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Thread: Final Changes - Age 114

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    Age Changes Council
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    Final Changes - Age 114

    Final Age Changes

    Schedule
    • WoL Age 114 Open: 25th January 2026 22:00
    • WoL Age 114 Start: 28th January 2026
    • WoL Age 114 End: TBC


    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 War 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%
    • Increment: +1% per province of that race
    • Maximum Cap: 7.5%


    Design Guardrails
    • No War Doctrine may exceed 7.5% total effect.
    • Caps are designed to be reached at 7 provinces, not earlier, except Avians, they reach cap at 5.
    • 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
    • Learns and Plunders 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 penalties apply:
      • Battle Gains: –10%
      • Military Casualties: +10%
      • Honor Gains: –25%
      • Attack Time: +20%


    Dragons

    We are providing some new dragons to add some flavour to the current set. 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.

    General Changes
    • 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.
    • Dragon HP reduced by 10%.


    Amethyst Dragon
    • −40% Spell Success Chance
    • −40% Thievery Success Chance on sabotage operations
    • 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
    • −20% combat gains
    • −40% Building and Specialist Credits gained in combat
    • Cost Modifier: 2.4


    Celestite Dragon
    • −60% Birth Rates
    • −40% Hospital Effectiveness
    • +50% Build Cost and Time
    • Cost Modifier: 2.4


    Ruby Dragon
    • Reduces Military Effectiveness by 15%
    • Increases Military Wages by 30%
    • Lose 30% of new draftees
    • Cost Modifier: 2.4


    Topaz Dragon
    • −30% Building Efficiency
    • −25% Income
    • Destroys 4% of buildings instantly and every 6 days thereafter
    • Cost Modifier: 2


    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
    • Cost Modifier: 2


    Rituals

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


    Expedient
    • +20% 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
    • +20% Spell Damage
    • +20% Sabotage Damage


    Onslaught
    • +10% Offensive Military Efficiency
    • +15% Enemy Military Casualties on Attacks


    Stalwart
    • +5% Defensive Military Efficiency
    • −20% Military Casualties


    Spell Changes
    • Greed increased from 25% to 35% for both Wage and Draft Costs.


    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, Illuminate Shadows, Divine Shield, Salvation

    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 (Not Including Rituals)
    • 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, Quick Feet

    Penalties
    • −25% Birth Rates


    Units
    • Soldier: 3/0 (0.75nw)
    • Offensive Specialist: 15/0 (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
    • −50% Construction Time
    • +20% Building Credits in Combat


    War Doctrine (In War): Provides up to +7.5% Specialist Credits gained in combat 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, Mist

    Penalties
    • Cannot Accelerate Construction
    • +10% Attack Time


    Units
    • Soldier: 3/0 (0.75nw)
    • Offensive Specialist: 10/0 (4.0nw)
    • Defensive Specialist: 0/11 (6.0nw)
    • Elite Unit: 15/9 (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


    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, Fountain of Knowledge, Revelation

    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, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead

    Penalties
    • −10% BE
    • +15% Military Wages


    Units
    • Soldier: 3/0 (0.75nw)
    • Offensive Specialist: 10/0 (4.0nw)
    • Defensive Specialist: 0/10 (5.0nw)
    • Elite Unit: 8/15 (900gc, 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 damage to you and all your kingdom.

    Unique Ability: Sneak Attack — When activated, all thievery operations incur zero thievery losses for 1 tick. 23 Hour Cooldown

    Spells: Town Watch, Greater Protection

    Penalties
    • +15% Military Casualties


    Units
    • Soldier: 3/0 (0.75nw)
    • Offensive Specialist: 10/0 (4.0nw)
    • Defensive Specialist: 0/11 (5.5nw)
    • Elite Unit: 10/13 (900gc, 8nw)
    • Mercenary: 8/0 (0.0nw)
    • Prisoner: 8/0 (1.6nw)
    • War Horse: 2/0 (0.6nw)


    Human

    Bonuses
    • All Lands hold Prisoners - 2 per Acre
    • +1 Stealth In War
    • +15% Science Efficiency


    War Doctrine (In War): Provides up to +7.5% Book Generation 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.
    • +50% Rune Cost (Does not Include Rituals)
    • −50% Libraries Building Effectiveness


    Units
    • Soldier: 3/0 (0.75nw)
    • Offensive Specialist: 12/0 (4.8nw)
    • Defensive Specialist: 0/10 (5.0nw)
    • Elite Unit: 14/9 (1000gc, 8nw)
    • Mercenary: 8/0 (0.0nw)
    • Prisoner: 8/0 (1.6nw)
    • War Horse: 3/0 (0.9nw)


    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: 20/1 (850gc, 7nw)
    • 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 — Plague has a chance to spread on all successful attacks (33% chance).

    Spells: Animate Dead

    Penalties
    • −5% OME


    Units
    • Soldier: 3/0 (0.75nw)
    • Offensive Specialist: 11/0 (4.4nw)
    • Defensive Specialist: 0/10 (5.0nw)
    • Elite Unit: 16/7 (900gc, 8nw)
    • Mercenary: 8/0 (0.0nw)
    • Prisoner: 8/0 (1.6nw)
    • War Horse: 2/0 (0.6nw)


    Personalities

    The Artisan
    Bonuses
    • +30% Building Capacity (Homes, Stables, Dungeons)
    • +30% Building Production (Banks, Farms, Stables, Towers)
    • +100% Successful Espionage Ops
    • +15% Economy Science Efficiency
    • Access to Ghost Workers, Greater Protection

    Starting Bonuses: +600 Soldiers, +600 Specialist Credits, +200 Building Credits
    Unique Passive: Construction Delays — For 6 ticks after a successful attack, enemy building efficiency is reduced by 10% (does not stack).

    The Paladin
    Bonuses
    • +5% Population
    • +50% Stables Capacity and Production
    • Successful attacks inflict +15% enemy military casualties but also suffer +10% offensive military casualties
    • +15% Valor Science Efficiency
    • Immune to Plague

    Starting Bonuses: +800 Soldiers, +800 Specialist Credits
    Unique Passive: Divine Blessing — All daily bonuses (granted on the 1st of each month) are doubled.

    The Heretic
    Bonuses
    • −40% Thief Cost
    • +25% TPA
    • +20% Sabotage Damage
    • +50% Guilds Effectiveness
    • +15% Arcane Science Efficiency
    • Access to Nightmares, Fools Gold, Invisibility, Steal Warhorses, Vermin

    Starting Bonuses: +400 Wizards, +400 Thieves
    Unique Ability: Chaotic Affliction — For two ticks when activated, all offensive spells and sabotage operations gain a random damage bonus between +10% and +30%. Cooldown: 23 ticks.

    The Mystic
    Bonuses
    • +125% 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
    • +15% TPA
    • +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
    • +40% Specialist 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: Dragon's Wrath — When successfully attacking with a dragon, 3% of your raw offence from units will also deal damage to the dragon.

    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 1% 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, Mystic Aura, Vermin, Pitfalls, Mind Focus

    Starting Bonuses: +400 Wizards, +400 Specialist Credits +400 soldiers
    Unique Passive: Black Magic — Successful offensive instant spells also inflict necrotic fallout on the target province: kills 1% of target peasants per successful instant spell.

    The General
    Bonuses
    • +1 General
    • +20% Specialist Credits Gains
    • −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
    • −30% Honor Losses
    • Converts Specialists to Elites on Traditional Marches
    • +2 Offensive Specialist Strength (Affects NW)
    • +50% Honor Effects

    Starting Bonuses: +800 Soldiers, +800 Specialist Credits
    Unique Passive: Honour & Glory — All successful attacks generate 2.5% additional honour gains.

    Changelog
    [LIST]
    Last edited by Traumatised; 24-01-2026 at 01:23.

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