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Thread: Age 105 Final Changes

  1. #1
    Director of Age Changes
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    Age 105 Final Changes

    Welcome to the Final Changes for Age 105!

    Schedule:
    WoL Age 104 End: Saturday, February 17, 2024 @ 00:00 GMT
    WoL Age 105 Open: Saturday, February 17, 2024
    WoL Age 105 Start: Monday, February 19, @18:00 GMT+00:00
    WoL Age 105 End: TBD


    General Mechanics
    • Soldiers are now 3/0, 0.75nw*.
    • Provinces now start with 3200 Soldiers, 3200 Specialist Credits and 800 Defensive Specialists.
    • Massacre Wizard kills reduced (reverted from 6% to 5% base kills).
    • Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.
    • Stances have been reintroduced:

      • Minimum duration 24 ticks, maximum duration 48 ticks. A Kingdom will automatically revert to Normal after 48 ticks.
      • You may not change your Stance if you have changed it within the last 24 ticks. You cannot change Stance from Normal for 24 ticks after a Stance expiring or early leaving the Stance.
      • Stances may not be changed during Protection.
      • Stance effects are negated during War.

      Normal:
      No effects, default

      Aggressive:
      +10% Battle (Resource) Gains
      +30% Credits gained in Combat
      +10% Self Offensive Military Casualties
      +20% Military Wages

      Peaceful:
      +15% Income
      +20% Food & Rune Production
      +20% Birth Rate
      -10% Military Efficiency
      -20% Offensive WPA/TPA


    Buildings
    • Homes - Peasant generation reduced from 0.5 to 0.3 (30% chance to generate a Peasant, this generation works like Guilds generation and is not affected by Production bonuses).
    • Thieves Dens - losses bonus reduced from 4% to 3.6% (90% max).
    • Training Grounds - no longer increase Military Casualties on offense; now also decrease Training Time by 1% (25% max).


    Spells
    • Aggression - now only increases Soldier Off value by 2.
    • Crystal Eye - reintroduced, effect as Snatch News, difficulty and cost similar to Crystal Ball.
    • Ghost Workers - effect increased from -20% to -25%.
    • Currently retired (unavailable) spells: Animate Dead, Mind Focus, Mystic Aura, Revelation, Scientific Insights, Sloth


    Operations
    • Spy on Defense - new operation: reveals Defense Points home, difficulty and cost equal to to Spy on Throne.


    Dragons
    • Food cost increased from 15% to 20% of Gold cost.


    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
    • Council page will now provide more information on Overpopulation.



    Races

    Avian
    Bonuses
    -15% Attack Time
    +20% Birth Rate

    Access to Greater Protection

    Penalties
    -10% Battle (Resource) Gains
    No Access to Stables and War Horses

    Soldier - 3/0, 0.75nw
    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 - n/a

    Age 104


    Dark Elf
    Bonuses
    -50% Spell Rune Cost (excluding Ritual)
    Can train Thieves with Specialist Credits

    Access to Chastity, Blizzard, Guile, Invisibility, Mage's Fury

    Penalties
    -20% Birth Rate

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 12/0, 4.8nw
    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 104


    Dwarf
    Bonuses
    +30% Building Efficiency
    -50% Construction Cost
    -50% Raze Cost

    Access to Miner’s Mystique

    Penalties
    +50% Food Consumption

    Soldier - 3/0, 0.75nw
    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 104


    Elf
    Bonuses
    +25% Magic Effectiveness (WPA)
    -20% Military Wages

    Access to Mist, Pitfalls, Salvation, Wrath

    Penalties
    +20% Explore Costs

    Soldier - 3/0, 0.75nw
    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 104


    Faery
    Bonuses
    +20% Offensive Spell Duration
    +20% Self Spell Duration
    +25% Rune Production

    Access to All Racial Spells

    Penalties
    -10% Population

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/13, 900gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 104


    Gnome
    Removed


    Halfling
    Bonuses
    +10% Population
    +25% Thievery Effectiveness (TPA)
    -15% Military Train Cost

    Access to Quick Feet, Town Watch, Vermin

    Penalties
    -

    Soldier - 3/0, 0.75nw
    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 104


    Human
    Bonuses
    +10% Science Efficiency
    +15% Enemy Military Casualties (when defending and when attacking)

    Access to Fountain of Knowledge, Tree of Gold

    Penalties
    +30% Military Wages
    +20% Spell Rune Cost (excluding Ritual)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 950gc, 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 104


    Orc
    Bonuses
    +20% Battle (Resource) Gains
    +20% Massacre Efficiency (Peasants, Thieves, Wizards)

    Access to Aggression, Bloodlust

    Penalties
    -10% Magic Effectiveness (WPA)
    -10% Thievery Effectiveness (TPA)

    Soldier - 3/0, 0.75nw
    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 104


    Undead
    Bonuses
    50% of Military Casualties return as Soldiers
    Spreads and is Immune to the Plague
    No Food Needed

    Access to Ghost Workers

    Penalties
    No Access to Hospitals

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 13/4, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 104



    Personalities

    The Artisan
    +50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
    +50% Building Credits gained in Combat
    -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
    +25% Artisan Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits


    The Cleric
    -30% Military Casualties
    Immune to the Plague
    Access to Divine Shield, Illuminate Shadows
    +25% Resilience Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 104


    The Heretic
    +20% Spell Damage
    +20% Sabotage Damage
    +50% Wizard Production
    -50% Thieves lost on Thievery Operations
    Access to Fool’s Gold, Nightmares
    +25% Sorcery Science Efficiency
    Starts with +400 Wizards and +400 Thieves

    Age 104


    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 104


    The Mystic
    +50% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Magic Ward, Meteor Showers
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    Age 104


    The Raider
    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 104


    The Shepherd
    -15% Battle (Resource) Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    Immune to Droughts, Storms
    Access to Reflect Magic
    +25% Shielding Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits


    The Tactician
    -15% Attack Time
    50% Ambush (Land) Protection
    +25% Credits gained in Combat
    Enhanced Conquest Attack
    +25% Siege Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 104


    The War Hero
    +50% Bonuses from Honor
    -20% Honor Loss in Battle
    Converts Offensive Specialists to Elites on Successful Trad March and Conquest
    Access to Hero’s Inspiration
    +25% Strategy Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 104


    The Warrior
    +15% Offensive Military Efficiency
    +2 Mercenary & Prisoner Strength
    -75% Mercenary Cost
    +25% Tactics Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 104




    Changelog:
    • Updated retired spells.
    • Clarified human penalty.
    • Soldiers will retain current .25nw per point formula.
    • Updated and clarified some bonuses.
    • Updated age start date.
    Last edited by Avenger; 18-02-2024 at 19:49.
    Discord: Hex | IRC: Hextor / Avenger

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