Revised Age Changes

Schedule
  • WoL Age 114 Open: TBC
  • WoL Age 114 Start: TBC
  • WoL Age 114 End: TBD


The Age of Convergence

For centuries, the realms fought as isolated powers.
Each race guarded its traditions.
Each kingdom shaped war in its own image.

That era is over.

As conflicts stretched on and old playbooks became predictable, the world adapted.
Magic wove into steel.
Doctrine replaced impulse.
Power no longer flowed from a single source, but grew through alignment.

In this age, strength is created where paths converge.

Races no longer fight in isolation.
Their philosophies now shape the battlefield.
When a kingdom aligns its forces under shared doctrine, the fight changes:

  • Armies move with purpose
  • Spells strike harder
  • Defenses hold longer
  • Opponents lose control


Dragons return not as spectacle, but as pressure.
They disrupt economies, drain resolve, and force hard choices until they are answered.

Ambition sharpens leaders.
Mastery matters again.
Generals, mystics, saboteurs, and engineers leave a lasting impact on every conflict.

This is an age where:
  • Choices compound
  • Coordination wins
  • Neglect is punished

Victory belongs not to the loudest blow, but to the kingdom that aligns its strengths and exploits its moment.

Core Mechanics & Modifications
  • Defects no longer ignores kingdom wall if 22 provinces or above.


War Doctrines (Battle Doctrines)
  • Each race contributes a Battle Doctrine that applies kingdom-wide during War.
  • Doctrine strength scales with the number of provinces of that race, up to a defined cap.


Global Parameters (Applies to All Races)
  • Base Value: 1.5% – 2.0%
  • Increment: +0.5% per province of that race
  • Maximum Cap: 5.0% – 7.5% (race-dependent)


Design Guardrails
  • No Battle Doctrine may exceed 7.5% total effect.
  • Increment values never exceed 0.5%.
  • Caps are designed to be reached at 5–7 provinces, not earlier.
  • Additional provinces beyond the cap do not increase doctrine strength.


Massacre Changes
  • Massacre effectiveness in War will now be 2x instead of 3x.


Learn and Plunder Changes
  • Learn and Plunder will have their enemy military kills reverted to normal troop kills in War.


Out of War Attack Penalty Updates
  • When targeting a Kingdom that is less than 85% of both your Land and Networth, the following attack modifiers apply:
    • Battle Gains: –10%
    • Military Casualties: +10%
    • Honor Gains: –25%
    • Attack Time: +20%


Dragons

Dragons are stepping out of autopick territory. Next age, several dragons have been reworked to hit harder, punish sloppy execution, and better define their role on the battlefield. Whether you’re breaking sustain, choking recovery, or forcing mistakes, each dragon now offers a clearer reason to be chosen and a real consequence if ignored.

Amethyst Dragon
  • −40% Spell Success Chance
  • −40% Thievery Success Chance
  • −1% mana and stealth regeneration
  • Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations
  • Cost Modifier: 2.4


Emerald Dragon
  • +25% military casualties in combat
  • −25% combat gains
  • +40% Training Time
  • Cost Modifier: 2.4


Celestite Dragon
  • −30% Birth Rates
  • −30% Hospital Effectiveness
  • −30% Military Credits gained in combat
  • −30% Building Credits gained in combat
  • Cost Modifier: 2.4


Ruby Dragon
  • Reduces Military Effectiveness by 15%
  • Increases Military Wages by 30%
  • Lose 30% of new draftees


Topaz Dragon
  • −30% Building Efficiency
  • −25% Income
  • Destroys 4% of buildings instantly and every 6 days thereafter


Sapphire Dragon
  • −30% lower magic (WPA) and thievery (TPA) effectiveness
  • +12.5% Instant Spell and Sabotage Damage taken
  • −12.5% Instant Spell and Sabotage Damage dealt


Dragon Slaying Change
  • Elites deal dragon damage based on their higher value.
  • For example, an elite with 14/4 will deal 14 damage per unit to a dragon (before any slaying modifiers apply).
  • Elites no longer combine offence and defence when slaying dragons. Only the higher of the two values is used.


Rituals

Barrier
  • +20% Birth Rates
  • −25% Damage from Enemy Instant Magic and Thievery Operations
  • −20% Massacre Damage
  • −10% Battle (Resource) Losses


Expedient
  • +25% Building Efficiency
  • −25% Construction Cost
  • −25% Construction Time
  • −25% Military Wages


Ascendancy
  • +50% Wizard Production
  • −50% Wizard Losses on Failed Spells
  • −25% Science Book Production


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


Spell Changes
  • Greed moved to 40%. Affects Wages only now.
  • Clearsight moved from 25% to 20%.


Races

Avian

Bonuses
  • −20% Attack Time
  • −40% Training Time


War Doctrine (In War): Provides up to −5% Attack Time to you and all your kingdom.

Unique Passive: Opportunistic Raiders — Learn and Plunder attacks return armies 1 tick faster (after modifiers).

Spells: Town Watch

Penalties
  • Cannot Ambush
  • No Access to Stables and War Horses


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 13/0 (5.2nw)
  • Defensive Specialist: 0/9 (4.5nw)
  • Elite Unit: 16/6 (900gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: n/a


Dark Elf

Bonuses
  • +25% Instant Spell Damage
  • −50% Rune Cost
  • Can train Thieves using Specialist Credits


War Doctrine (In War): Provides up to +7.5% Instant Spell Damage to you and all your kingdom.

Unique Passive: Mystic Enthusiasts — Successful offensive instant spells refund 20% rune cost.

Spells: Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Fountain of Knowledge, Quick Feet

Penalties
  • −25% Birth Rates


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 15/0 (5.6nw)
  • Defensive Specialist: 0/8 (4.0nw)
  • Elite Unit: 4/12 (750gc, 7nw)
  • Mercenary: 8/0 (0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Dwarf

Bonuses
  • +25% Building Efficiency
  • −20% Construction Time
  • +20% Building Credits in Combat


War Doctrine (In War): Provides up to −7.5% Construction Time to you and all your kingdom.

Unique Passive: Incoming Raze damage reduced by 15% and Raze attacks destroy +20% additional buildings.

Spells: Miner’s Mystique, Town Watch, Reflect Magic

Penalties
  • +10% Attack Time


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/11 (6.0nw)
  • Elite Unit: 14/8 (900gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Elf

Bonuses
  • +30% Magic Effectiveness (WPA)
  • +1 Mana Per Tick in War
  • +25% Guild Bonus


War Doctrine (In War): Provides up to −7.5% Military Casualties Taken to you and all your kingdom.

Unique Passive: Arcane Surge — Whenever your province’s mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 35%.

Spells: Pitfalls, Wrath, Quick Feet, Fountain of Knowledge

Penalties
  • −20% TPA


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/13 (6.5nw)
  • Elite Unit: 14/6 (800gc, 7.0nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Faery

Bonuses
  • +25% Spell Duration
  • +25% WPA
  • +1 Mana Recovery per Tick


War Doctrine (In War): Provides up to −7.5% damage from enemy Thievery and Magic instant operations to you and all your kingdom.

Unique Passive: Leyline Interference — Enemy spells cast against Faery provinces have a 15% chance to fail.

Spells: Tree of Gold, Quick Feet, Town Watch, Vermin, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead

Penalties
  • −10% BE


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/10 (5.0nw)
  • Elite Unit: 8/16 (950gc, 9nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Halfling

Bonuses
  • +10% Population
  • +1 Stealth Regeneration Per Tick
  • +20% Thievery Effectiveness (TPA)


War Doctrine (In War): Provides up to +7.5% Sabotage Effectiveness to you and all your kingdom.

Unique Passive: Coordinated Effort — If two or more Halfling provinces successfully perform a sabotage operation on the same target within 1 tick, subsequent sabotage operations against that target deal +20% effectiveness.
  • Does not stack.
  • Resets if no Halfling offensive thievery lands for 1 tick.


Spells: Town Watch, Vermin, Greater Protection

Penalties
  • No access to Hospitals
  • +10% Military Casualties


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/11 (5.5nw)
  • Elite Unit: 13/11 (950gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Human

Bonuses
  • All Lands hold Prisoners (Overpopulation do not generate Prisoners)
  • +1 Stealth In War
  • +15% Science Efficiency


War Doctrine (In War): Provides up to −5% Honor Losses to you and all your kingdom.

Unique Passive: Civil Administration — Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 25%.

Spells: Fountain of Knowledge, Revelation, Invisibility, Guile

Penalties
  • Military wage increases take twice as long to fully apply. Wage reductions apply normally.
  • +40% Rune Cost


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 12/0 (4.8nw)
  • Defensive Specialist: 0/10 (5.0nw)
  • Elite Unit: 14/10 (1000gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Orc

Bonuses
  • +15% Gains
  • −50% Draft Cost


War Doctrine (In War): Provides up to +7.5% Enemy Military Casualties to you and all your kingdom.

Unique Passive: Pillage and Burn — Successful Traditional Marches capture +30% additional Prisoners and Massacre attacks are +15% more effective at killing Wizards.

Spells: Aggression, Bloodlust

Penalties
  • −15% DME


Units
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 13/0 (5.2nw)
  • Defensive Specialist: 0/10 (5nw)
  • Elite Unit: 19/5 (950gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Undead

Bonuses
  • []−40% Military Losses
    []Plague Immunity
  • No Food Requirement


War Doctrine (In War): Provides −7.5% Enemy Battle Gains to you and all your kingdom.

Unique Passive: Plaguebearers — Successful Traditional Marches spread Plague.

Spells: Animate Dead

Penalties
  • −10% OME


Units
  • Soldier: 3/0 (1.5nw)
  • Offensive Specialist: 11/0 (4.4nw)
  • Defensive Specialist: 0/10 (5.0nw)
  • Elite Unit: 18/10 (1100gc, 9.5nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)


Personalities

The Artisan
Bonuses
  • +40% Building Credits gained in Combat
  • +40% Building Production (Banks, Farms, Stables, Towers)
  • −40% Build/Raze Cost
  • +15% Artisan Science Efficiency

Starting Bonuses: +600 Soldiers, +600 Specialist Credits, +200 Building Credits
Access to: Ghostworkers, Greater Protection
Unique Passive: Demolition Mastery — In War, Raze attacks destroy 40% of target buildings instead of the base 30%.

The Paladin
Bonuses
  • +5% Population
  • +50% Stables Capacity and Production
  • +15% Valor Science Efficiency
    []Immune to Plague

Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Holy Crusade — Successful Traditional Marches inflict +15% Enemy Military Casualties but also suffer +10% Offensive Military Casualties.

The Heretic
Bonuses
  • +50% Wizard Production
  • −50% Thieves lost on Thievery Operations
  • +20% Spell Damage
  • +20% Sabotage Damage
  • +15% Sorcery Science Efficiency
  • Access to Nightmares, Fools Gold

Starting Bonuses: +400 Wizards, +400 Thieves
Unique Passive: Shadow Shield — Heretic provinces have a 5% chance for any enemy spell or thievery operation against them to automatically fail.

The Mystic
Bonuses
  • +100% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +15% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity, Vermin

Starting Bonuses: +800 Wizards
Unique Passive: Focussed Channelling — While above 40% mana, spells gain +20% WPA.

The Rogue
Bonuses
  • +100% Thieves' Dens Effectiveness
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +15% Crime Science Efficiency

Starting Bonuses: +800 Thieves
Unique Passive: Shadow Persistence — Rogue provinces may perform thievery operations while overpopulated.

The Tactician
Bonuses
  • −15% Attack Time
  • +50% Military Credits Gains
  • No Thieves lost on intel
  • +15% Siege Science Efficiency
  • Enhanced Conquest
  • Access to Clearsight

Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Dragons Skin — While in War, dragon effects on your province are reduced by 40%.

The Warrior
Bonuses
  • +10% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • −50% Mercenary Cost
  • +15% Tactics Science Efficiency
  • Access to Bloodlust

Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Battle Cry — Upon successful attack, the attack will destroy 0.5% of the target’s total population.

The Necromancer
Bonuses
  • +30% WPA
  • +25% Military Losses converted into Soldiers (your fallen rise again)
  • +15% Channelling Science Efficiency
  • Reclaims 30% of enemy military losses as Soldiers on successful attacks
  • Access to Animate Dead, Nightmares, Mystic Aura, Vermin, Pitfalls, Mind Focus

Starting Bonuses: +400 Wizards, +400 Specialist Credits
Unique Passive: Black Magic — Successful offensive instant spells also inflict necrotic fallout on the target province: kills 1.5% of target peasants per successful instant spell.

The General
Bonuses
  • +1 General
  • +20% Specialist Credits gained in combat
  • −25% Training Cost
  • Train Elites with Specialist Credits (In War)
  • +15% Bookkeeping Science Efficiency
  • Access to Wrath

Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Generals Authority — Attacks inflict +15% Enemy Military casualties when two or more generals are sent.

The War Hero
Bonuses
  • +20% Honor Gains (Attacks Only)
  • +10% Offensive Military Efficiency (In War)
  • +50% Honor Effects
  • +15% Resilience Science Efficiency

Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Heroic Endeavour — While in War, honor losses are reduced by 30%.

Changelog