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