Welcome to the Final Changes for Age 100!
Schedule:
WoL Age 99 End: Saturday, February 4, 2023 @ 00:00 GMT
WoL Age 100 Open: Saturday, February 4, 2023 @ 20:00 GMT
WoL Age 100 Start: Wednesday, February 8, 2023 @ 18:00 GMT
WoL Age 100 End: Saturday, April 15, 2023 @ 00:00 GMT
General Mechanics
- Attacks no longer convert Specialists to Elite units.
- Wizards killed on Massacre Attack increased by ~20%. Thieves killed reduced by ~12%.
- Explore Pool decay increased to .2% (1500 natural growth cap).
- EoWCF Explore costs increased from 500% to 600% (from 250% to 300% under Median).
- Defensive Force Ceasefire removed.
- Offensive FCF is available
- After 24 ticks with no combat attacks or dragon sent
- After 24 ticks of the date the hostility meter reached Hostile
- Only if you are not in war (including End of War CeaseFire)
- Only if the target is not in war (including End of War CeaseFire)
- The 24 tick waiting period will not begin until EoWCF concludes
- Maximum Hostility Meter reduced from 225 to 180 points.
- Hostility Meter based Relations throttling is being reintroduced. For every 1 point of hostility meter variance over 90 will result in:
- a reduction in Gains for the Kingdom with the higher Meter, this will scale linearly from 0 at a 90 point variance up to -75% gains at 180 point variance; and
- reduced Defensive Military Casualties for the Kingdom with the lower Meter, scaling in the same way from 90 point variance to 180 point variance with military casualties (on defense) reduced linearly from 0% to -50%
- A Relative Kingdom Networth (RKNW) gains factor is being reintroduced. For targets in a Kingdom with networth less than 50% your own Kingdom NW gains will be reduced by 20%. This will be a linear scale down to 0% gains reduced at 90% relative Kingdom Networth. Gains will not be affected over 90%.
- The existing War Points system is being removed. A war win will give 1 point, no other points are given. The war win chart will simply list Kingdoms based on the amount of wins they have accumulated.
- Your Kingdom Page will contain a link to a summarized history of the Kingdom's War victories.
- Wars may end automatically at 48 ticks, reduced from 72 ticks.
- Honor Gains in War increased by ~20% for Attacks, Spells and Thievery Operations
- Minimum Gains in War being increased from ~3.5% to ~4% (+15%)
- War rewards will be changed as follows:
- Land awarded at the conclusion of war to the winning Kingdom is now equal to 10% of the losing Kingdom's total Acres after withdrawal which will include the acres returned from armies (10% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not be modified by the War Tier Bonus).
- Honor awarded at the conclusion of war to the winning Kingdom is now equal to 5% of the losing Kingdom's total Honor at withdrawal (5% will be subtracted from each province in the losing Kingdom, distributed evenly to the winner, this will not modified by the War Tier Bonus)
- There will be an additional amount of honor generated and awarded to the winner. This has a minimum amount of 2,500 with no maximum (This will be modified by the War Tier Bonus)
- The winning Kingdom gains additional Explore Pool, Building and Specialist Credits and Science Books modified by War Tier Bonus- War Tier Bonus is now equal to number of Wars won * 5%; maximum 50%. For example, a Kingdom with 5 War Wins is on Tier 5 => 5 Wins * 5% each win = +25% bonus
Buildings
- Homes - Birth Rate will no longer increase by a %, instead there will be a flat rate of 0.5 for each acre of Homes
- Every 2 acres of homes will produce 1 peasant
- This WILL be modified by Chastity
- This will NOT be affected by Building Efficiency
- Normal birth rate will occur, then this flat rate will increase that amount
- Banks - Income bonus increased to 1.5% (max 37.5%).
- Libraries - Science Efficiency bonus reduced to 1% (max 25%).
Science
- Science Book will no longer decay
- Production Science effect modifier reduced by ~13% (it will be equal to 3x income scaling factor)
- Invocation Science removed
- New Arcane Science type added: Finesse - reduced Wizard and Thief losses on failure (this will scale equal to Artisan science with a maximum of 90%)
- Amnesia and Learn attacks during war will remove books temporarily. These books will return evenly over time, similar to the way Nightmare currently works on Military, except Science book recovery will take place over 24 ticks
- Learn Attack during War damage increased significantly (base book removal is ~24% before other factors)
- Amnesia base book removal is ~5.5%
- Learn Attack outside of War base Gains reduced from 3% of allocated books to 2% of allocated books
- Scientist Generation per tick increased from 1.5% to 2%
- Scientist Books per tick reduced from 100/120/140/160 to 70/80/90/100 respectively
- Scientist production ranks occur at the following books: 1680/5520/12000
Military and Units
- Wizard Networth increased to 7
- Base War Horse strength increased to 3
Spells
- Expose Thieves - Availability changed to War only. Effect changed to reduce stealth per tick by 5% of existing stealth, calculated before new stealth is provided by the tick. The stealth removed will be rounded to the nearest integer
- Magic Ward - Increase rune costs by 100%
- Sloth - will have an additional effect: increase Draft Cost by 100%
- War Spoils - availability changed to All races
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
- 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
Thievery Operations
- Sabotage Wizards - effect increased (base amount ~22% mana removed). Availability changed to War only.
Honor
- Honor will now also increase food & rune production by 2%
- Offensive Military Efficiency bonus from honor of 2% is being removed
- Honor will now provide a bonus to Military Efficiency (Offense and Defense) of 1%
Dragons
- Food cost increased by 50%.
Races
Avian
Bonuses
-15% Attack Time
+15% Enemy Military Casualties
Access to Aggression, 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, 850gc 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, 950gc 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 99
Elf
Bonuses
+20% Spell Duration
+5% Military Efficiency
Access to All Racial Spells
Penalty
-10% Population
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 12/6, 7.0nw, 975gc
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 99
Faery
Bonuses
+20% Magic Effectiveness (WPA)
No Runes Needed (excluding Ritual)
Access to Chastity, Ghost Workers, Gluttony, Invisibility, Magic Ward, Sloth
Penalty
-5 Homes Capacity
-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, 900gc
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 99
Halfling
Bonuses
+10% Population
+20% Thievery Effectiveness (TPA)
-30% Thief Cost
Access to Town Watch
Penalty
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/4, 625gc 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
+20% Birth Rate
Access to Greater Protection, Tree of Gold
Penalty
+15% Military Casualties
+25% Spell Rune Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 8/12, 1150gc 8.25nw
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 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 - 14/4, 950gc 6.75nw
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
-20% 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, 850gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 99
Personalities
The Cleric
-15% 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
30% 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
+20% Channeling Science Efficiency
Starts with +800 Wizards
Age 99
The Rogue
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+20% Crime Science Efficiency
Starts with +800 Thieves
Age 99
The Sage
-50% Science Book Losses on Learn Attacks
Access to Fountain of Knowledge, Revelation, Scientific Insights
Starts with +400 Soldiers, +400 Specialist Credits and 3000 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
+1 General
Enhanced Conquest Attack
Accurate Espionage
Access to Quick Feet
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:
- Fixed typo in Age 100 end date (2/4/23 @ 7:02)
- Clarified afcf
- Provided more specific details on how Offensive Force CeaseFire works, for clarification (2/6/23 @ 20:26)
- Clarified homes bonus (8 feb 20:17 gmt)
- Clarification on several items shown in this color (2/10/23 @ 20:50)
- Added further clarification to hostility meter throttling (2/10/23 @ 20:57)