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Thread: Age 102 Proposed Changes

  1. #1
    Director of Age Changes
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    Age 102 Proposed Changes

    Welcome to the Proposed Changes for Age 102!

    Schedule:
    WoL Age 102 Proposed Changes: Monday, June 26
    WoL Age 102 Final Changes: Friday, June 30
    WoL Age 101 End: Saturday, July 1, 2023 @ 00:00 GMT


    General Mechanics
    • War Win Point System has returned.
      The war win point system will be largely hidden. It will be a three stage calculation system.

      • The initial war win points will be awarded as follows:
        Win = 2 points
        Mutual Peace = 1 point
        Loss = 0 points
      • After the conclusion of the age, bonus war win points will be awarded for every kingdom you have defeated, modded by their total war wins.
      • Finally, as a soft adjustment, kingdoms will be granted an additional provision of points based on the war wins of the opponents that defeated you.


      Kingdom pages will still only show the number of war wins (along with the war history), with war win points determining the final standings of kingdoms after the age concludes.

      Note: We hope that this system will incentivize warring for those who are going for the war win crown by encouraging kingdoms to conclude wars timely and to take challenging wars knowing that there’s still an incentive by taking on a difficult opponent as opposed to waiting for the easiest opponent to battle.

    • Military Casualties (attacker/defender) on failed Attacks will be adjusted for Age 102, pending further discussion.

      Note: We recognize that in the current state of military kills stacking and military loss mitigation, failed attacks do a disproportionate amount of kills for the cost it takes.


    Science
    • Science Book Production will be readjusted to 60/80/100/120 (Scientists will advance at 1440/5280/12480 experience)



    Races

    Avian
    Bonuses
    -15% Attack Time
    -10% Military Train Time
    +20% Birth Rate

    Access to Fanaticism

    Penalties
    No Access to Stables and War Horses

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 14/5, 850gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 101


    Dwarf
    Bonuses
    +25% Building Efficiency
    -50% Construction Cost
    -50% Raze Cost
    +25% Building Credits gained in Combat

    Access to Miner's Mystique, Mist, Mystic Aura

    Penalties
    -25% Wizard Production

    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 - 2/0, 0.6nw

    Age 101


    Dark Elf
    Bonuses
    Successful Spell Casts return 50% of Runes (excluding Ritual)
    +10% Instant Spell Damage
    +25% Wizard Production

    Access to Mage's Fury, Magic Ward

    Penalties
    +25% Explore Costs

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 5/11, 800gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Faery
    Bonuses
    +25% Offensive Spell Duration
    +25% Defensive Spell Duration
    +25% Rune Production
    -25% Wizards Lost on Failed Spell Casts

    Access to Chastity, Gluttony, Sloth

    Penalties
    -20% Birth Rate

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/12, 800gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Gnome
    Bonuses
    Military Attacks will randomly get 90-130% Gains
    Instant Spells will randomly do 90%-130% Damage
    Sabotage Operations will randomly do 90%-130% Damage
    +10% Wizard Production
    -10% Thief Cost

    Access to Invisibility, Tree of Gold, War Spoils

    Penalties
    +1 Self Spell Mana Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 12/5, 775gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Halfling
    Bonuses
    +10% Population
    +20% Thievery Effectiveness (TPA)
    Can Train Thieves with Specialist Credits

    Access to Town Watch

    Penalties
    -

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/4, 600gc, 5.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Human
    Bonuses
    +10% Science Efficiency
    +15% Income
    Immune to all Income Penalties

    Access to Fountain of Knowledge

    Penalties
    +20% Military Wages
    +10% Spell Rune Cost

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 8/12, 1100gc, 8.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101


    Orc
    Bonuses
    +20% Combat Gains
    Free Draft

    Access to Aggression, Bloodlust

    Penalties
    +10% Damage taken from Instant Spells
    +10% Damage taken from Sabotage Ops
    +25% Food Consumption

    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 - 2/0, 0.6nw

    Age 101


    Undead
    Bonuses
    -30% Offensive Military Casualties
    Converts some Specialists to Elites on Successful Traditional March and Conquest
    No Food Needed

    Access to Animate Dead

    Penalties
    -15% 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 - 16/4, 2000gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 101



    Personalities

    The Cleric
    -20% Offensive Military Casualties
    Immune to the Plague
    Can Cast Support Spells on Kingdom Members
    Access to Divine Shield, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards

    Age 101


    The Heretic
    +50% Guilds Effectiveness
    -50% Thieves Lost on Failed Thievery Operations
    +10% Spell Damage
    +20% Sabotage Damage
    Access to Amnesia, Fool's Gold, Nightmare, Vermin
    Starts with +400 Thieves and +400 Wizards

    Age 101


    The Mystic
    +75% Guilds Effectiveness
    +20% Magic Effectiveness (WPA)
    +1 Mana Recovery per Tick
    Access to Blizzard, Meteor Showers, Pitfalls
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    Age 101


    The Necromancer
    Spreads and is Immune to the Plague
    25% of Military Casualties return as Soldiers
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101


    The Rogue
    +75% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    -25% Thief Cost
    Access to All Thievery Operations
    +25% Crime Science Efficiency
    Starts with +800 Thieves

    Age 101


    The Sage
    -33% Science Book Losses on Learn Attacks
    +10% Science Book Production
    Access to Revelation, Scientific Insights
    Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category

    Age 101


    The Shepherd
    -15% Combat (Resource) Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    Each Acre generates 3 Bushels of Food per Tick
    Immune to Droughts, Storms
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101


    The Tactician
    +1 General
    +50% Prisoner Acquisition Rate
    Enhanced Conquest Attack
    Accurate Espionage
    Access to Quick Feet
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101


    The War Hero
    +50% Bonuses from Honor
    -30% Honor Loss in Combat
    +1 Offensive Elite Strength
    -20% Elite Cost
    Access to Hero's Inspiration
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101


    The Warrior
    +15% Offensive Military Efficiency
    +2 Mercenary Strength
    +2 Prisoner Strength
    +25% Valor Science Efficiency
    +25% Heroism Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 101



    Changelog:
    Last edited by Avenger; 27-06-2023 at 00:08.
    Discord: Hex | IRC: Hextor / Avenger

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