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Thread: Age 108 Proposed Changes

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    Moderator umajon911's Avatar
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    Age 108 Proposed Changes

    Welcome to the Proposed Changes for Age 108!

    Schedule:
    WoL Age 108 Open: TBD
    WoL Age 108 Start: TBD
    WoL Age 108 End: TBD

    General Mechanics and Misc

    • Elites now do damage based on off AND def to dragons
    • Massacre damage is now 15% less effective
    • Provs who join during war do not get war bonuses upon completion and are in protection for the duration of the war
    • Remove bounce GBP
    • Bonus books also added to activity bonus (like income would be based upon your generation 1 hour worth/2/3)
    • Explore cost formula no longer is discounted by land lost in combat over the age
    • Honor no longer gives ME, it gives OME instead
    • AW has been buffed by 15%



    Changes to War Completion

    • Changes to how the acre shuffle works on war completion (war win)
    • 10% goes into redistribution and 5% to ALL provs
    • 5% from your own acres is now put into redistribution pool
    • 5% from enemy kd is put into redistribution pool
    • 5% from enemy is put into all provs of winning kd equally



    RACES

    Avian
    Bonuses
    -30% Attack Time
    +40% 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 - 13/4, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 107


    Dark Elf
    Bonuses
    -50% Spell Rune Cost (excluding Ritual)
    +10% WPA
    Can train Thieves with Specialist Credits

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

    Penalties

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/10, 1050gc, 7.5nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 107


    Dwarf
    Bonuses
    +30% Building Efficiency
    -50% Construction build time

    Access to Miner’s Mystique

    Penalties
    Cannot use Accelerated Construction
    +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 107


    Elf
    Bonuses
    +5% pop
    +50% guild effectiveness
    -50% AW damage taken

    Access to Mist, Pitfalls, Salvation, Wrath

    Penalties
    +30% Military Wages

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 12/5, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 107


    Faery
    Bonuses
    +25% Offensive Spell Duration
    +25% Self Spell Duration
    +1 mana recovery per tick in war

    Access to All Racial Spells, tree of gold

    Penalties
    -10% Population


    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/12, 850gc, 7.0nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.0nw

    Age 107


    Halfling
    Bonuses
    +10% Population
    -10% Military Train Cost
    +20% tpa

    Access to Quick Feet, Town Watch, Vermin

    Penalties
    -10% income

    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 107


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


    Access to Fountain of Knowledge

    Penalties
    +20% Military Wages


    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 950gc, 7.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw

    Age 107


    Orc
    Bonuses
    +25% Battle (Resource) Gains
    +25% Enemy military casualties on Attacks

    Access to Aggression, Bloodlust

    Penalties
    +15% Military Casualties
    -20% wpa
    -20%tpa


    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 15/3, 950gc, 6.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 107


    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 - 0/10, 5.0nw
    Elite Unit - 14/2, 850gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 107


    Personalities

    The Artisan
    +50% Building Capacity (Homes, Stables, Dungeons)
    +50% Building Production (Banks, Farms, Stables, Towers)
    +50% Building Credits gained in Combat
    +100% Successful Espionage Operations for double stealth cost
    -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
    +20% Artisan Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

    Age 107


    The Cleric
    50% of Military Casualties return as Soldiers
    -10% Military Casualties
    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 107


    The Heretic
    +20% Spell Damage
    +20% Sabotage Damage
    +50% Wizard Production
    -50% Thieves lost on Thievery Operations
    Access to Fool’s Gold, Nightmares
    +10% Channeling Science Efficiency
    +10% Crime Science Efficiency
    Starts with +400 Wizards and +400 Thieves

    Age 107


    The Mystic
    +75% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    Age 107


    The Rogue
    +80% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    +25% Crime Science Efficiency
    Starts with +800 Thieves

    Age 107


    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 107


    The Tactician
    -15% Attack Time
    No Thieves lost on intel
    Immune to Dragons
    +25% Credits gained in Combat
    +25% Siege Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 107


    The War Hero
    +100% Bonuses from Honor
    -30% Honor Loss in Battle
    Converts Offensive Specialists to Elites on Successful Trad March and Conquest
    Access to Animate Dead, Clear Sight, Mist
    +25% Strategy Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 107


    The Warrior
    +15% Offensive Military Efficiency
    +2 Mercenary & Prisoner Strength
    -50% Mercenary Cost
    +25% Tactics Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 107


    The Sage
    +15% Science Efficiency
    +10% science Book Generation
    Access to Revelation
    Starts with 1 extra scientist
    Starts with +800 Soldiers and +800 Specialist Credits

    Age 107


    Changelog:
    • Added Age 107 Spoiler Button
    Last edited by umajon911; Today at 20:12.
    “The only person you are destined to become is the person you decide to be.”
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