Results 1 to 1 of 1

Thread: Age 109 Revised Changes

  1. #1
    Strategy Moderator
    Join Date
    Jan 2012
    Posts
    4,213

    Age 109 Revised Changes

    Welcome to the Proposed Changes for Age 109!

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

    Age of Ember and Frost

    As the realms ignite with fiery power and frostbound cunning, the Draconians ascend from their volcanic sanctuaries, their Dragon Skin deflecting not just the fury of battle but the elements themselves. These scaled warriors channel their innate might, leaving devastation in their wake. Alongside them, the mischievous Goblins rise with their devious ingenuity, calling on their cunning Wargs to devour the supplies of their enemies and sow chaos across the lands.

    Yet, amidst the fiery battles and icy plots, a haunting chill stirs in the dark corners of the realm—a whisper of the undead, echoing through frostbitten winds, promising that ancient powers may yet return.


    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


    Introducing Unique Racial Abilities
    This age introduces powerful racial abilities, capturing the distinct essence of each race to provide strategic depth. Whether channelling the skies as an Avian, sowing sabotage as a Goblin, or wielding arcane potency as an Elf, players can master their chosen race's strengths.

    Each race has a unique ability that reflects its core strengths and theme. These abilities are categorised as either passive bonuses or active abilities:

    Passive Bonuses: These are always in effect and provide consistent benefits without requiring activation.

    Active Abilities: Must be activated by the player and grant powerful effects for a limited duration. Once the duration expires, a cooldown timer begins, during which the ability cannot be used again.


    Introducing a New Spell
    Inferno - Self Spell. Increase Fireball Damage by 30% for a limited duration. While cast also increases Fireball Damage to yourself by 30%. Medium Difficulty.


    RACES

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

    Access to Greater Protection, Clear Sight

    Unique Ability: Skybound Strike

    Unique Passive: 5% chance to return instantly after an 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)
    +15% Magic Effectiveness (WPA)
    Can train Thieves with Specialist Credits

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

    Unique Ability: Shadow Surge
    Activated Ability: When activated, offensive spells have a 15% chance to cast again at no mana cost for 6 Utopian Days Can only be reactivated after 24 Utopian Days


    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, 7.0nw
    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
    Activated Ability: When activated, the next attack if successful will raze all Forts and Castles on the target province. Can only be reactivated after 24 Utopian Days.

    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 - 13/6, 1000gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108


    Elf
    Bonuses
    +25% Magic Effectiveness (WPA)
    -20% Military Casualties

    Access to Chastity, Mist, Pitfalls, Wrath

    Unique Ability: Mana Well
    Activated ability: When activated, fully restores the caster's mana to 100%. Can only be reactivated after 24 Utopian Days.

    Penalties
    +20% Military Wages
    No Access to Dungeons and Prisoners

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 12/4, 900gc, 5.75nw
    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
    Passive: Mystic Vortex removes all active spells from the target province when successfully cast.

    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)
    -10% Military Training Time

    Access to Quick Feet, Town Watch, Vermin

    Unique Ability: Sneak Attack
    Activated ability: When activated, Thievery operation incur no losses for 1 Utopian Day. Can only be reactivated after 24 Utopian Days.

    Penalties
    -25% Birth Rate
    +15% 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: Interest
    Activated ability: When activated, provides an additional extreme activity bonus for the province. Can only be reactivated after 24 Utopian Days.


    Penalties
    -80% Magic Effectiveness (WPA) on Defense
    Can not Run Libraries

    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 - 3/0, 0.9nw


    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
    Passive: Successful attacks plunder an additional 20% resources (gold, runes, food) based on traditional plunder attack, and return 15% of military casualties(soldiers specialists, and elites).

    Penalties
    -25% building Credits gained on successful attacks

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 15/4, 950gc, 7.25nw
    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
    -100% Military Wages (wages are 0 gold coins at all times)

    Access to no additional spells

    Unique Ability: Dragonbreath
    Passive: Upon successful attacks, Draconians will breathe fire on their enemies, destroying 1% of their entire population

    Penalties
    -30% Thievery effectiveness (TPA)
    -15% income

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 950gc, 7.0nw
    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.

    Unique Ability: Call the Wargs
    Activated ability: When activated, the next successful attack reduces the target's food reserves to zero. It can only be reactivated after 24 Utopian Days.

    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 - 0/9, 4.5nw
    Elite Unit - 9/9, 800gc, 7.0nw
    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 Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 15% of a building's cost back as building credits upon construction

    Age 108


    The Necromancer
    +15% Wizard effectiveness (WPA)
    Access to Nightmares

    Starting Bonus: +500 Wizards, +500 Specialist Credits

    Unique Passive: Dark pact After each successful attack, Necromancers convert:
    • 10% of the enemy's casualties into Wizards for the Necromancers province. Minimum gain of 1 wizard per a successful attack.
    • 15% of the enemy's casualties into Soldiers for the Necromancers province. Minimum gain of 1 soldier per a successful attack.
    • 25% of the enemy's casualties into Peasants for the Necromancers province. Minimum gain of 1 Peasant 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 Passive: Divine Favour When casting self-spells, Clerics have a 15% chance to double the spell's duration, symbolizing their deep connection to divine powers

    Age 108


    The Heretic
    +50% Wizard Production
    -50% Thieves lost on Thievery Operations
    +25% Thievery Efficiency (TPA)
    +10% Magic Efficiency (WPA)
    Access to Meteor Showers, Greater Arson

    Starts with +400 Wizards and +400 Thieves

    Unique Passive: Blasphemous Might After a successful sabotage operation, Heretics have a 10% 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 Fury: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 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 Passive: Shadow's Grace: After a successful thievery operation, Rogues have a 5% chance to recover 5% of stealth.

    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 Passive: Dragons Wrath: When attacking, 10% of your raw 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

    Adaptive 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
    +4 Mercenary & Prisoner Strength
    -50% Mercenary Cost
    +25% Tactics Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive: Indomitable Spirit: Warriors have a 20% chance to suffer no military losses during an successful attack or defense

    Age 108


    Changelog:
    • necro missed %
    • small Dwarf fix
    • typo
    Last edited by Persain; 19-12-2024 at 02:28.

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
  •