We are planning some major race/personality changes for Age 92 so enjoy these balanced stats while you can
A Genesis Round will run with 5 minute ticks to test out these changes during freeze time this weekend.
Please let us know if you encounter any issues so they can be addressed.
Thank you to everyone who provided feedback and helped shape these changes. We hope you enjoy the age!
Oh, by the way, Age 91 will see a new list of possible scientist names which will increase each age with input from each Kingdom crown winner. The Monarch of each Kingdom in good standing that has attained the #1 spot in a ranking (Land/Networth/Honor/War Wins) will be able to provide a name of their choice to the list. A Kingdom that attains the #1 spot in multiple rankings will have a choice for each #1 rank they hold. Congratulations to the Kingdoms of Age 90 that are the first of many to nominate additions to the new scientist list!
Age 90 End Schedule
Age 91 Proposed Changes: April 5, 2021
Age 91 Revised Changes: April 7, 2021
Age 91 Final Changes: April 10, 2021
Age 90 End: Saturday April 10, 2021 @ 00:00 GMT
WoL Age 91 Open: Saturday April 10, 2021 @ 13:00 GMT
WoL Age 91 Start: Monday April 12, 2021 @ 18:00 GMT
WoL Age 91 End: Saturday June 19, 2021 @ 00:00 GMT
Age 91 Final Changes:
Mechanics
Exploration & Buildings
Universities Scientist Generation rate base effect lowered to 3% (75% max)
Science
New Science Type under Military Category: Resilience - lowers all Military Casualties (scaling as Siege)
Starting number of Scientists adjusted for late start provinces
Military, Attacking & Defending
Specialist Unit cost reduced to 300gc
Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate
Relative-Kingdom Networth factor (RKNW) removed
Relations
Riots removed upon entering End of War Ceasefire (EoWCF)
All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)
EoWCF maximum duration reduced to 72 ticks
Explore time up to Median reduced by 50% during EoWCF
Spells
Gluttony - availability changed to All
Guile - effect increased to 20%
Quick Feet - type changed to Duration Spell (extremely short), effect increased to 15%
Vermin - effect increased to 50%
Dragons
Only Monarchs and Stewards may launch a dragon
Miscellaneous
Draft calculator will show soldiers expected to be drafted for both aggressive and emergency without needing to change your actual draft rate
War Room will have a button to fill your attack for an ambush
The build tool will show up on the growth RAZE page for convenience
Bug fixes
Crystal Ball will be available thru Non-Aggression-Pact Relations
Races
Avian
Bonuses
-15% Attack Time
+40% Birth Rate
Penalties
-10% Building Efficiency
No Access to Stables and War Horses
+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
-25% Build Time
-33% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
+25% Economy Science Book Production
Starts with +300 Soldiers, +300 Specialist Credits and +100 Building Credits
Age 90
+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
-25% Build Time
-33% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
+25% Economy Science Book Production
Starts with +300 Soldiers, +300 Specialist Credits and +100 Building Credits
The Cleric
-30% Military Casualties
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite
+25% Economy Science Book Production
Starts with +400 Soldiers and +400 Specialist Credits
Age 90
-30% Military Casualties
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite
+25% Economy Science Book Production
Starts with +400 Soldiers and +400 Specialist Credits
The Heretic
+75% Wizard Production
-75% Thieves Lost on Thievery Operations
Access to Fool's Gold, Guile, Nightmare and Revelation
+25% Arcane Arts Science Book Production
Starts with +200 Thieves and +200 Wizards
Age 90
+75% Wizard Production
-75% Thieves Lost on Thievery Operations
Access to Fool's Gold, Guile, Nightmare and Revelation
+25% Arcane Arts Science Book Production
Starts with +200 Thieves and +200 Wizards
The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Meteor Showers, Pitfalls and Revelation
+25% Arcane Arts Science Book Production
Starts with +400 Wizards
Age 90
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Meteor Showers, Pitfalls and Revelation
+25% Arcane Arts Science Book Production
Starts with +400 Wizards
The Rogue
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda, Revelation and Steal War Horses
+25% Arcane Arts Science Book Production
Starts with +400 thieves
Age 90
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda, Revelation and Steal War Horses
+25% Arcane Arts Science Book Production
Starts with +400 thieves
The Sage
-50% Science Book Losses on Learn Attacks
Immune to Amnesia
Access to Scientific Insights
+25% Science Book Production
Starts with 5000 Science Books in each Category
Age 90
+25% Science Book Production
-50% Science Book Losses on Learn Attacks
Access to Scientific Insights
+25% Economy Science Book Production
Starts with 5000 Science Books in each Category
The Tactician
+50% Ambush Protection
+50% Credits Gained in Combat
Access to Quick Feet and War Spoils
+25% Military Science Book Production
Starts with +400 soldiers and +400 specialist credits
Age 90
-15% Attack Time
+50% Ambush Protection
+25% Credits Gained in Combat
+25% Military Science Book Production
Starts with +400 soldiers and +400 specialist credits
The War Hero
Elite Unit gains +1 Offensive Strength
+50% Elite Conversions in Combat
-30% Honor Loss in Combat
+25% Military Science Book Production
Starts with +200 Soldiers, +200 Specialist Credits and 200 Elites
Age 90
Elite Unit gains +1 Offensive Strength
+50% Elite Conversions in Combat
-50% Honor Loss in Combat
+25% Military Science Book Production
Starts with +200 Soldiers, +200 Specialist Credits and 200 Elites
The Warrior
+15% Offensive Military Efficiency
-25% Military Train Time
-75% Mercenary Cost
+25% Military Science Book Production
Starts with +400 soldiers and +400 specialist credits
Age 90
+15% Offensive Military Efficiency
-25% Military Train Time
-75% Mercenary Cost
+25% Military Science Book Production
Starts with +400 soldiers and +400 specialist credits
Changelog:
Fix typo in schedule for Age 91 Open Date (April 10 @ 8:51)
Update introduction to include details on Age 90 winners adding names to scientist list (April 10 @ 10:39)
Update Age 91 Timeline (April 13 @13:12)
Last edited by umajon911; 13-04-2021 at 17:12.
Reason: See Changelog