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Thread: Age 109 Proposed Changes

  1. #1
    Strategy Moderator
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    Age 109 Proposed Changes

    Welcome to the Proposed Changes for Age 109!

    Schedule:
    WoL Age 109 Open:
    WoL Age 109 Start:
    WoL Age 109 End:

    General Mechanics and Misc

    The Hostility Meter
    • Failing a Raze Attack will generate 4.5 meter points
    • Military Losses for failing a Raze Attack will be increased by 60%
    • Raze Bounce Attacks will have a base return time of 16 ticks.


    Mentor Changes
    • Frequency of Cooldown 12 Ticks (from 24)


    Attacks
    • Learn Attack:Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks.


    Dragons - New Dragon OPAL
    • -40% Science Effects
    • -20% Drafted Soldiers
    • -10% Income



    RACES

    Avian
    Bonuses
    -25% Attack Time
    +60% Birth Rate
    Immunity to Ambush

    Access to Greater Protection, Clear Sight

    Unique Ability: Skybound Strike
    Before each assault, Avian warriors perform the Chant of Skybound Wings, an ancient hymn that summons the spirit of the skies. If the winds favor them, Avians are gifted with the power to strike and return instantly, ready to attack once more with relentless speed. Their enemies learn to fear the skies, where Avians rule with swift and merciless precision.

    Spell - Skybound Strike - When Avian initiates an attack, they have a 5% chance to return instantly, allowing for consecutive strikes. This ability has a chance to occur on any attack.

    Penalties
    +15% Military Casualties
    No Access to Stables and War Horses

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/3, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 108


    Dark Elf
    Bonuses
    No Rune Cost (Excluding Ritual)
    +10% Magic Effectiveness (WPA)
    Can train Thieves with Specialist Credits

    Access to Blizzard, Guile, Mage's Fury, Fools Gold

    Unique Ability: Shadow Surge
    Dark Elves draw on dark forces to channel a powerful burst of energy, allowing them a chance to unleash a secondary, high-impact effect. When casting an offensive spell Dark Elves have a 10% chance to trigger Shadow Surge, resulting in the spell to trigger again at no mana cost.

    Spell - Shadow Surge - Temporary provides the ability for a 10% chance to trigger again at no mana cost. This ability has a cooldown of 12 ticks

    Penalties
    +30% Exploration Costs
    +30% Military Wages

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/10, 1050gc, 8.0nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108



    Dwarf
    Bonuses
    +30% Building Efficiency
    -50% Construction Time

    Access to Miner’s Mystique

    Unique Ability: Earthshaker
    Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies. When attacking, Dwarves have a 10% chance to trigger Earthshaker, reducing their target’s DME by 25% for one tick. Earthshaker triggers removal of Plague.

    Penalties
    Cannot use Accelerated Construction
    +100% Food Consumption

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/7, 1000gc, 8.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108


    Elf
    Bonuses
    +25% Magic Effectiveness (WPA)
    -30% Military Casualties
    +1 Mana per Tick

    Access to Chastity, Mist, Pitfalls, Wrath

    Unique Ability: Mana Cascade
    Mana Cascade unleashes a torrent of pure magical energy on the target, amplifying the potency of offensive spells. On cast all offensive spells have a 20% chance to replenish mana by 1%. This effect has a cooldown of 6 ticks.

    Penalties
    +30% Military Wages
    No Access to Dungeons and Prisoners

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 5.5nw
    Elite Unit - 11/5, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108


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

    Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Chastity, Mist, Pitfalls, Wrath, Miner’s Mystique, Blizzard, Guile, Mage's Fury, Greater Protection, Clear Sight, Fountain of Knowledge, Salvation

    Unique Ability: Ethereal Mirage
    Faeries can envelop their province in an ethereal mirage, causing enemy attackers to misjudge their defenses.

    Spell - Ethereal Mirage - reduces the gains and military casualties from all incoming attacks by 20% for 2 ticks.
    Note these effects stack with Mist and Salvation.

    Penalties
    -10% Population

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/12, 850gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.0nw

    Age 108


    Halfling
    Bonuses
    +15% Population
    +25% Thievery Effectiveness (TPA)

    Access to Quick Feet, Town Watch, Vermin

    Unique Ability: Sneak Attack
    Halflings excel in disrupting their enemies without being detected.
    Spell - Sneak Attack - all thievery operations, will incur zero thievery losses for 1 tick. Once cast it cannot be cast again for 10 days (ticks)

    Penalties
    -25% Birth Rate
    +10% Military Wages

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 11/5, 850gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108


    Human
    Bonuses
    +30% Science Efficiency
    +15% Income

    Access to Aggression, Fountain of Knowledge, Greater Protection

    Unique Ability: Diplomatic Acumen
    Humans excel in diplomacy, allowing them to negotiate favorable outcomes. This ability permanently grants a 30% reduction in resource losses from Plunder and Learn attacks, and a 10% reduction in land losses from Traditional March attacks and massacres

    Penalties
    -90% Magic Effectiveness (WPA) on Defense
    +15% Military losses

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 11/5, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Age 108


    Orc
    Bonuses
    +35% Battle (Resource) Gains
    -50% Draft Cost
    Train Elites with Specialist Credits

    Access to Aggression, Bloodlust

    Unique Ability: Warlord’s Fury
    Orcs thrive on the chaos of war, harvesting the spoils of battle to fuel their relentless conquest. Each successful attack also plunders (gold, runes, food) the target 20% of a traditional plunder defender and returns 25% of lost troops immediately after the battle.
    (Clarity - this means i send out 1000 units on attack, if 200 die, i get 50 of those units home instantly, that can be used for my next attack)

    Penalties
    -30% Science Efficiency
    +25% Military Casualties

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

    Age 108


    Draconian
    Bonuses
    +10% Offensive Military Efficiency
    +10% Defensive Military Efficiency
    -50% Military Wages

    Access to Bloodlust, Heros Inspiration

    Unique Ability: Dragon's Fury
    Draconians can channel their inner dragon spirit to unleash a powerful attack.
    Spell - Dragon's Fury - increases offensive military efficiency by an additional 15% for two ticks. This ability has a cooldown of 8 ticks.

    Penalties
    +15% Military Casualties
    -10% Science Effectiveness

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 950gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Goblins
    Bonuses
    +25% Birth Rates
    +25% Enemy Military Casualties
    +20% Population

    Access to no extra spells. (only can cast spells that everyone innately has, think Minor protection, inspire army...)

    Unique Ability: Goblin Bribery
    Goblins endow the enemy with their riches in favour of sabotaging (thief op) their generals for 1 tick.
    Sabotage operation - Goblin Bribery - During this tick, enemies will take additional 20% enemy military casualties:

    Penalties
    +60% damage from all magic sources (+ damage from instant, and + effect from fading spells)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/8, 4.0nw
    Elite Unit - 9/9, 800gc, 8.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw






    Personalities

    The Artisan
    +50% Building Capacity (Homes, Stables, Dungeons)
    +50% Building Production (Banks, Farms, Stables, Towers)
    +50% Building Credits gained in Combat
    +100% Successful Espionage Operations for double stealth cost
    -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

    Unique Ability: Artisans have a 20% chance to receive 10% of a building's cost back as building credits upon construction

    Age 108


    The Necromancer
    +25% Wizard Generation Rate
    -30 Wizards die on failed spells
    Access to Nightmares

    Starting Bonus: +500 Wizards, +500 Specialist Credits

    Unique Ability: After each successful attack, Necromancers convert 1% of the enemy's casualties into wizards for their own province. Minimum gain of 1 wizard per a successful attack.

    The Cleric
    +1 Elite Defensive Value
    +1 Defensive Specialist Strength
    - 1 Self Spell Mana Cost
    -25% Damage from Instant Spells
    Access To Salvation, Revelation, Divine Shield, Illuminate Shadows

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Ability: When casting self-spells, Clerics have a 15% chance to extend the spell's duration by 50%, symbolizing their deep connection to divine powers

    Age 108


    The Heretic
    +20% Spell Damage
    +20% Sabotage Damage
    +50% Wizard Production
    -50% Thieves lost on Thievery Operations
    +15% Channeling Science Efficiency
    +10% Crime Science Efficiency
    Access to Meteor Showers, Greater Arson

    Starts with +400 Wizards and +400 Thieves

    Unique Ability - After a successful sabotage operation, Heretics have a 5% chance to gain a temporary increase of 5% WPA.

    Age 108


    The Mystic
    +75% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity, Fools Gold,
    +25% Channeling Science Efficiency

    Starts with +800 Wizards

    Unique Ability: Righteousness:Gains access to Righteous Aggressor and Righteous Defender
    These are 1-2 hour duration spells that were first introduced in genesis and when cast and active they have the following effects:
    Righteous aggressor will convert offensive specialist to elites on successful attack similar to how undeads have worked in past ages.
    Righteous defender will convert defensive specialist to elites when you are attacked at roughly the same rate offensive conversions occur.



    Age 108


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

    Starts with +800 Thieves

    Unique Ability: Hide in the Shadows - After a successful thievery operation, Rogues have a 5% chance to recover 5% of stealth.

    Age 108


    The Shepherd
    +50% Scientists Generation
    -30% Build Time
    -30% Train Time
    Access to Reflect Magic
    +25% Resilience Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Ability: Each day (tick) you have a 50% chance to gain 10% building credits and double food production

    Age 108


    The Tactician
    -15% Attack Time
    No Thieves lost on intel
    +25% Credits gained in Combat
    +25% Siege Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Ability: When attacking, 10% of your offense will also deal damage to the dragon as well as attack your target (i.e. if you attack someone with 10,000 soldiers the dragon will also take 3000 points of damage) .

    Age 108


    The Shapeshifter
    20% of Specialists convert to Elites on Successful Attacks

    Form Shift :Shapeshifters can choose a temporary change in military losses. On Month change (24th->1st) they can choose to either have +10% Enemy Military Casualties, or -25% Military Casualties losses

    Adaptive Morphing: Shapeshifters can choose to temporarily increase either their Offensive or defensive prowess. On Month Change (24th->1st) they can choose to either have 25% offense gains, or -10% defensive losses

    Starts with: +500 Elites and +500 Specialist Credits.
    Unique Ability: Land Lust: Target loses twice the acres you gain, this is only available in WAR


    The Warrior
    +1 General
    +2 Mercenary & Prisoner Strength
    -50% Mercenary Cost
    +25% Tactics Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Ability: Warriors have a 50% chance to suffer no military losses during an successful attack or defense

    Age 108


    Changelog:
    • Spelling
    • Cooldown on a spell
    • Goblin Penalties, was not copied over correctly
    • Goblin spell list
    • Orc unique restated with example
    Last edited by umajon911; 14-12-2024 at 15:02.

  2. #2
    Strategy Moderator
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    Posts
    4,213

    Age 109 Revised Changes

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