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Thread: Age 106 Revised Changes

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    Age 106 Revised Changes

    Welcome to the Revised Changes for Age 106!

    Note: The GOAL was to give everyone time to review final changes. This means Revised are ideally very close to final, and we are actively looking to hear feedback so we can get to final changes for everyone


    Miscellaneous things that are being “fixed” or Quality of life
    • To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits)
    • Thieves Dens - Age 105 change - now implemented (see buildings)
    • Meteor Showers now also work on “-” tick
    • Love and Peace now also work on “-” tick
    • War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change
    • Buildings in progress are now shown on the survey operation
    • Losses on hits are being changed to reported numbers - 5% base def 7% base off (was calculated at 7% offense and defense this age)
    • Provinces with successful Bribed Generals operation will now display an extra effect message on attacks that indicate the effect of Bribed Generals
    • Reviewing Age 102 change - Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March


    General Mechanics
    • Soldiers are 3/0, 0.75nw* and THEY die on defense - adding a warning/notice on the military page
    • Provinces will have base starting military when created as: 3000 Soldiers, 3000 Specialist Credits, 800 Defense Specialists and 400 Thieves
    • Hostile Meter: Spells and Thievery Operations - all values have tripled (example, Rob vaults now moves the meter 0.12 up from 0.04)
    • Explore pool will not decay but has a ”hard cap” 1000 (pool can go above this via aid) - please provide feedback on this limit
    • Explore pool HARD CAP: End of war and Daily pool growth are auto explored for free (this land will create a new explore schedule for that amount of acres, i.e. 2 acres will be explored each tick)


    Stances
    • Normal:
      No effects, default

      Aggressive:
      +10% Battle (Resource) Gains
      +30% Credits gained in Combat
      +10% Self Offensive Military Casualties
      +10% Instant Spell damage and Sabotage Operation damage
      +25% Military Wages

      Peaceful:
      +25% Income
      +15% Food, Runes, Wizards and Science Production
      +20% Birth Rate
      -20% Offensive Military Efficiency
      -50% Defensive Military Losses
      -25% Outgoing Instant Spell damage and Sabotage Operation damage


    Changes to War based on Number of Provinces in the Kingdom
    • Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection


    Changes to War Completion
      • Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.

        Example: you have 5 Provinces and 1500 acres are available to redistribute
        Pre -------Post distribution
        1800-----1800
        1500-----1500
        1200-----1200
        500------1150 (gained 650)
        300------1150 (gained 850)
      • The benefits of being in EOWCF will remain unchanged
      • EOWCF length will remain unchanged


      On Conclusion of War - both kingdoms will receive
      • 3 times the kingdom’s median province’s acres in Specialist Credits
      • Free Building Credits to the total of 200% of the median province’s total land at the end of the war
      • Science Books bonus equal to 24 ticks of production for each Province
      • Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)
      • An equal number of acres to those lost will be redistributed to Provinces across the kingdom**
      • Recognition on Kingdom Page based on the number of Wars achieved

      Mutual Peace
      • No additional Bonus's or penalties

      On war Loss the surrendering kingdom will lose
      • 5% of the Kingdom's Land (each province loses 5%)
      • 5% of the Kingdom's Honor (each province loses 5%)

      On war Win the winning kingdom will receive an additional war win bonus
      • --This is modified based on player number as per above, and total number of wins.
        --Each win increases these numbers by 5% to to a max of 50%
      • Science Books bonus equal to 24 ticks of production
      • +0.50 to “Current scientist generation”
      • Honor equal to 5% of the losing Kingdom's total Honor at the end of the War (distributed evenly), plus 200 Honor per province
      • Land equal to to 10% of the losing Kingdom's total land at the end of the War redistributed prioritizing smallest province**
      • Additional Free Building credits equal to province land


    Buildings
    • Watch Towers - Chance of Catching Enemy Thieves Effects doubled when not at war - Base effect 3.0% - Max effect 75%
      - please provide feedback
    • Watch Towers - Chance of Catching Enemy Thieves Effects remains the same during war -Now Base effect 1.5% - Max effect 37.5%
    • Watch Towers - do not have an impact on intel based ops
    • Thieves Dens - losses bonus reduced from 4% to 3.6% (90% max). - Age 105 Change not previously implemented

    Operations
    • Spy on pool: gives current pool size, and costs per acre in gold and soldiers
    • Night strike damage: now does 25% more damage to soldiers

    Rituals
    • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
    • Expedient: -10% Draft Costs, +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


    Taxes
    • Taxes will now be capped at 80%
    • Land:1500 gc (Pulled from explore pool acres, but 33% will be destroyed)
    • Land is now subject to taxes: ⅓ destroyed, then lost % based on tax rate
    • MAP/GBP: can no longer except someone from taxes
    • if you are <25% median acres your taxes cap at 15% - please provide feedback
    • Trade balance: will decay 10% per in game month (~50% per real life week) when not in war

    Draft Rate
    • Base costs remain the per draft rate
    • Draft rates have been increased to:
    • Reservist: 0.5%
    • Normal: 1%
    • Aggressive: 1.5%
    • Emergency: 2%




    Races

    Avian
    Bonuses
    -15% Attack Time
    Ambush immunity
    +25% BR

    Access to Greater Protection

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

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    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 105


    Dark Elf
    Bonuses
    -50% Spell Rune Cost (excluding Ritual)
    Guilds produce Runes at 50% rate of towers
    Can train Thieves with Specialist Credits

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

    Penalties
    Can not build towers

    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 105


    Dwarf
    Bonuses
    +30% Building Efficiency
    -50% Construction Cost
    -50% Raze Cost
    +5% ME

    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 105


    Elf
    Bonuses
    +5% pop
    +50% wizzard generation bonus
    -25% massacre damage taken
    -50% AW damage taken

    Access to Mist, Pitfalls, Salvation, Wrath

    Penalties
    +25% training time (can not push you past 24 hours)

    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 105


    Faery
    Bonuses
    +20% Offensive Spell Duration
    +20% Self Spell Duration
    +25% Rune Production
    All land produces/holds horses (# tbd - starting point is 15 horses/acre)

    Access to All Racial Spells

    Penalties
    -10% Population
    No access to stables

    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, 0.0nw <-----make sure to be aware of nw on Faery horse
    Age 105


    Halfling
    Bonuses
    +10% Population
    -15% Military Train Cost
    -Thievery Dens also provide Watch tower bonus

    Access to Quick Feet, Town Watch, Vermin, Invisibility

    Penalties
    Can not build WT

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 11/5, 850gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw
    Age 105


    Human
    Bonuses
    +10% Science Efficiency
    +15% Enemy Military Casualties (when defending and when attacking)
    All Land holds Prisoners (#tbd - starting point is 10/acre)
    Prisoners convert to leets over time (2% per tick)

    Access to Fountain of Knowledge, Tree of Gold

    Penalties
    +20% Spell Rune Cost (excluding Ritual)
    Cannot build dungeons

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 1000gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw
    Age 105


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

    Access to Aggression, Bloodlust

    Penalties
    No access to homes

    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 105


    Undead
    Bonuses
    -25% Military losses
    Spreads and is Immune to the Plague
    No Food Needed
    Can train leets with credits

    Access to Ghost Workers

    Penalties
    +50% land lost on ambush (return 75% of land instead of 50%)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 14/1, 500gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw
    Age 105



    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
    +20% Artisan Science Efficiency
    +20% Bookkeeping Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

    Age 105



    The Cleric
    100% of Military Casualties return as Soldiers
    Soldiers convert to Offensive and Defensive Specialists over time (2%/2%)
    Immune to the Plague
    Access to Divine Shield, Illuminate Shadows
    +25% Resilience Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 105


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

    Age 105


    The Merchant
    +30% Income
    Immune to All Income Penalties
    100% successful on espionage ops at double stealth costs
    Access to Clear Sight
    +25% Income Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 105


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

    Age 105



    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 105


    The Shepherd
    -15% Battle (Resource) Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    +1 General
    Immune to Droughts, Storms
    Access to Reflect Magic
    +20% Production Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 105


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

    Age 105


    The War Hero
    +50% Bonuses from Honor
    -25% 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 105


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

    Age 105




    Changelog:
    • highlighted 0 NW on Faery war horses
    Last edited by Persain; 02-05-2024 at 05:31.

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