 extra Scientist
    Starts with +800 Soldiers and +800 Specialist Credits


    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
    +20% Production Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 106


    The Tactician
    -15% Attack Time
    Efficient Espionage - No Thieves lost on Intel
    Immune to Dragons
    +25% Credits gained in Combat
    +25% Siege Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 106


    The War Hero
    +75% Bonuses from Honor
    -30% Honor Loss in Battle
    Converts Offensive Specialists to Elites on Successful Trad March and Conquest
    Access to Animate Dead, Clear Sight, Mist
    +25% Strategy Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 106


    The Warrior
    +15% Offensive Military Efficiency
    +2 Mercenary & Prisoner Strength
    -50% Mercenary Cost
    +25% Tactics Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 106




    Changelog:
    • fixed elf penalty
    • fixed avian spec nw
    • clarified orc military casualties bonus/penalty
    • clarified several bonuses and penalties
    • updated wording several bonuses for consistency
    • added KD autofill set limit
    Last edited by umajon911; 09-08-2024 at 14:42.

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