Welcome to the Revised Changes for Age 104!
Schedule:
WoL Age 103 End: Saturday, December 2, 2023 @ 00:00 GMT
General Mechanics
- All Espionage Operations now require 5% Thieves.
- All Espionage Operations are now 100% accurate.
- Support Spellcasting mechanic removed.
- Provinces created/reset during War will start without Soldiers, Military & Building Credits.
- Provinces in Protection do not count towards the auto-Withdraw mechanic.
- Minimum EoWCF duration increased to 24 Ticks, 1000% Birthrate bonus reduced from 36 Ticks to 24 Ticks.
- Removed the set (3%) Birthrate bonus during Protection.
- Reduced accelerated Training Cost from 2x to 1.5x.
- Resources/Gains will be standardized:
Resources are defined as: Land, Gold Coins, Food, Runes, Science Books
All Attack modifiers that include 'Resource Gains' or 'Resource Losses' will apply to Resources: Race/Personality bonuses and penalties, Castles, Siege Science, Dragons, Rituals, Mist, Anonymity, etc.
Net Worth Range and GBP/MAP apply as normal, except noted.
• Traditional March: affected by Resource modifiers
• Raze: affected by Resource modifiers outside War, ignores Net Worth range
• Plunder: affected by Resource modifiers
• Learn: affected by Resource modifiers
• Massacre: not affected by Resource modifiers
• Conquest: affected by Resource modifiers
• Ambush: ignores all Resource modifiers, except Ambush Protection
Buildings
- Homes - racial Population bonus now applies to the Capacity bonus.
- Castles - increased base effect from 1.5% to 2% (max 50%).
- Universities - Scientist generation bonus reduced from 2% to 1.5% (max 37.5%).
Spells
- Fireball - damage reduced from ~7% to ~6%.
- Guile - effect reduced from 15% to 10%.
- Land Lust - Rune Cost modifier increased from 3.5 to 4; reduced maximum gains from 1.35% to 1.25%, gains reduced to 0 when max<0.5 Acres.
- Meteor Showers - Rune Cost modifier increased from 2.8 to 4, fixed last tick (-) not doing damage.
- War Spoils - available to all provinces during War.
Operations
- Bribe Generals - added message when effect procs.
- Kidnap - gains reduced by 20%.
- Release Prisoners - gains increased by 20%.
- Riots - effect reduced from -20% to -15%.
- Spy on Military - greatly reduced difficulty.
Rituals
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
- Expedient: +20% Draft Rate, +10% Building Efficiency
- Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
- Havoc : +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
- Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties
Misc
- Mentor timer will now be based on Ticks, and now resets on Month change.
- Plague effect will be displayed on Throne even when Immune (slightly different message).
Races
Avian
Bonuses
-15% Attack Time
+20% Birth Rate
50% Ambush Protection
Access to Greater Protection
Penalties
No Access to Stables and War Horses
-10% Battle (Resource) Gains
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 - n/a
Age 103
Dark Elf
Bonuses
-50% Spell Rune Cost
Converts some Specialists to Elites on successful Traditional March and Conquest
Access to Blizzard, Magic Ward, Mind Focus, Sloth
Penalties
-20% Birth Rate
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 6/12, 950gc, 7.5nw
Mercenary - 8/0, 0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 103
Dwarf
Bonuses
+30% Building Efficiency
-25% Construction Time
Access to Miner’s Mistique, Mystic Aura
Penalties
+50% Food Consumption
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 - 2/0, 0.6nw
Age 103
Elf
Bonuses
+20% Magic Effectiveness (WPA)
-20% Military Wages
Access to Chastity, Salvation
Penalties
+15% Military Train Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 12/5, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 103
Faery
Bonuses
+25% Rune Production
-1 Self Spell Mana Cost
Access to All Racial Spells
Penalties
-10% Population
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 4/13, 950gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 103
Gnome
Bonuses
+10% Population
-15% Military Train Cost
Can Train Thieves with Military Credits
Access to Guile, Invisibility, Quick Feet
Penalties
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 11/5, 850gc, 6.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 103
Halfling
Bonuses
+10 Homes Capacity
+30% Thievery Effectiveness (TPA)
-30% Thief Cost
Access to Aggression, Town Watch, Vermin
Penalties
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 12/4, 850gc, 6.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 103
Human
Bonuses
+10% Science Efficiency
+20% Dragon Slaying Strength
Access to Fountain of Knowledge, Illuminate Shadows, Tree of Gold
Penalties
+20% Military Wages
Soldier - 3/3, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 7/12, 1000gc, 8.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 103
Orc
Bonuses
+20% Battle (Resource) Gains
Free Draft
Access to Bloodlust
Penalties
-15% Magic Effectiveness (WPA)
-15% Thievery Effectiveness (TPA)
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/3, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 103
Undead
Bonuses
30% of Military Casualties return as Soldiers
Spreads and is Immune to the Plague
No Food Needed
Access to Animate Dead, Ghost Workers, Mage’s Fury, Pitfalls
Penalties
No Access to Hospitals
No Access to Sabotage Operations
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/5, 1000gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 103
Personalities
The Artisan
+50% Building Capacity and Production (Homes, Farms, Banks, Towers, Stables, Dungeons)
-30% Building Damage taken from Arson, Greater Arson, Tornadoes, Raze Attack
-50% Construction and Raze Cost
+25% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Age 103
The Cleric
-30% Military Casualties
Immune to the Plague
Access to Reflect Magic, Wrath
+25% Resilience Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 103
The Heretic
+20% Spell Damage
+20% Sabotage Damage
+50% Wizard Production
-50% Thieves lost on Thievery Operations
Access to Fool’s Gold, Nightmares
+25% Finesse Science Efficiency
Starts with +400 Wizards and +400 Thieves
Age 103
The Merchant
+30% Income
Immune to All Income Penalties
Access to Clear Sight
+25% Income Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 103
The Mystic
+50% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Meteor Showers
+25% Channeling Science Efficiency
Starts with +800 Wizards
Age 103
The Necromancer
Removed
The Rogue
+50% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Age 103
The Sage
Removed
The Tactician
-15% Attack Time
Enhanced Conquest Attack
Access to Mist
+25% Siege Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 103
The War Hero
+50% Bonuses from Honor
-30% Honor Loss in Battle
+5% Military Efficiency in War
Access to Hero’s Inspiration
+25% Heroism Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 103
The Warrior
+15% Offensive Military Efficiency
+2 Mercenary Strength
-75% Mercenary Cost
+25% Tactics Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 103
Changelog: