Age 35 - The Age of Exultance - Preliminary Change

Game Announcements and Updates.

Age 35 - The Age of Exultance - Preliminary Change

Postby Fogtopia » 05 May 2017, 23:34

Age 35 - The Age of Exultance - Preliminary Changes Version 5

Age will start Early in May and end in July.

Recent Changes

Freak Wanderer change retracted
Surrender retracted.
Min war time decreased.
Pool size will increase to the acres lost in war, if the pool is currently smaller than that.
retracted propaganda bonus for Sage Professor
Elf receives -5% Building Efficiency, penalty for population remains at -5%
Capitulate to stay but changed.
Artisan Judge loses AW protection.
Dwarf:Berzerker 3% Military Efficiency when successfully hit by trad march was 5%
Dwarf: revert back to +60% Food Consumption +30% Spell Rune cost
Orc has -25% learn results instead of -50%
Orc has -20% science effectiveness instead of -30%
Undead Gains penalty reduced to 5%
Undead Reanimator: -75%(was 90%) offensive losses and -35%(-was 50%) defensive losses
Watchtowers: Chance of Catching Enemy Thieves % * 2.3 (was % *3 )
Arcane Libraries: Chance of Stopping Enemy Spells % * 2.3 (was % * 3)

Kingdom Sizes

Will be 8 provinces per kingdom to improve competition. There will be incentives for people to have larger kingdoms. Though smaller kingdoms are of course still allowed.


Min Time reduced to 36 hours.

For the first 3 hours of war, defiance will be normal.

Declaring War

With an active Timer, you cannot be declared or declare on.

Effectively, Forced war and Challenge wars are locked once accepted

Building Changes
Watchtowers: Chance of Catching Enemy Thieves % * 2.3 (was % *3 )
Decrease Thievery Damage by % * 3
Arcane Libraries: Chance of Stopping Enemy Spells % * 2.3 (was % * 3)
Decrease Spell Damage by % * 3


Pool size will increase to the acres lost in war, if the pool is currently smaller than that. )

Capitulating Wars

If you capitulate you lose 10% of your honour and 1 War Point
The Kingdom That you capitulate to gains 5% of your honour.

Unfriendly Operations

Will always be available on the last target that successfully
hit you until the attackers army returns.


The option to elevate to hostile will be removed. You do not need to elevate to get to hostile. The monarch can tick a buton in monarch options to allow provinces to hit beyond 1199 and enter hostile.


There is no limit on the amount of times you can defect this age until year 8, to allow provinces and kingdoms to adjust.


Networth for Barren Acres to be increased from 15 to 20.
Networth for Buildings to be increased from 55 to 75.
Networth for Buildings in Progress to be increased from 30 to 40.
This will make gains slightly more land based.

Item Updates

Some changes to legendary items.

The Necronomicon
Spreads Plague +20%

The Werewolf
+5% Combat Gain
-10% (was -8%) Attack Time
+15% (was +12%) Honour Effects

The Unicorn
-5% Attack Time
+50% Stable Capacity

The Hammer of Thor
-15% (was -12%) Training Cost
+10% (was +9%) Combat Gains
+5% (was +3%) Defensive Military Bonus
+5% (was +4%) Offensive Military Bonus
+35% (was +30%) Build Credits
-20% (was +15%) Build Time
+50% (was +40%) Raze Results
+5% (was +3%) Income Modifier
10% (was 5%) chance of a random event when you successfully attack (non recon)

The Armour Of Achilles
+20% (was +16%) Defensive Military Bonus
-20% (was -10%) Offensive losses
+30% (was+24%) Defiance Bonus
Enemy loses 1% honour when razing you
25% (was 20%) Protection from Learn
25% (was 20%) Protection from Massacre
25% (was 20%) Protection from Plunder
+25% (was +20%) Fort Coverage

The Amulet of the Magi
+40% (was+30%) Magic Effectiveness
+25% (was +16%) Rune Production
+25% Spell Effects
+3% population bonus

The Hand of Glory
+25% (was +20%) Thievery Power
+2% (was +1%) Population Bonus
+100% (was +80%) Random Events
+50% Stealing (was+20%) Stealing Results

The StormBringer
+15% (was +11%) Offensive Military Bonus

Snaga the Sender
+10% (was +11%) Offensive Military Bonus
+10% (was +8%) Combat Gains
+10% (was +8%) Enemy Casualties
+10% (was +8%) Gains on the last province



+50% Wages
+20% Science Effects
Martial Inquisition (Each trad mvrch also has the effect of 1/10 learn attack)
5/7 (was 6/6) Elite, cost 1000gc (was 950gc), 8nw (was7.5nw)
+1 Offensive Specialist Bonus, cost 425gc, 5nw


Witch finder:+60% Arcane Library Coverage, Spell: Clearsight
Outrider: Horses have 2 offensive points, +20% Thievery Power, Aggression,-75% losses from horse stealing
Chamberlain: +50% Hospital Coverage
Ambassador: Mercenaries fight for half cost,+30% Draft Rate Aggression Double Strength (3-0) Soldiers.
Bailiff: Prisoners make 2gc, Work Prisoners to death (Kill prisoners to increase BE (prisoners/acres*3) (option is on military page),BE lowers at half rate). Dungeons generate 10gc day,+50% Dungeon Capacity. Spell: Quickfeet
Seer: Lose 10% books books when recycling science, -75% science learning time. Spell: Nullify


+25% Combat Deaths
-30% Attack Time
Cannot use horses
Aerial Annihilation (No attacking losses on massacres, learns or plunders against unfriendly or hostile kingdoms)
8/1 Elite, cost 750gc, 6.5nw
+1 Defensive Specialist Bonus, cost 350gc, 6nw
+1 Offensive Specialist Bonus, cost 450gc, 4.9nw


Watchman: +60% Watchtower Coverage, Town Watch, Ghostworkers
Envoy: Spells: Greater Protection, Fog, -20% Honour Loss
Wingrider: -10% Attack Time, Elites use their offense not their defense when ambushed.
Scout: -20% Explore Cost, +25 Credits on Attacks ,-20% offensive losses
Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (25% of gains) buildings. For example - trad for 40 acres will destroy 10 additional buildings. +%15 Increased Raze Results
Sheriff: Gain 35% thieves on failed operations from your war opponent. +15% Enemy Thief Casualties, Life Sentence. (Prisoners fight as 5-0)


-5% (was -10%) Combat Gains
-25% Honour Effects
No food needed
Immune to plague
Spreads plague 50% chance
Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
8/4 Elite, cost 1000gc, 8nw


Reanimator: -75% (was -90%) offensive losses and -35% (was -50%) defensive losses, Greater Animate Dead Aura - Animate Dead is recast every day. Greater Animate Dead: Slain Elites are put back into training
Necromancer: Nightmares, Warspoils, Ghostworkers, Quickfeet, Amnesia
Mortician:Each day 5% of prisoners are trained into elites.
Gravedigger: Gain 30% enemy troops killed due to nightmares,+50% success chance on Nightmares.
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75%, +25% Magic Effectiveness, Spell: Rune Harvest
Corpsemaster: Gain +35%r extra prisoners from attacks.


-35% Magic Effectiveness
+5% Income
Dragon Immunity
6/5 Elite, cost 675gc (was 600gc), 6 nw
-35% Building construction and Raze costs


Baker: -30% food consumption, +20% Mills Coverage, Operations:Torch Farms
Chef: +25% food production, Spell:Second Breakfast, Operations:Propaganda, +15% Thief Den Coverage
Ringbearer: failed attacks are not sent (but generals are away for 1% of attack time), Ghostworkers spell,+5% offensive modifier
Shadowthief: steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) 25% Thievery Power, Spell: Invisibility. +30% Stealing Results
Smith: -75% Defensive casualties, +100% defiance (raises 2x normal rate)
Mayor: +25% defense modifier, Townwatch spell, +4% Building Efficiency, +15% Building Flat effect bonus


-50% Thievery Power
+100% Building Construction and Raze costs
Cannot use horses.
15% Slower Attack
Elites and Specialists take up double population space (not including queued)
14/11 Elite, cost 1350gc, 13nw
+5 Offensive Specialist Bonus, cost 700gc, 8nw
+5 Defensive Specialist Bonus, cost 700gc, 10nw


Irontrunk: 50% resistance to Nightstrike, Spell: Gloom, Clearsight, Tree of Gold
Pinebellow: Elites and specialists at home do 1 job
Firbeard:+50% enemy attacking casualties, Town Watch with double effect (Each peasant defends with 2 strength)
Gentlebeech: 50% Resistance to Nightmares, immune to plague. Each home provides +20 food
Summerwillow:Larger acre provinces take -50% honour, +15% Honour Effects
Cleverwood: +15% Combat Gains, Spell: Mind Focus

Dark Elves

-35% Birth Rate
+20% Magic Effectiveness
+15% Thievery Power
Evil Enthrall (10% of enemy troops slain on attacks join province)
2/7 Elite (was 4/7), cost 750gc, 5.75nw (was 6 nw)
+2 Offensive Specialist Bonus, cost 400gc (was 350gc), 5.6nw


Runesmith: +100% rune production, Eldritch Absorption (50% Gold from Fools Gold and Runes from Lightning are added to your province)
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Clearsight, +5% Magic Effectiveness
Oracle: Extra 50% success chance on intel ops. No runes lost on any failed spell.
Warlock: +10% Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia,Fools Gold, Mind Focus, Pitfalls
Templar: -15% Combat Deaths, Claim Territory (- 15% of acres taken on traditional march are transferred to your explore pool from enemy pool.) +5% Magic Effectiveness,-20% Wages Cost
Slaver: Gains 75% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain +75% extra prisoners from attacks, +75% Dungeon Capacity, Spell: Bloodlust


60% Food Consumption
30% Spell Rune cost
+25% Building Efficiency
7/2 (was 7/4 Elite), cost 800gc, 6.75nw (was 7nw)


Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% Offensive Military Bonus.
Miner: Spells: Miners Mystique, Dwarven Ambush (Can ambush any province in opposing kingdom in war, requires 3 generals) Dwarven Ambush has no 25% ambush speed reduction, each bank provides 3 runes. 15% Resistance to Night Strikes
Crafter: Ghostworkers spell, +15% Training Grounds Coverage Bonus
Loremaster:Dragon Lore (+30% damage to dragon with military, +30% gold value with dragon payment), Spell: Fools Gold.,Spell: Holy Vortex, Double Effects from Fools Gold & Inspire Army. (+50% success chance on Inspire Army and Fools Gold, Inspire Army +50% duration and Fools Gold +%50 Damage.)
Mason: -75% Building construction and Raze costs, +10% Fort Coverage, +5% Population Bonus
Berzerker: +25% Enemy Casualties, Berzerk Rage (+3% Military Efficiency when successfully hit by trad march was 5%) Spell: Bloodlust

-5% Population
-5% Building Efficiency
+15% Magic Effectiveness
7/4 (was 6/4) elite, 900gc (was 750gc), 7nw (was 6nw)
+2 Defensive Specialist Bonus, cost 800gc (was 650gc), 7nw


Healer: Spells: **Elven Healing (Major Restoration - if cast during war (half effect on larger acre provinces) this spell also restores 2% of targets slain troops, thieves and wizards back to the military queues if applicable. This cannot exceed the totals the target had on entry to the war. This is an instant spell that is cast on others in your kingdom, success is based on your guild coverage, Clear Sight
Bard: +15% Breed Rate, peasants work 1.5 jobs Spell: Invisibility
Wizard:+15% Magic effectiveness, +15% Honour Gains, Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch
Noble: Double Peasants taken on attacks. Elven Healing/Restoration takes only 2 mana Spell: Warspoils
Farmer: +45% food production, No food decay, Spell: Second Breakfast
Guildmaster: +25% Wizard Recruitment, +50% random events


-25% gold income
Reflect Magic Aura
3/8 Elite, cost 1100gc, 8nw
+1 Offensive Specialist Bonus, cost 500gc, 4.8 nw


Alchemist: Spells: Mind focus, Tree of Gold, Miners Mystique, +20% Spell Effect
Agent: +1 Stealth
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold, ,+20% Home Coverage
Diviner: -50% honour loss against provinces with more honour,Spell: Blessing, +5% Science Effects
Enchantress: +25% (was +10%) duration on operations, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, Clearsight, War Spoils, Town Watch, Reflect Magic, Meteor Showers, Pitfalls, Amnesia, Nightmares


-25% Learn Results
-20% Science Effectiveness

+15% (was +10%) Combat Gains
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/3 Elite, cost 800gc, 8 nw
+3 Offensive Specialist Bonus, cost 550gc, 6.2nw


Slaughterer: Gain 100 food from each battle casualty, +30% Enemy Casualties,+15% Massacre Results
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties
Destroyer: -50% Draft costs and wages, +30% Birth Rate, +5% Combat Gains
Overseer: Peasants produce 4gc
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance
Tactician: -10% Attack Time in WAR, Trade Balance Decay +50%


+30% Population Bonus
+50% Explore Cost
+10% Attack Time
Quell Riots (Intra kingdom incite riots cancels existing riots)
3/6 Elite, cost 550gc, 6 nw


Prophet: +14% Thievery Power, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate
Artificer: -60% accelerated training cost, can send thieves against a dragon (5 damage per thief sent) 10% magic resistance,-25% Build Time, Spell: Greater Protection
Trickster: +14% Thievery Power, Spell: Fog,Pitfalls, Bloodlust, +10% (was +5%) Combat Gains
Brigand: Operations: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties
Benefactor: -10% explore cost, Failed attacks return 75% quicker. +15% Bank Coverage, Spell: Miners Mystique



Stoneworks (Enemies have half success with Tornadoes on you.)
+10% Building Efficiency
Kingdom Influence: +5% Building Efficiency


Builder: +25% Build speed, +15% Build Credits
Artificer: +25% Building Flat effect bonus
Architect: Buildings only employ 20 peasants.
Inventor: Each home provides +25 food, +15% Home Coverage, 0.1 books generated per acre per tick
Judge: -15% Training Time, 10% Honour Gains Engineer:+20% Armoury coverage


Rampage ( Ignores Minor and Greater Protection.)
+6% population
Kingdom Influence: +3% population


Cavalier: +3% Defensive Military Bonus, +20% Enemy Casualties
Defender:-35% damage from enemy raze attacks, 50% of troops killed from Nightstrike go back into training queue, Spell: Greater Protection
Knight: Can increase wage rate to 250%, -30% honour loss from attacks and ops, +10% Plunder Results,+25% Enemy Casualties
Expert: -20% Casualties, +10% Enemy Casualties
Master:Alms for the Poor - 15% of land gained from attacks goes to the smallest province in the kingdom. Province gains the remaining 85%,+15% Defiance Bonus
Stabler: +300% (was+200%) Stable Production, double speed bonus from horses


Lunatic (Deal and Take %50 Fireball Damage)
Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
Kingdom Influence: 50% more chance of random events


Gambler: Daily Income has a 10% chance of being 300% more and a 10% chance of being nothing, -25% Thief Cost
Zealot: Immune to Plague, +10% defensive military effectiveness Fanaticism has double effect (+8% OME, -6% DME)
Speculator: Explore, Build and Train have a 10% chance of being done for free (out of protection)
Wanderer: Attacks have a 35% chance of taking 1-100% less time
Oddball: 20% chance of not losing stealth with an operation, +10% Magic Effectiveness
Fanatic: 20% chance of not losing mana when casting a spell, +10% Thievery Power


Trade Convoy (Enemy Plunders take %200 Casualties)
+20 Income Modifier
Kingdom Influence: +10% Income Modifier


Trafficker: Can aid horses - Target cannot exceed max pop. +175% dungeon capacity, +25% Stable Capacity.
Banker: +10% Income
Accountant: -30% stealing losses +5% income
Marketer: 50% Economy Resistance. (Enemies have half success with Riot and Greed on you.) Spell: Gloom
1% Interest on food/runes and gold interest added on runes/food/gold up to a maximum of 10% of current stockpile (rune or food or gold) income. For example, if you had 100k income and a minimum 1 million gold, you would gain 10k extra each tick.
Auditor: +100% faster trade balance decay.
Economist: Gain 150 gc per enemy slain, +30% Credits on attacks


+5% Magic Effectiveness
+1 Mana per hour
Kingdom Influence:All provinces gain +15% wizard power


Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect
Conjurer: +35% Rune production , no rune decay
Archmage: -35% rune cost, +5% Science Effectiveness
Sorceror: +35% (was +15%) Spell Effect, Lightning takes only 1 mana.
Elementalist: Meteor Shower, +5% Magic Effectiveness


+10% Thievery Effects
+1 Stealth per hour
Kingdom Influence: All provinces gain +20% thief power


Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility, +10% Thief Dens Coverage
Bandit: -35% Effect for enemy Watchtowers
Swindler: +15% Thief Stealing Results, +15% Thief Den Coverage
Embezzler: -40% thief cost
Cheat: -40% Thief Casualties
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +10% Thievery Effects


Gifted Child ( Start with extra 750 Honour.)
+30% Learn Protection
Kingdom Influence: -15% Science Cost


Scientist: Double School Effectiveness (Can not conduct learn attacks while advisor is active.)
Instructor: Spell: Mind Focus,Spell: Reflect Magic
Scholar:: +15% Increased Learn Results, Against Theft. (+25% Enemy Thief Casualties, 10% chance to catch opposing enemy thieves on each operation.)
Professor: +10% Science Effects, Operations: Propaganda
Librarian: 0.6 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available:
Researcher: -20% (was -15%) science cost,-50% (was -40%) science learning time

War Hero

+75% (+was 60%) Honour Effects
+10% Honour Gains
Kingdom Influence: Gain 15% more honour


Guardian: 25% Resistance to Night Strikes, +50% Guard Station Coverage
Pilgrim: Mystic Aura, Mystic Vortex takes only 1 mana. Clearsight
Swashbuckler: +10% offensive modifier, +15% Massacre Results
Fortune Hunter:+50% Credits on attacks, Random events give +50% results
Adventurer: Can encounter random events when exploring. (Chance is equal to percentage of extra land explored, and does not occur in protection. If you are 1000 acres and explore 200 acres the chance is 20%), +15% gains when hitting larger acre provinces, -35% Defensive Combat Deaths
Traveller: -35% Exploration time, +15% Barracks Coverage,+50% Random Events.


Logistics ( -1% Attack Time in Unfriendly, -3% Attack Time in Hostile, -%5 Attack Time in War)
-10% Attack time
Kingdom Influence: +5% (was+4%) Combat Gains


Soldier: +50% Draft Rate, -25% Food Consumption
Militant: 50% acres lost on ambush
Warlord: -50% Draft costs and wages
Duelist:+15% gains on the last province that successfully attacked you
Captain: -10% (was-7%) Attack Time
Jouster: Gain honour from conquest attacks (about a quarter of traditonal march),Conquest is 15% quicker, +5% (was +4%)Combat Gains


Harmony (In Peace+5% Building Efficiency, in War -5% Building Efficiency)
-10% Enemy Gains from combat
Kingdom Influence: -5% Enemy Gains from combat


Cardinal: Spell: Blessing,+100% (double) success for guild based spells (self spells and bless/restore), +15% Magic effectiveness
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, Ambush is 25% quicker, -15% Training Cost
Preacher: 25% magic resistance, -25% science learning time, Spell: Mind Focus
Monk: -1 stealth, +1 mana per hour, +30% Guild Coverage, +5% Defensive Military Bonus.
Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% Birth Rate
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production, +20% Operation or Spell Duration Bonus. -5% Enemy Gains from combat


Each land provides +2 food
-35% (was -30%) Combat Deaths
Kingdom Influence:-20% (was -10%) Combat Deaths


Elder:Nullify Spell, Immune to Fog +10% Building Flat Effects
Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour, +25% Training Grounds Coverage.
Soothsayer: +50% success on Tornado and +50% damage,+50% success on Lightning and +50% damage,+50% success on Drought or Storms and +50% duration
Shepherd : Stables have 400% capacity, capture 25% enemy horses when attacked
Ovate:Rune Harvest Spell, 20% minimum success on spells and thief ops.
Shapeshifter: 0.5% specialists trained into elites each day


Sorry for the delay again everyone, its been painful but nearly over. We will see how it turns out and I’ll leave it up for a about 12 hours for some last minute feedback to point out silly mistakes I have made and make suggestions. The Google Doc comment idea was a bad idea in retrospect and I hope I have not missed out anything too important from your comments, but almost everyone disagrees so it can be tricky. Lets see how it pans out for the age. As always the rules are the same for everyoneI want to reset the server in less than 24 hours and not drag this out any longer.
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Re: Age 35 - The Age of Exultance - Preliminary Change

Postby lardass » 06 May 2017, 00:15

still nothing to prevent a kingdom from hitting into you during a countdown timer, this still allows a kd friendly to the 1 that you are going to war to hit into you up until war start time, basically giving their friendly kd a serious advantage

and for those of you naysayers out there, dont tell me that this hasnt happened before and wont happen again this age
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Re: Age 35 - The Age of Exultance - Preliminary Change

Postby zim312 » 06 May 2017, 00:34

The option to elevate to hostile will be removed.
completely? or with an active challenge timer?

so capped at 1199 points outside of war no matter what?
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Re: Age 35 - The Age of Exultance - Preliminary Change

Postby Grif » 06 May 2017, 01:13

I still dont understand how you want to implement the surrender feature.

As far as I understood it, the goal was:
1) get rid of capitulation as a way to skip wars against stronger kgds and still compete for the war crown
2) allow an average kgd to try to war a stronger one while keeping a sort of way out in case things turn really bad and preserve most of their t/m's honour to allow them to remain competitive against other average kgds later in the age

if we imagine the usual patter of a war normally the situation keeps balanced for a while and at some point one side's get rid of enemy hitters and gets economic dominace and the war outcome is decided.
When a weak kgd faces a strong kgd this happens pretty early and without big harm to the strong kgd's hitters and in this case the strong kgd start to farm the weak kgd's honour

This is why weaker kgds try to skip wars against stronger ones, wars are less frequent and hard to find and why stronger kgds try to hide their strength or worse chose weaker setups on purpose

I think we can and have to solve this problem and the solution is giving the losing side an honourable way out.
Once the losing side realize he is going to lose:
1) he can press the surrender button
2) in the next 12 hrs (not immediately or it can be abused) all gains drop to 25% fro the reminder of the war
3) they will withdraw at mintime

as simple as that

There is nothing punitive in surrendering, I dont see a reason why there should not be a jubilant at least not if the surrendering kgd tried his best.
36 hrs minimum to get jubilant is too much, make it please 24 hrs minimum

If someone fears fake wars let's speak how to seriously avoid fake wars in another thread, getting rid of fake wars is not as difficult as it seems
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Re: Age 35 - The Age of Exultance - Preliminary Change

Postby zzz » 06 May 2017, 03:08

ISSUES to solve:
1) Dodging wars.
2) Capitulation is a cheap way to avoid tough wars and still compete for crown.
3) Reluctance of kingdoms warring strong kingdoms because they will suffer irreparable damage that will ruin the rest of their age.

1) Dodging wars.
This is easy, just this will do.
Fogtopia wrote:With an active Timer, you cannot be declared or declare on.

Fogtopia wrote:The option to elevate to hostile will be removed.

However I think the elevate option is still necessary. No need for removing elevate. Elevate is still useful for certain agreed wars where a countdown is inconvenient.
1) War right out of protection.
2) Want a quick war without the long (some think so) countdown
3) You are waved and want to declare without wasting hits to get to unfriendly.
4) Age is ending in 48h and you just found an agreed war. If you have the countdown, war is not possible before age end. but elevates allow you to do so.

2) Capitulation is a cheap way to avoid tough wars and still compete for crown.

Fogtopia wrote:Capitulating Wars: This to be removed, surrender should cover this and it caused a lot of issues.

Well you could make it more punitive so people wont exploit it or you can remove it.
But if you remove it, point 3 becomes more important.

3) Reluctance of kingdoms warring strong kingdoms because they will suffer irreparable damage that will ruin the rest of their age.

Fogtopia wrote:Kingdoms can surrender after the 3rd of war. This reduces gains to 25%. War will end after minimum time no hits are allowed on the tick prior to the end of war.
No Jubilant unless at least 36 hours war, so if you surrender 3rd tick of war, no jub for either kingdom.

Your solution actually have certain underlying problems:
- Well, what is to stop a first wave max gains followed by surrender? Isn;t it what people try to do in a similar situation? Hit and run to rebuild.
- What is to stop a vengeful denial of jub after fair war?
- So with 75% gains reduction, the two kingdoms warring just waste their time until min time? I can imagine how it will be terribly un-fun once the 75% sets in and you are stuck with staring down each other till min time. Players could do more productive things like preparing finding and getting to their next war.

Either have some metric to indicate that the kingdom is really being hammered before surrender is possible to prevent abuse? Like you cant surrender if you have lost less XX% land/NW/honor than your opponent. Or the land/NW/honor difference between you and your opponent must be at least XX% before you surrender.
I generally dont like this band aid solution though, rather let both parties war it out, but help the losing kingdoms recover in jub. This is also a more elegant solution instead of introducing/coding more complexity like the whole surrender button.

Certain possible bonuses in jub, affected by intensity as usual:
- Bonus acres added to explore pool for losing kingdom.
- Free or cheaper exploration (abuse still prevented via the explore cap in jub)
- Honor. This is harder to find a neat solution for me though. Throwing out some ideas
--- all prov gain a flat rate honor bonus, similar to the jub straight science book bonus. Maybe something like all prov gain 200 honor. Encourage warring instead of OOW farming too. I think this also help the poor banks and ambushers who have poor honor gains.
--- kingdoms that lost more than 30% their honor gain honor up to 70% of what they had at war start divided equally among the provinces.
--- province that lost more than 40% their honor get restored to 60% of the honor they had at war start.


Re: Age 35 - The Age of Exultance - Preliminary Change

Postby Glory » 06 May 2017, 03:35

Love the changes but not sure if -10% pop on Elf might be too much.


Re: Age 35 - The Age of Exultance - Preliminary Change

Postby Guest » 06 May 2017, 07:36

agreed, -10% pop on elf is a little harsh... maybe do 7% or 8%


Re: Age 35 - The Age of Exultance - Preliminary Change

Postby forts » 06 May 2017, 14:09

I think the non-surrendering kingdom should still get jubilant as long as they maintain enough hostility on the meter through min time. To prevent abuse, why don't you not tie the ability to surrender to a set time but to a set number on the hostility meter?


Re: Age 35 - The Age of Exultance - Preliminary Change

Postby guest » 06 May 2017, 14:50

Elf still had a difficult time competing with a -5% pop debuff. -7% won't help matters, and -10% pretty much just kills it as a playable race. It took a tremendous amount of science to offset that. When there's suicider races out there, elf just cannot compete. Not to mention other issues it has like a mage race with a weak offensive spellbook. The only way it handles the pop debuff in my opinion is if you upgrade its troops so it is more space efficient. Also, maybe grant it something like faery has permanent reflect magic aura, maybe elf gets permanent fog or double strength forts. As it currently stands, its a nearly unplayable race unless you pick sage and pump science into pop to try to offset its racial penalties.

Some of these changes don't really make much sense. Why give ent tree of gold? Undead can much easier offset their gains debuff with items than elf can. I think undead needed a nerf because most of the things undeads run are on 2 advisors, whereas other races have them spread across many. Like try playing human champ you need 6 or 7 advisors. Or how about cleric? Undead has almost no advisor problem like other races. I'd keep undeads gains the same, give them a science debuff, and spread their bonuses to 4 advisors. Seems silly for them to get amnesia also.

Unsure why dwarf got another debuff. Why make their spells cost more, then give them a minor rune production buff? And slam them with food consumption? Having played dwarf last age, and needing to run an apple, and +300% food science just to not starve, I think that's pretty harsh. Dwarf was already a pretty weak attacker, now giving it a crappier elite and more food consumption, it is basically worthless. All the explorers will run artisan anyways, so the food thing isn't much of an issue for them.

Undead should get -25% science and keep -10% gains in my opinion, I'd lower orc's science debuff to also -25% and maybe give them +10% higher losses like avian.


Re: Age 35 - The Age of Exultance - Preliminary Change

Postby Yez » 06 May 2017, 15:31

The dominance of elf as banks should be remedied by promoting other races as viable candidates, not needing elf to unplayability. Maybe tog on ents is a step in that direction, though not really a good one.
Like elf for tog or dwarf for better be(ops protection) or ???

Btw, undead NM is actually good. You don't always have to LL...


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