Welcome to the Revised Changes for Age 96!
Tentative Timeline:
April 6th - Revised Changes
April 8th - Final Changes
April 9th - Age End
The Half Blood population has been infected with a vicious virus that turned them into the living dead replenishing the Undead forces. All Half Bloods have been exterminated by the virus leaving behind only the True Blood population. The races have come together to specialize and brought back Personalities to fill the void left by the Half Bloods extinction to fend off the Undead invasion. Unfortunately, the Halfling race bore the brunt of the invasion and were the first to be forced to retreat from Utopia leaving behind their Gnome brethren. In addition unable to put up a fight the Dryad race has fled into the forests disappearing within the trees.
General Mechanics
- Base Attack time reduce to 14 hours (note the change to in war attack times)
- Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.
- Guard Stations will now also protect against Learn attacks (Universities will no longer protect against Learn attacks)
Military, Attacking & Defending
- Force Ceasefire is now 4 Utopian Months
- Starting War Win points for all Kingdoms will be increased significantly
- War Win Points formula will be modified slightly to increase the amount of points awarded for war wins
- War Win Chart will be viewable throughout the age
- War Win Points will be shown on Kingdom Page
- Defensive FCF can now be used irrespective of war range
- When FCF is used while in war range while outside war the following two penalties occur:
- If Defensive FCF is used in war range, the defender will pay (to the Aggressor) up to 3% of the defender’s total kingdom honor based on relative kingdom networth, and the aggressor will receive war win points (the defender will not lose any War Win points)
- If Aggressive FCF is used in while the defender is in war range, the aggressor will receive war win points.
- FCF will award war win points based on a percentage of a war win by the aggressor against the defender. If the two kingdoms are equal in networth and war win points, the aggressor would receive 10% of what they would receive from a war win. This will scale as high as 40% against a kingdom at max relative NW and significantly higher war win points, or as low as 0% against a kingdom that is below 50% of the aggressor’s war win points. We would expect a kingdom waving smaller kingdoms for CF with identical war win points to need between 20 and 40 FCFs to equal a single war win against one of those kingdoms.
- Mercenary & Prisoners offense increased to 8
- Dungeon Capacity reduction to 30
- Soldiers changed to 3/3, 1.5 networth
War
- War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)
- +25% Draft Speed is being removed
- -25% Build Time is being removed
- -25% Train Time is being removed
- 12 Hour Phase In -25% Attack Time reduce to -15% Attack Time
Intel
- Significantly reduce the difficulty to gather Intel inside EOWCF to outside Kingdoms
- Crystal Ball reduced to 1 Mana cost
Rituals
- Onslaught: Increases Offensive Military Efficiency (OME) by 10% and -20% Military Wages
- Godspeed: -10% Attack Time and +10% Combat Gains
- Expropriation: +20% Honor Gains, +20% Credits gained in Combat and increase Enemy Military Casualties on your Attacks by 20%
- Stalwart: Increase Defensive Military Efficiency (DME) by 10% and decrease Military Casualties by 20%
- Barrier: -20% received Instant Spell Damage and Sabotage Damage
- Havoc: Increases Offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20%
- Affluent: Income +20% and +25% Birth Rate (+25% Draft Speed removed)
- Expedient: -25% Training Costs , -20% Construction Time and -25% Construction Costs (-20% Military Training Time removed)
Spells
- Amnesia - Accessible by all Races
- Tree of Gold - Rune Cost increased by 100%
- Support Spell List
- Minor Protection
- Greater Protection
- Fertile Lands
- Magic Shield
- Natures Blessing
- Love and Peace
- Builders Boon
- Inspire Army
- Hero's Inspiration
- Patriotism
- Illuminate Shadows
- Wrathful Smite
- Divine Shield
- Fanaticism
Races
Avian
Bonuses
-20% Attack Time
+20% Birth Rate
Access to Clear Sight
Penalty
No Access to Stables and Horses
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 15/4, 1325gc 7.25 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
Dark Elf
Bonuses
+15% Spell Damage
+15% Thievery Effectiveness (TPA)
Access to Chastity, Fool's Gold, Gluttony, Sloth
Penalty
-15% Birth Rate
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit – 13/4 1200gc 6.5 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Dwarf
Bonuses
+20% Building Efficiency
-50% Construction Cost
Access To Mist
Penalty
+100% Food Consumption
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/6, 1400gc 7.5 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Elf
Bonuses
+1 Mana Recovery per Tick
+20% Spell Duration
Access to Mage’s Fury, Greater Protection, Fountain of Knowledge
Penalty
-15% Sabotage Damage
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 12/6, 1250gc 7.0 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Faery
Bonuses
+15% Arcane Science Effectiveness
-50% Wizard Losses on Failed Spell Cast
-50% Thief Losses on Operations
Access to Mystic Aura, Blizzard, Quick Feet
Penalty
-5% Population
Soldier - 3/3, 1.5nw
Offensive Specialist - 9/0, 3.6 nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 5/13, 1300gc 7.75 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Gnome
Bonuses
+15% Population
Can Train Thieves with Specialist Credits
Access to Town Watch
Penalty
No Access to Hospitals
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 8/8, 1100gc 6.5 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Human
Bonuses
+10% Science Efficiency
+10% Dragon Slaying Strength
Immune to Income Penalties
Access to Ghost Workers
Penalty
+20% Military Wages
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/5, 1350gc 7.0 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Orc
Bonuses
+15% Enemy Military Casualties
-20% Military Wages
Access to Bloodlust
Penalty
No Bonuses from Honor
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/2, 1300gc 6.25 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Undead
Bonuses
Spreads and is Immune to the Plague
Elite Conversion on Traditional Marches & Conquest
Access to Animate Dead
Penalty
Cannot Train Elite Units
-15% Income
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/5, 7.75 nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Personalities
The Artisan
+20% Capacity and Production bonus on Buildings (Homes, Stables, Dungeons, Towers, Farms & Banks)
+15% Income
Access to Ghost Workers & Tree of Gold
Starts with +600 soldiers, +600 specialist credits and +200 building credits
The Paladin
-30% Military Casualties in Combat
+20% Watchtowers Land Effect
+30% Heroism Science Effectiveness
Can cast Support Spells on Kingdom Members
Access to all Support Spells
-1 Self Spell Mana Cost
Starts with +600 soldiers, +600 specialist credits and +200 wizards
The Mystic
+100% Guild Land Effect
+1 Mana Recovery per Tick
+25% Rune Production
Access to Meteor Showers, Revelation, Pitfalls
Starts with an additional 800 Wizards
The Heretic
+75% Wizard Production
-50% Thief Losses on Operations
50% Rune Refund on Successful Spell Casts (excluding Ritual)
Access to Mage’s Fury, Magic Ward, Nightmares, Vermin & Revelation
Starts with +400 thieves and +400 wizards
The Rogue
+75% Thieves' Dens Land Effect
+2 Stealth Recovery per Tick
Access to all Thievery Operations including Propaganda, Assassinate Wizards, Greater Arson and Steal War Horses
Access to Invisibility, Sloth & Revelation
Starts with +800 thieves
The Sage
+100% Universities Land Effect
-30% Books Losses on Learn Attacks
Access to Scientific Insight
Start with 1 extra scientist and 6000 books in every category (Economy, Military and Arcane)
The Tactician
-15% Attack Time
+20% Guard Stations Land Effect
+25% Siege Science Effectiveness
+20% Credits Gained in Combat
Accurate Espionage
Access to Clear Sight and Wrathful Smite
Starts with +800 soldiers and +800 specialist credits
The War Hero
+10% Combat Gains
+100% Effects from Honor
+30% Training Grounds Land Effect
+20% Valor Science Effectiveness
Access to Hero's Inspiration & War Spoils
Starts with 800 elites
The Warrior
+15% Offensive Military Efficiency
-75% Mercenary Cost
+10% Tactics Science Effectiveness
Access to Aggression
Starts with +800 soldiers and +800 specialist credits
War Score Tiers
- Tier 1: 115
- Tier 2: 130
- Tier 3: 145
- Tier 4: 160
- Tier 5: 180
Each tier provides additional bonuses to the winning Kingdom of a war
Changelog:
* Fixed Avian ospec value typo
* Fixed Dwarf bonus typo
* Updated wording
* Added Support spell list
* Add War Score Tiers information (4/25/22 @ 18:53)