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: