Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Game Announcements and Updates.

Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby Fogtopia » 12 Jul 2018, 23:09

Age 39 Age of Bravery Final (ALMOST)

The delay has been terrible and frustrating, and I do not want give excuses but I have a lot of them.

Here are the Changes that will be in and server reset when everything is working. I’ll be emailing everyone out an apology.

Dark Blue texts are new changes for Age 39.
Older age changes can be still seen with other colors with code.

Item Updates

Some changes to legendary items.

The Necronomicon
+2 Stealth per hour
+2 Mana per hour

Some changes to normal items.

Banner of Resurgence
Returns 100 razed acres in or out of war

Spell Updates

Using the natural weather patterns around your province, your wizards form a dense fog around your province. This causes confusion in combat reducing enemy gains and your home casualties by 20%.

Game Mechanic Updates

Defiance has a maximum of 80%

You can attack and op out of war at the last province that hit you.
RKNW to be removed, some of you might remember this from utopia, but it was a mechanism which meant smaller kingdoms have better gains that larger kingdoms. This is no longer needed.

Ambush can not have its hours adjusted on the attack page.

Sending aid to larger provinces increases trade balance on the larger province by total trade value x (large province networth / smaller province networth)



+50% Wages
+25% (was +10%) Income
+25% Science Effects

Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
5/8 Elite, cost 1250gc, 9.5nw
+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, Spell: Minor Restoration
Ambassador: Mercenaries fight for half cost,+30% Draft Rate, Aggression Double Strength (3-0) Soldiers ,+1 Stealth per hour
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
-20% Attack Time
Cannot use horses
Aerial Annihilation (No attacking losses on massacres, learns or plunders against unfriendly or hostile kingdoms)
9/1 Elite, cost 825gc, 7.5nw
+1 Defensive Specialist Bonus, cost 350gc, 6nw
+1 Offensive Specialist Bonus, cost 450gc, 4.9nw


Watchman: +60% Watch Tower 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. +40% Enemy Thief Casualties,+15% Catch Thieves. Life Sentence. (Prisoners fight as 5-0), +5% Income Modifier


-10% Combat Gains
-35% Honour Effects
-15% Honour Gains
No food needed
Immune to plague
Spreads plague +50%
Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
8/4 Elite, cost 1000gc, 8nw
+2 Offensive Specialist Bonus, cost 600gc, 6nw


Reanimator:-75% offensive losses and -35% 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, +15% Magic Effectiveness
Mortician: Each day 5% of prisoners are trained into elites.-25% Training Time
Gravedigger: Gain 30% enemy troops killed due to nightmares,+50% success chance on Nightmares.
Revenant: 50% Resistance to incoming Nightmares. Spreads plague +15%, +35% Magic Effectiveness, Spell: Rune Harvest, +1 Mana per hour
Corpsemaster: Gain +50% extra prisoners from attacks.


-35% Magic Effectiveness
Removed +5% Income
-15% Attack Time
Dragon Immunity
6/6 Elite, cost 800gc, 7nw
-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, -20% Ambush acre losses.
Shadowthief: steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) 25% Thievery Power, Spell: Invisibility. +30% Stealing Results, +2 Stealth per hour
Smith: -75% Defensive casualties, +25% defiance,+25% Guard Station Coverage
Mayor: +25% Defensive military bonus, Townwatch spell, +5% Building Efficiency, +15% Building Flat effect bonus


Each land provides +5 food
-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)
16/9 Elite, cost 1500 gc, 15nw
+6 Offensive Specialist Bonus, cost 800gc, 10nw
+6 Defensive Specialist Bonus, cost 800gc, 12nw


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 +30 food
Summerwillow:Larger acre provinces take -50% honour, +25% Honour Effects
Cleverwood: +15% Combat Gains, Spell: Mind Focus,+50% Operation or Spell Duration Bonus

Dark Elves

-35% Birth Rate
+20% Magic Effectiveness
+15% Thievery Power
Evil Enthrall (20% of enemy troops slain on attacks join province)
1/6 Elite, cost 750gc, 5.75nw
+4 Offensive Specialist Bonus, cost 700gc, 7 nw


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: +20% 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, cost 800gc, 6.75nw
+1 Defensive Specialist Bonus, cost 450gc, 6nw


Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% Offensive Military Bonus,-15% Ambush acre losses.
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, +25% 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, +15% Fort Coverage, +5% Population Bonus
Berzerker: +25% Enemy Casualties, Berzerk Rage +3% Military Efficiency when successfully hit by trad march) Spell: Bloodlust


-5% Population
-5% Building Efficiency
+15% Magic Effectiveness
8/2 elite, 1050 gc, 8.25 nw
+3 Defensive Specialist Bonus, cost 950gc, 8.25nw


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% Birth 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, Quickfeet.
Farmer: +75% food production, No food decay, Spell: Second Breakfast
Guildmaster: +25% Wizard Recruitment, +50% random events


-35% gold income
Reflect Magic Aura
2/9 Elite, cost 1250gc, 9nw
+1 Offensive Specialist Bonus, cost 500gc, 4.8 nw


Alchemist: Spells: Mind focus, Tree of Gold, Miners Mystique, +20% Spell Effect
Agent: +1 Stealth per hour, -25% thief cost, +25% Thief Den Coverage, +15% Catch Thieves
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold income, +20% Home Coverage
Diviner: -50% honour loss against provinces with more honour,Spell: Blessing, +10% Science Effects, +35% Honour Effects
Enchantress: +25% Operation or Spell Duration Bonus, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, Clearsight, War Spoils, Town Watch, Reflect Magic, Meteor Showers, Pitfalls, Amnesia, Nightmares


-40% Learn Results
-25% Science Effectiveness
+35% Build Time
+15% Combat Gains
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
11/2 Elite (was 10/2), cost 1100 gc (was 975), 11 nw (was 9.5)
-1 Deffensive Specialist, cost 300 gc, 4.5nw
+3 Offensive Specialist Bonus, cost 550gc, 6.2nw


Slaughterer: Gain 100 food from each battle casualty, +40% Enemy Casualties,+15% Massacre Results
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties. +35% Dungeon Capacity
Destroyer: -50% Draft costs and wages,+5% Combat Gains
Overseer: Peasants produce 4gc,+50% Birth Rate, 35% Resistance to Nightmares
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance, -25% offensive losses
Tactician: -10% Attack Time in WAR, Trade Balance Decay +50%


+35% Population Bonus
+50% Explore Cost
+10% Attack Time
Quell Riots (Intra kingdom incite riots cancels existing riots)
3/7 Elite, cost 700gc, 7.25nw


Prophet: +20% Thievery Power, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate, -25% Honour Loss
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: +20% Thievery Power, Spell: Fog,Pitfalls, Bloodlust,+10% 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. +25% 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: +40% Building Flat effect bonus
Architect: Buildings only employ 20 peasants.
Inventor: Each home provides +25 food, +25% Home Coverage, 0.1 books generated per acre per tick
Judge: -15% Training Time, 10% Honour Gains, +10% Catch Thieves
Engineer: +20% Armoury coverage, -30% Building construction and Raze costs


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


Cavalier: +3% Defensive Military Bonus, +3% Offensive Military Bonus, -3% Attack time, +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% Combat Deaths, +25% 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% Stable Production, +35% Stable Capacity, 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, +15% Income Modifier
Zealot: Immune to Plague, +10% defensive military bonus, Fanaticism has double effect (+8% OME, -6% DME), -20% Combat Deaths.
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, 10% chance of a random event when you successfully attack
Oddball: 20% chance of not losing stealth with an operation, +25% Magic Effectiveness
Fanatic: 20% chance of not losing mana when casting a spell, +25% 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, +50% Stable Capacity.
Banker: +10% Income, +25% Banks Coverage
Accountant: -30% stealing losses +5% income, +20% Catch Thieves
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% Army 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, +30% Wizard Recruitment
Conjurer: +50% Rune production , no rune decay
Archmage: -35% rune cost, +5% Science Effectiveness
Sorceror: +35% Spell Effect, Lightning takes only 1 mana.
Elementalist: Meteor Shower, +25% Magic Effectiveness


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


Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility, +10% Thief Dens Coverage
Bandit: -35% Effect for enemy Watch Towers, +1 Stealth per hour.
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, +20% Thievery Power


Gifted Child (Start with extra 950 Honour.)
+30% Learn Protection
Kingdom Influence: -15% Science Cost


Scientist: Double School Effectiveness (Can not conduct learn attacks while advisor is active.)
Instructor: Spells:Mind Focus, Reflect Magic
Scholar:: +15% Increased Learn Results, +50% Enemy Thief Casualties, +15% Catch Thieves.
Professor: +10% Science Effects, Operations: Propaganda, +75% random events, Random events give +50% results
Librarian: 0.6 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available:, +20% Arcane Library Coverage, +1 Mana per hour
Researcher: -20% science cost,-50% science learning time

War Hero

+75%Honour Effects
+10% Honour Gains
Kingdom Influence: Gain 15% more honour


Guardian: 35% Resistance to Night Strikes, +50% Guard Station Coverage
Pilgrim: Spells:Mystic Aura, Clearsight, Mystic Vortex takes only 1 mana, +15% Honour Gains
Swashbuckler: +15% offensive modifier, +15% Massacre Results
Fortune Hunter:+50% Credits on attacks, Random events give +60% results, +30% Random Events.
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, +45% Barracks Coverage, +30% Random Events.


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


Soldier: +50% Draft Rate, -25% Food Consumption
Militant: -30% Ambush acre losses, -25% offensive losses, +25% Birth Rate
Warlord: -50% Draft Cost, -50% Wages Cost
Duelist:+15% gains on the last province that successfully attacked you, -30% Ambush Attack Time
Captain: +%25 Increased Raze Results, -5% Attack Time
Jouster: Gain honour from conquest attacks (about a quarter of traditonal march),Conquest is 15% quicker,+5% Combat Gains, -10% Attack Time


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, -25% Ambush Attack Time, -15% Training Cost,+20% Watch Tower Coverage
Preacher: -25% magic resistance, -25% science learning time, Spell: Mind Focus, -20% Draft costs and wages
Monk: -1 stealth, +2 mana per hour, +50% Guild Coverage, +5% Defensive Military Bonus.
Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% Birth Rate
Priestess: Spell: Restoration, Holy Vortex, +30% Rune Production, +35% Operation or Spell Duration Bonus, -5% Enemy Gains from combat


Each land provides +2 food
-35% Combat Deaths
Kingdom Influence:-20% Combat Deaths


Elder: Spells:Nullify, Mystic Aura, Meteor Showers, +25% Building Flat Effects,+25% Spell Effect
Ranger: -50% Exploration time, -25% explore soldier cost, +2 Stealth, -1 Mana per hour, +25% Training Grounds Coverage, -%5 Attack Time
Soothsayer: +50% success on Tornado and +50% damage,+50% success on Lightning and +50% damage,+50% success on Drought or Storms and +50% duration,+35% success on Meteor Showers and +35% duration.
Shepherd : +400% Stable Capacity, capture 25% enemy horses when attacked, +35% food production
Ovate:Rune Harvest Spell, 25% minimum success on spells and thief ops.
Shapeshifter: 0.5% specialists trained into elites each day, +10% Catch Thieves
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Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby vlad » 14 Jul 2018, 01:11

the game needs alot of changes. something to revive it so to say. some things need pushed forward and some things need tuned back alot cause as the game stands there is a obvious best and worst for each role. theres not enough variety avians own the attacker front, DE owns the AM hybrid front, halfling owns the AT hybrid. feary owns the mystic front (only unless you want your mystic to restore as well) and gnome owns the rouge front. DE and halfer and even feary also kind of own the heavy attacker front over orc and undead too right now. think about that 2 hybrid races and a TM race can out heavy the races that are literally supposed to be heavy attackers.

first and foremost orc. adding 1 point to the leets doesn't change the fact its unplayable. the build time alone means its unplayable in war in any higher tier war. on top of the science nerf meaning EVERYTHING late age can beat it in everything even gains which is kinda its calling card. both nerfs kill the race by themselves. together is just a slap in the face. that being said a orc is something that when you think of you should think of mindless destruction. they should be focused on being a attacker and doing that job well

my recomendations


remove -25% science effectivness
remove +35% build time
change elite to 12-2
add +15% offence losses
keep the learn results thats plenty enough of a nerf
keep the -1 def spec despite that being a huge nerf it lines up better now that the leets are 12-2
add to slaughterer (gains 40% of land from razes inside war)

DE right now is just outright too strong. it can do ANYTHING it wants and in most cases better then mostly everything else. has the highest potential offence of any race if you consider everyone trying to run equal raitos. have the highest WPA modifiers of any race. more sustainability to any race with enthrall and champion. AND overpop protection. all im favor of what negative? pop rate? it needs to be toned down alot
and made to be either a hybrid or a heavy whatever you see fit. not a can do everything extreamly well race for my changes i assume a hybrd.



remove + 15% theivery
remove clear sight
remove -15% combat deaths from templar and add +15% offence losses.
remove -20% wages
change -35% birth rate to -25%
change +20% magic effectivness to 15% on both passive and warlock
change +100% rune production to +50%
make the off spec bonus either +3 or up its NW value to 9.
New spell added to slaver: mind control, similar to rouge propaganda but 75% of the potential damage and only effects specialists and leets not wizards or thieves

avians i dont really have much to say for. they are in a good spot really its just the other attackers need to be brought up to their levels. the only thing i would change is the fact that they have some really high theif resistance other then that i think they are pretty well tuned



remove -20% losses from scout (kinda counteracts the whole more speed for more losses tradeoff avian has)
change +25% credits on attack to +35%
change +15 catch thieves to +10%
change +60% WT coverage to +40%
new spell added to spotter. unreachable: -40% offence losses +25% attack time

i have more ill get to later and i plan on doing changes for each race. but i have to run to town before the store closes so ill post these and see what you guys think of the style (kinda trying to make each race unique and more usable so no one race is the hands down best at anything)


Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby lardass » 14 Jul 2018, 13:29

Vlad I completely agree with you, Ive been arguing for at least 5 ages now that Admin has effectively destroyed ALL attacking races in favor of Diebrids. Ive been playing this game a long time now, and I personally hate Diebrids. Dont get me wrong they do have a place in the game, but the game should be dominated by "Purists" not Diebrids
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Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby Felixojr123 » 14 Jul 2018, 17:33

Add in some kind of spell or item to get rid of riots for everyone cuz unless u have someone to quell those riots in ur kingdom u are screwed when u get them for 30 hours in war.


Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby Vlad » 14 Jul 2018, 22:47

Sorry for the delay. Not many responses though do you guy like what few ideas I put forward or should I not bother? I can try to put some more ideas up if you want but if you think what I suggested is too much or w/e let me knowlol


Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby TheUserTemp » 15 Jul 2018, 01:43

I like Fog being nerfed. -25% to gains/losses was too powerful.
Nightmares is a very strong spell right now; trying out the new version should be fun.

I do agree that Orcs are in a bad place but my proposed changes are different:

10/3 Elite
5 Defense Specialist
Keep Science Penalty, Remove Building Penalty.

I also think Elves need some love (their penalties are very bad for all kinds of provinces).


Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby zim312 » 15 Jul 2018, 06:21

remove 1 of the 3-4 orc nerfs and give them
acres lost to trad march/raze are taken from barren acres before built.
then the build time isn't as big a factor,
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Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby vlad » 15 Jul 2018, 06:58

zim that does absolutely nothing. the issue isnt that we cant afford to pay to build buildings the issue is your acres are destroyed long before they can be built. 24 hour build time is outrageous. thats 3 sets of uniques at a minimum.


Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby Grampynotlog » 15 Jul 2018, 14:54

Assassinated wizards and nightstriked troops on the last province that hit you will be returned also when your army returns.

remove this shit for sure, dead troop stay dead unless you have ADVisor bonus on or item


Re: Shortly back to service. ALMOST-FINAL THE AGE OF BLOOD

Postby zim312 » 16 Jul 2018, 06:44

vlad fast enough orcs should only have to rebuild what was lost 1st wave, most further hits should be taking/destroying barren acres leaving your built acres unless they can stick you home and stop your incoming acres.
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