Age 30 - The Age of Strife - FINAL CHANGES

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Age 30 - The Age of Strife - FINAL CHANGES

Postby Fogtopia » 22 Feb 2016, 19:38

Age 30 - The Age of Strife - FINAL CHANGES

Age will begin Wednesday 24th of February and run into May.

Force Wars

A couple of rule changes to make this more palatable, giving the option for kingdoms to not have to fight (due to inconvenience or an overwhelming chance of losing) and to cancel the war if it seems likely the forcing kingdom has downsized heavily to declare on you.

Cancel War: If the forcing kingdom grows 10% or more kingdom networth then the targetted kingdom has the option to cancel the war counter.

Capitulate: During the first 24 hours of a timer, a kingdom can refuse the war. When the timer expires they will lose the war automatically and the declarling kingdom will gain the win.

Networth

Science networth to be increased from 1/60th per book to 1/30th per book.

Quests

Yep, still on the back burner - suggestions welcome here please. I am adding 'sandbox' also - this is coming along better than the quest idea.

Spell Changes

Tree of Gold to be changed back to 40-80% i think the randomness is better - this is an income improvement over the current (50%) tree of gold

Hostile Operations effect will be adjusted by defiance and add to defiance. For instance, Land lust will add 2 points to the targets defiance. Intel and stealing operations will not effect defiance.

Nightmare boosted: 25% of all soldiers (was 20%) and 2.2% (was 1.8) of basic military specialists, but only 1.1% (was 0.9%) of elites and thieves.

Dragons

Dragon health is modified by gains - if a target is 50% gains the dragon will be sent at 50% strength.

You cannot send or receive dragons if you have an active war counter.

Race and Personality Changes

Summary

Humans:
Ambassador: Mercenaries fight for half cost,+30% Draft Rate Aggression Double Strength (3-0) Soldiers.
Bailiff: Prisoners make 2gc (instead of 0.5gc) 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. +35% Dungeon Capacity. Spell: Quickfeet
Seer: Lose 5% books books when recycling science, -75% science learning time Spell: Nullify


Elves:
Bard: +15% Breed Rate, peasants work 1.5 jobs Spell: Invisibility
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 (was 15%), +50% random events


Halflings:
Baker: -30% food consumption,Torch Farms, +20% Mills Coverage
Chef: +25% food production, Spell:Second Breakfast, Propaganda, ,+15% Thief Den Coverage

Ent:
14/12 Elite was 13/14, 1350gc was 1500 gc, 12nw was 13 nw
Summerwillow:Larger acre provinces take -50% honour, Lose Bloodlust.+15% Honour Effects[
Cleverwood: +10% Combat Gains (was 15%) Spell: Mind Focus

Faery:
3/8 Elite, 1100gc, was 1000 gc, 8nw
Diviner: -50% honour loss against provinces with more honour, Spell: Blessing, +5% Science Effects


Avian
Scout: -20% Explore Cost, +25 Credits on Attacks ,-20% offensive losses
Sheriff: Gain 35% thieves on failed operations from your war opponent. +%15 Enemy Thief Casualties
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

Dark Elves:
4/7 Elite was 5/7, 750gc was 650gc, 6nw
Templar: -15% casualties, Claim Territory - 15% of acres taken on trad march are transferred to your explore pool from enemy pool. +5% Magic Effectiveness, -20% Wages Cost
Slaver: Gains 65% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain 65% extra prisoners from attacks, +65% Dungeon Capacity, Spell: Bloodlust

Dwarves:
7/4 Elite was 7/6, 850gc, 7nw
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.
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.)
Pathfinder: -50% time for reconnaissance attacks, -5% attack time, +4% Offensive Modifier.

Gnomes:
3/6 Elite was 5/5, 500gc, was 350gc, 6nw was 5nw
Artificer: -60% accelerated training cost (was 25%), can send thieves against a dragon (5 damage per thief sent) 10% magic resistance, -25% Build Time, Spell: Greater Protection
Benefactor: -10% explore cost, Failed attacks return 75% quicker +10% Bank Coverage, Spell: Miners Mystique
Orcs:
Orcs: +5% Combat gains (was 10%)
Tactician: +5% Combat gains (was 10%) in WAR
Slaughterer:Gain 100 food from each battle casualty, +15% Enemy Casualties,+10% Massacre Results

Undead:
8/4 was 8/3 Elite, 950gc, was 800gc, 8nw was 7.5nw
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% +10% Magic Effectiveness, Spell: Rune Harvest

Artisan:
Judge: -15% Training Time (was 30%), 10% Honour Gains
Builder:+20% Build speed (was 30%)
Engineer:++20% Armoury coverage (was 25%)

Freak:
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 Effects

Sage:
Instructor: Spell: Mind Focus, -Spell: Reflect Magic
Scholar: +15% Increased Learn Results
Professor: +10% Science Effectiveness

Mystic:
Kingdom Influence: All provinces gain +15% wizard power (was 10%)
Conjurer:+35% Rune production (was +25%) , no rune decay
Archmage:-35% rune cost (was -30%)
Sorceror:+15% Spell Effect (was 10%), Lightning takes only 2 mana.


Druid:
-20% Combat Deaths
Kingdom Influence: -10% Combat Deaths

Ovate:Rune Harvest Spell, 30% minimum success on spells and thief ops.
Shapeshifter : 0.5% specialists trained into elites each day (was 0.8%)


Rogue:
Kingdom Influence: All provinces gain +20% thief power
Embezzler: -40% thief cost (was -50%)
Cheat: -40% Thief Casualties (was -50%)


Warrior:
-10% Attack time
Captain: -5% Attack time
Jouster: Gain honour from conquest attacks (about a quarter of trad march), Conquest is 15% quicker

Cleric:
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, Ambush is 15% quicker, -10% Training Cost
Preacher: 25% magic resistance, -25% science learning time, Spell: Mind Focus
Monk: -1 stealth, +1 mana per hour, +20% Guild Coverage
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production

Merchant:
Kingdom Influence: 10% more gold Income (was 5%).
Trafficker: Can aid horses - Target cannot exceed max pop. +150% dungeon capacity

Champion:
+6% population (was 5%)
Kingdom Influence: +3%

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: +200% Stable Production, double speed bonus from horses
Cavalier:+3% Defensive Military Bonus


War Hero:
Kingdom Influence: Gain 15% more honour (was 10%)
Traveller: -30% Exploration time, +15% Barracks Coverage, +50% Random Events.



Races


Halflings
6/5 Elite, 600gc, 6nw
Dragon Immunity

HALFLING ADVISORS
Baker: -30% food consumption,Torch Farms, +20% Mills Coverage
Chef: +25% food production, Spell:Second Breakfast, 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 Mayor: +25% defense modifier, Townwatch spell
Shadowthief:steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) +25% thievery effect, Invisibility spell.
Smith: -75% Defensive casualties, +100% defiance (raises 2x normal rate)

Ent
Elites and Specialists take up double population space (not including queued)
Cannot use horses.
15% Slower Attack
+5 Off spec (cost 700gc, 8nw)
+5 Def spec (cost 700gc, 10nw)
14/12 Elite was 13/14, 1350gc was 1500 gc, 12nw was 13 nw

ENT ADVISORS
Irontrunk: 50% resistance to Nightstrike, Gloom, Clearsight spell
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, Lose Bloodlust.+15% Honour Effects[
Cleverwood: +10% Combat Gains (was 15%) Spell: Mind Focus


Avians
-20% Attack time
+1 Defensive specialist strength
Aerial Annihilation (No attacking losses on massacres,learns or plunders against unfriendly or hostile kingdoms)
Cannot use horses
8/2 Elite, 750gc, 6.5nw

AVIAN ADVISORS
Watchman: +60% Watchtower Coverage, Town Watch, Ghostworkers
Envoy: Spells: Greater Protection, -20% Honour Loss
Wingrider: -5% Attack Time, Elites use their offense not their defense when ambushed.
Scout: -20% Explore Cost, +25 Credits on Attacks ,-20% offensive losses
Sheriff: Gain 35% thieves on failed operations from your war opponent. +%15 Enemy Thief Casualties
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


Dark Elves
+15% Magic effectiveness
+2 Offensive specialist strength
Evil Enthrall (10% of enemy troops slain on attacks join province)
4/7 Elite was 5/7, 750gc was 650gc, 6nw

DARK ELF ADVISORS
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% casualties, Claim Territory - 15% of acres taken on trad march are transferred to your explore pool from enemy pool. +5% Magic Effectiveness, -20% Wages Cost
Slaver: Gains 65% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain 65% extra prisoners from attacks +65% Dungeon Capacity, Spell: Bloodlust

Dwarves
+25% Building Efficiency
7/4 Elite was 7/6, 850gc, 7nw

DWARF ADVISORS
Berzerker: +25% Enemy Casualties, +5% Military Efficiency when successfully hit (non recon)
Mason: -75% Building construction and Raze costs
Pathfinder: -50% time for reconnaissance attacks, -5% attack time, +4% Offensive Modifier.
Crafter: Ghostworkers spell, +15% Training Grounds Coverage 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.
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.)

Elves
+2 Def Spec
+15% Magic Effectiveness
6/4 elite, 750gc, 6nw

ELF ADVISORS
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 bonus, 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 (was 15%), +50% random events


Faery
+1 Off spec
-15% gold income
Reflect Magic Aura
3/8 Elite, 1100gc, was 1000 gc, 8nw

FAERY ADVISORS
Alchemist: Spells: mind focus, Tree of Gold, Miners Mystique
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: +10% duration on operations, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, clearsight, warspoils, town watch, reflect magic, Meteor Showers, pitfalls, Amnesia, Nightmares

Gnomes
+20% Population Bonus
+20% explore cost
Quell Riots (Intra kingdom incite riots cancels existing riots)
3/6 Elite was 5/5, 500gc, was 350gc, 6nw was 5nw

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

Humans
+20% Science Effectiveness
Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
7/5 Elite,750gc,6.5nw

HUMAN ADVISORS
Witch finder:+60% Arcane Library Coverage
Outrider: Horses have 2 offensive points, +20% Thievery Effects, 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 (instead of 0.5gc) 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. +35% Dungeon Capacity. Spell: Quickfeet
Seer: Lose 5% books books when recycling science, -75% science learning time Spell: Nullify


Orcs
+5% Combat gains (was 10% does not include ambush)
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/3 Elite, 800gc, 7.5nw
ORC ADVISORS
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties (was previously just 50% slower)
Destroyer: -50% Draft costs and wages.
Overseer: Peasants produce 4gc
Tactician: +5% Combat gains (was 10%) in WAR
Slaughterer:Gain 100 food from each battle casualty, +15% Enemy Casualties,+10% Massacre Results

Undead
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 was 8/3 Elite, 950gc, was 800gc, 8nw was 7.5nw

UNDEAD ADVISORS
Reanimator: -90% offensive losses and -50% defensive losses (new), 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
Corpsemaster: Gain 20% of enemies killed in attacks as prisoners
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% +10% Magic Effectiveness, Spell: Rune Harvest

PERSONALITIES

Artisan
+10% Building Efficiency
Kingdom Influence: 5% Building Efficiency

ARTISAN ADVISORS
Architect: Buildings only employ 20 peasants.
Artificer: +10% Building Flat effect bonus
Inventor: Each home provides +25 food, +15% Home Coverage
Judge: -15% Training Time (was 30%), 10% Honour Gains
Builder: +20% Build speed (was 30%)
Engineer:+20% Armoury coverage (was 25%)


Champion
+6% population (was 5%)
Kingdom Influence: +3%

CHAMPION ADVISORS
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
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: +200% Stable Production, double speed bonus from horses
Cavalier:+3% Defensive Military Bonus

Freak
Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
Kingdom Influence: 50% more chance of random events

FREAK ADVISORS
Gambler: Daily Income has a 10% chance of being 300% more and a 10% chance of being nothing (was 100% more income, and 5% of none)
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 (was 30%)
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 Effects



Merchant
Kingdom Influence: 10% more gold Income (was 5%)

MERCHANT ADVISORS
Banker: +10% Income
Accountant: -30% stealing losses +5% income
Auditor: Trade balance decays at 5% (instead of 1%)
Marketer: No limit on Sending Aid packages, +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.
Economist: Gain 150 gc per enemy slain
Trafficker: Can aid horses - Target cannot exceed max pop. +150% dungeon capacity

Mystic
+1 Mana per hour
Kingdom Influence: All provinces gain +15% wizard power (was 10%)

MYSTIC ADVISORS
Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect
Elementalist: Meteor Shower
Conjurer:+35% Rune production (was +25%) , no rune decay
Archmage:-35% rune cost (was -30%)
Sorceror:+15% Spell Effect (was 10%), Lightning takes only 2 mana.


Rogue
+1 Stealth per hour
Kingdom Influence: All provinces gain +20% thief power (was 15%)

THIEF ADVISORS
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson
Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility
Bandit: -35% Effect for enemy Watchtowers
Swindler: +15% Thief Stealing Results Embezzler: -40% thief cost (was -50%)
Cheat: -40% Thief Casualties (was -50%)


Sage
+30% Learn Protection
Kingdom Influence: All Science books are 10% cheaper

SAGE ADVISORS
Scientist: Double School Effectiveness - cannot conduct learn attacks while advisor is active
Librarian: 0.5 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available
Researcher: -15% science cost
Instructor: Spell: Mind Focus,Spell: Reflect Magic
Scholar: +15% Increased Learn Results
Professor: +10% Science Effectiveness

War Hero
+50% Honour effect bonus
Kingdom Influence: Gain 15% more honour (was 10%)

WAR HERO ADVISORS
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 hittng larger acre provinces
Guardian: 25% Resistance to Night Strikes, +50% Guard Station Coverage
Pilgrim: Mystic Aura, Mystic Vortex takes only 1 mana.Clearsight
Fortune Hunter: +50% Credits on attacks
Swashbuckler: +10% offensive modifier, +15% Massacre Results
Traveller: -30% Exploration time, +15% Barracks Coverage, +50% Random Events.

Warrior
-10% Attack time (was 5%)
Kingdom Influence: +4% Combat Gains

WARRIOR ADVISORS
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: -5% Attack time
Jouster: Gain honour from conquest attacks (about a quarter of trad march), Conquest is 15% quicker

Cleric
-10% Enemy Gains from combat
Kingdom Influence: -5% Enemy Gains from combat


CLERIC ADVISORS
Cardinal: Blessing spell,+100% (double) success for guild based spells (self spells and bless/restore)
Bishop: +25% Guard Station coverage, +25% hospital coverage +10% Fort Coverage
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, Ambush is 15% quicker, -10% Training Cost
Preacher: 25% magic resistance, -25% science learning time, Spell: Mind Focus
Monk: -1 stealth, +1 mana per hour, +20% Guild Coverage
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production



Druid
-20% Combat Deaths
Kingdom Influence: -10% Combat Deaths


DRUID ADVISORS
Soothsayer: +50% success chance on weather spells (storms, tornadoes, droughts, lightning) and +50% duration or lightning damage
Shepherd : Stables have 400% capacity, capture 25% enemy horses when attacked
Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour
Elder: Nullify Spell, Immune to Fog +5% Building Flat Effect
Ovate:Rune Harvest Spell, 30% minimum success on spells and thief ops.
Shapeshifter : 0.5% specialists trained into elites each day (was 0.8%)
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