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Thread: Age 100 Proposed Changes

  1. #1
    Director of Age Changes
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    Nov 2008
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    Age 100 Proposed Changes

    Welcome to the Proposed Changes for Age 100!

    Schedule:
    WoL Age 99 End: Saturday, February 4, 2023 @ 00:00 GMT


    General Mechanics
    • Attacks no longer convert Specialists to Elite units.
    • Wizards killed on Massacre Attack increased by ~20%.
    • Explore Pool decay increased to .2% (1500 natural growth cap).
    • EoWCF Explore costs increased to 600% (300% under Median).
    • Defensive Force Ceasefire removed. Offensive FCF is available after 24h of no offensive actions (with no penalties).
    • Maximum Meter reduced to 180 points.
    • Meter based Relations throttling reintroduced, every 1 point over a 90 point Meter difference will result in a stacking Gains penalty for the Kingdon with the higher Meter and stacking reduced Defensive Military Casualties for the Kingdom with the lower Meter.
    • RKNW reintroduced, maximum penalty and scaling reduced.
    • War Points removed.
    • Auto-Surrender timer lowered from 72 to 48 ticks.
    • Honor Gains in War increased by ~20% (Attacks, Spells, Ops).
    • Minimum Land Gains in War increased from 3.5% to 4%.
    • War reward structure rescaled:
      - War Win Land bonus is now equal to 10% of the losing Kingdom's total Acres after withdrawal (10% subtracted from each province in the losing Kingdom, distributed evenly to the winner, this is not modified by Tier).
      - War Win Honor bonus is now equal to 5% of the losing Kingdom's total Honor at withdrawal (5% subtracted from each province in the losing Kingdom, distributed evenly to the winner, this is not modified by Tier) plus an amount of Honor generated (roughly 1/2 of current, modified by Tier).
      - The winning Kingdom gains extra Pool, Credits and Science Books (modified by Tier).
    • Tiers are now based on the number of Wars won, bonus reduced to 5%, maximum Tier increased to 10 (the Land and Honor transferred is not affected by Tier bonus).


    Buildings
    • Banks - Income bonus increased to 1.5% (max 37.5%).


    Science
    • Science Book decay removed.
    • Production Science effect mod reduced.
    • Invocation Science removed.
    • New Arcane Science type added: Finesse - reduced Wizard and Thief losses on failed Spellcasts and Operations.
    • Science Efficiency damage from Amnesia recovers over 8 Ticks.
    • Learn Attack in War Efficiency base damage increased to 10%. Damage recovers over time.
    • Learn base gains altered from 3% allocated + 30% unallocated to 2% allocated + 50% unallocated.


    Military and Units
    • Wizard Networth increased to 7.
    • Base War Horse strength increased to 3.


    Spells
    • Expose Thieves - effect changed to 10% of current Stealth damage per Tick (rounded up).
    • Guile - effect reduced to +10%.
    • Magic Ward - effect increased to +100%.
    • Sloth - now also increases Draft Cost by +100%.
    • War Spoils - availability changed to general.


    Support Spells - list has been updated:
    • Minor Protection
    • Greater Protection
    • Fertile Lands
    • Magic Shield
    • Natures Blessing
    • Love and Peace
    • Builders Boon
    • Inspire Army
    • Patriotism
    • Wrathful Smite
    • Fanaticism
    • Mist
    • Divine Shield
    • Illuminate Shadows
    • Salvation

    (note: in order to cast a particular Support Spell, you must have access to it)

    Rituals
    • Affluent: removed
    • Barrier: -15% Damage from Enemy Instant Magic & Thievery Operations, +5% Defensive Military Efficiency
    • Expedient: -25% Training Time, -25% Construction Time, +20% Draft Rate
    • Godspeed: -10% Attack Time, -20% Military Casualties
    • Havoc: +20% Offensive WPA & TPA, +10% Instant Spell Damage, +10% Sabotage Damage
    • Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    • Stalwart: removed


    Honor
    • Income bonus replaced with Resource Production bonus (Income, Food, Runes).
    • Offensive Military Efficiency bonus replaced with Military Efficiency bonus. Effect halved.


    Dragons
    • Food cost doubled.



    Races


    Avian
    Bonuses
    -15% Attack Time
    +15% Enemy Military Casualties
    +5 Homes Capacity

    Access to Fanaticism

    Penalty
    +10% Combat Losses
    No Access to Stables and War Horses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 14/5, 1000gc 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 99


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

    Access to Miner's Mystique, Mist, Mystic Aura

    Penalty
    +50% Food Consumption
    Cannot Accelerate Construction

    Soldier - 3/3, 1.5nw
    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 - 3/0, 0.9nw

    Age 99


    Elf
    Bonuses
    +25% Spell Duration
    +50% Rune Production

    Access to All Racial Spells

    Penalty
    -5% Population
    -1 General

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 12/5, 6.5nw, 1075gc
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 99



    Faery
    Bonuses
    +25% Magic Effectiveness (WPA)
    No Runes Needed (excluding Ritual)

    Access to Chastity, Fountain of Knowledge, Ghost Workers, Gluttony, Guile, Magic Ward, Sloth

    Penalty
    -10% Population
    -20% Birth Rate

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/12, 6.75nw, 850gc
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 99


    Halfling
    Bonuses
    +10% Population
    +25% Thievery Effectiveness (TPA)
    -30% Thief Cost

    Access to Quick Feet, Town Watch

    Penalty
    -

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/4, 725gc 5.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 99



    Human
    Bonuses
    +10% Science Efficiency
    +30% Birth Rate

    Access to Greater Protection, Tree of Gold

    Penalty
    +15% Military Casualties

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 8/11, 1200gc 7.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 99



    Orc
    Bonuses
    +20% Combat Gains
    Free Draft

    Access to Aggression, Bloodlust

    Penalty
    +15% Damage taken from Instant Spells
    +15% Damage taken from Sabotage Ops

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/2, 1050gc 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 99



    Undead
    Bonuses
    -50% Offensive Military Casualties
    Spreads and is Immune to the Plague
    No Food Needed

    Access to Animate Dead

    Penalty
    -25% Science Efficiency
    No Access to Hospitals

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1000gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 99




    Personalities


    The Cleric
    -30% Military Casualties
    Immune to the Plague
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards

    Age 99


    The Heretic
    +75% Wizard Production
    -50% Thieves Lost on Failed Thievery Operations
    +20% Spell Damage
    +20% Sabotage Damage
    Access to Amnesia, Fool's Gold, Nightmare, Vermin
    Starts with +400 Thieves and +400 Wizards

    Age 99


    The Merchant
    +30% Income
    50% Protection of Gold from Theft, Plunder, Fool's Gold
    Immune to All Income Penalties
    Access to Clear Sight
    Starts with +600 Soldiers, +600 Specialist Credits and +100k gold

    The Mystic
    +100% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Blizzard, Mage's Fury, Meteor Showers, Pitfalls
    Starts with +800 Wizards

    Age 99


    The Rogue
    +100% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    Access to Invisibility
    Starts with +800 Thieves

    Age 99


    The Sage
    +10% Science Book Production
    -50% Science Book Losses on Learn Attacks
    Access to Revelation, Scientific Insights
    Starts with +400 Soldiers, +400 Specialist Credits and 4000 Science Books in each Category

    Age 99


    The Shepherd
    -15% Combat Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    Immune to Droughts, Storms
    Access to Reflect Magic
    Starts with +800 Soldiers and +800 Specialist Credits

    The Tactician
    -15% Attack Time
    +1 General
    Enhanced Conquest Attack
    Accurate Espionage
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 99


    The War Hero
    +50% Bonuses from Honor
    -30% Honor Loss in Combat
    +5% Military Efficiency in War
    Starts with 800 Elites

    Age 99


    The Warrior
    +15% Offensive Military Efficiency
    -20% Military Wages
    -75% Mercenary Cost
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 99



    Changelog:
    Last edited by Avenger; 31-01-2023 at 01:00.
    Discord: Hex | IRC: Hextor / Avenger

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