Age 116 Proposed
Appearance
Age 116 Proposed Changes
Core Mechanics & Modifications
War Doctrine Updates
If a kingdom has 16 or more provinces of the same race, that race is considered the kingdom’s Dominant Race.
A Dominant Race doctrine has its maximum doctrine strength increased from 12.5% to 15%.
Rituals
- Havoc
- +25% WPA
- +25% TPA
- +20% Spell Damage
- +20% Sabotage Damage
- Stalwart
- +5% Defensive Military Efficiency
- -20% Raze Damage
- -25% Military Casualties
- Benediction
- +20% Building Efficiency
- -20% Draft Costs
- -20% Build Costs -20% Wages
Fog of War
- Removed from OOP
Buildings
- Watch Towers
- Catch chance increased from 2.0% to 2.3%
- Thieves’ Dens
- Thief loss reduction reduced from 3.6% to 3.3%
- Castles
- Castles now also decrease books lost from Learn Attacks.
- Book Protection from Learn Attacks:
- Base Effect: 1.5%
- Maximum Effect: 37.5%
Science
- Shielding multiplier increased from 0.0314 to 0.0350
- Valor multiplier increased from 0.0582 to 0.0620
Spells
- Mystic Vortex
- The chance to remove each active duration spell increased from 50% to 60%.
Relations
Force Ceasefire Changes
FCF becomes available when all of the following are met:
- The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter
- FCF will incur a penalty if within War Range of the aggressor (15% NW or Land)
- Penalty will be a loss of 2% Honor and 2% Science.
- There is no penalty incurred for FCF if out of War Range of the aggressor
- FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom
Out of War Attack Penalty Updates
If a kingdom targets another kingdom that is less than 85% of both its Land and Networth, and the aggressor escalates relations against that kingdom to Unfriendly or Hostile, additional penalties apply to further attacks made by the larger kingdom against that smaller kingdom.
- At Unfriendly:
- Traditional March: additional -10% Battle Gains
- Learn Attack: -25% Books Taken
- All Attack Types: additional +5% Military Casualties
- At Hostile:
- Traditional March: additional -20% Battle Gains
- Learn Attack: -40% Books Taken
- All Attack Types: additional +10% Military Casualties
- Attack Time: additional +10%
These penalties only apply out of war and only to attacks made by the larger kingdom against the specific smaller kingdom that triggered them.
- Following spells will be available to defending kingdoms in Unfriendly relations
- Fireball
- Lightning Strike
- Fools Gold
- Meteor Showers
Dragons
- 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
- All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard & thieves
- Emerald Dragon
- +25% Military Casualties
- -25% Combat Gains
- Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%
- Ruby Dragon
- -12.5% Military Effectiveness
- +20% Military Wages
- Destroys 5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert
- Topaz Dragon
- -25% Building Efficiency
- -25% Income
- Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold
- Sapphire Dragons
- -35% WPA and TPA
- -1 Mana Recovery
- -1 Stealth Recovery
- +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
- Destroys 30% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies.
Races
Avian
- Bonuses:
- -20% Attack Time
- -25% Training Time
- -25% Military Wage Cost
- War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom
- Unique Passive: Aerial Supremacy
- Successful attacks destroy 15% of the target’s current War Horses and 10% of the target’s current Prisoners.
- Spells:
- Town Watch, Illuminate Shadows
- Penalties:
- No Access to Stables and War Horses
- +20% Rune Cost
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 17/2, 750gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: n/a
Dark Elf
- Bonuses:
- +25% Offensive WPA
- +25% Instant Spell Damage
- -40% Rune Cost (Not Including Rituals)
- Can train Thieves using Specialist Credits
- War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom.
- Unique Passive: Dark Ritual
- After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 40 acres.
- This generation is capped at 75 Wizards per successful attack
- Spells:
- Blizzard, Mage’s Fury, Illuminate Shadows, Mind Focus, Fool’s Gold
- Penalties:
- -15% Birth Rates
- +15% Damage taken from sabotage operations
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 13/0, 5.2nw
- Defensive Specialist: 0/11, 5.5nw
- Elite Unit: 16/2, 700gc, 6.5nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dryad
- Bonuses:
- +25% Homes Capacity and Production
- +10% DME
- -30% Defensive Military Losses
- Prisoners provide +1 defence point when defending
- War Doctrine (In War): Provides up to +12.5% Defensive Military Efficiency and -12.5% Defensive Military Casualties to you and your kingdom.
- Unique Passive - Thick Bark
- After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.
- Spells:
- Aggression, Greater Protection, Reflect Magic
- Penalties:
- +15% Attack Time
- +1 Cost to Stealth and Magic
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/12, 6.0nw
- Elite Unit: 14/7 850gc, 7.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dwarf
- Bonuses:
- +20% Building Efficiency
- -70% Construction Time
- War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
- Unique Passive: Architect's Revenge
- Incoming Raze damage reduced by 20% and Raze damage deals an additional 20% damage
- Spells:
- Miner’s Mystique, Town Watch, Reflect Magic
- Penalties:
- Cannot Accelerate Construction
- +150% Food Consumption
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 15/5, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 3/0, 0.9nw
Elf
- Bonuses:
- +40% Magic Effectiveness (WPA)
- +1 Mana Per Tick in War
- +25% Offensive Spell Duration
- +30% Rune Production
- War Doctrine (In War): Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom.
- Unique Passive:
- Chastity reduces population growth to zero.
- Spells:
- Pitfalls, Vermin, Sloth, Reflect Magic, Chastity
- Penalties:
- +30% Draft Costs
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/13 , 6.5nw
- Elite Unit: 14/5 750gc, 7.0nw
- Mercenary:8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse:2/0, 0.6nw
Faery
- Bonuses:
- +20% Self Spell Duration
- +20% WPA
- +1 Mana Recovery per Tick
- War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
- Unique Passive - Leyline Interference
- Enemy spells cast against Faery provinces have a 20% chance to fail.
- Spells:
- Greater Protection, Reflect Magic, Salvation, Illuminate Shadows, Tree of Gold, Revelation, Chastity, Fountain of Knowledge
- Penalties:
- -5% Population
- +10% Training Time
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 9/0, 3.6nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 4/16, 1100gc, 8.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Gnome
- Bonuses:
- +25% Income
- +30% Specialist Credit Gained
- -30% Training Costs
- War Doctrine (In War): Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom.
- Unique Passive - Inventive Logistics
- Whenever a Gnome completes a successful attack, they gain Building Credits equal to 20% of acres gained and Specialist Credits equal to 10% of the acres gained.
- Spells:
- Fountain of Knowledge, Invisibility, Guile, Steal War Horses
- Penalties:
- None
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/11, 5.0nw
- Elite Unit: 15/5 800gc, 7.0nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Halfling
- Bonuses:
- +10% Population
- Immunity to Meteor Showers
- +1 Stealth Regeneration Per Tick
- +20% Thievery Effectiveness (TPA)
- War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
- Unique Passive: Silent Assault
- Sabotage operations suffer 50% fewer thievery losses. Additionally, Successful attacks generate 1 Thief per 30 acres, up to a maximum of 100 Thieves per successful attack.
- Spells:
- Tree of Gold, Greater Protection, Invisibility
- Penalties:
- -15% WPA
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 10/12, 900gc, 6.0nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Orc
- Bonuses:
- +10% Gains OOW & +15% Gains During War
- -50% Draft Cost
- +10% Enemy Military Casualties
- War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
- Unique Passive - Blood Spoils
- Successful attacks convert 25% of enemy military casualties into Specialist Credits
- Spells:
- Bloodlust, Wrath
- Penalties:
- +20% Instant Damage from Sabotage and Sorcery
- Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 13/0, 5.2 nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 19/1, 850gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Undead
- Bonuses:
- -40% Military Losses
- Plague Immunity
- Always carries Plague and chance to spread
- No Food Requirement
- War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
- Unique Passive: Death March
- Converts 30% of offensive losses into Soldiers instantly.
- Spells:
- Animate Dead, Aggression Vermin
- Penalties:
- Cannot build Hospitals
- Units
- Soldier 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 17/4, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Personalities
The Artisan
- +40% Building Capacity (Homes, Stables, Dungeons)
- +40% Building Production (Banks, Farms, Stables, Towers, Homes)
- Immune to Plunder, Greed and Incite Riots
- +20% Economy Science Efficiency
- Access to Ghost Workers, Greater Protection
- Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
- Unique Passive – Construction Delays
- For 3 ticks after a successful attack, enemy’s/target’s building efficiency is reduced by 10% (Does not stack)
The Cleric
- +1 Elite Defensive Value
- +1 Defensive Specialist Strength
- -1 Self Spell Mana Cost
- -20% Damage from Instant Spells
- Immune to Chastity
- +40% Shielding Science Efficiency
- Access to Salvation, Revelation, Divine Shield, Illuminate Shadows
- Starts with +800 Soldiers and +800 Specialist Credits
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive: Divine Favour:
- When casting self-spells, Clerics have a 50% chance to double the spell duration
The General
- +1 General
- -25% Training Cost & Speed
- Can Train one Elite for every two Specialist Credits
- +20% Military Science Efficiency
- Access to Mist, Wrath
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive - General’s Authority
- Attacks inflict +15% Enemy Military casualties when two or more generals are sent.
The Heretic
- +35% Offensive TPA
- +35% Offensive WPA
- -50% Thief Losses
- +50% Guild Effectiveness
- +20% Arcane Science Efficiency
- Access to Nightmares, Fools Gold, Vermin, Magic Ward
- Starts with +400 Wizards and +400 Thieves
- Unique Passive : Arcane Frenzy
- After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack
The Mystic
- +100% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +25% WPA
- +40% Channeling Science Efficiency
- Access to Pitfalls, Meteor Showers, Chastity
- Starts with +800 Wizards
- Unique Passive- Focused Channelling
- While above 60% mana, spells gain +20% WPA
The Necromancer
- +25 % WPA
- +5% OME -40% Rune Cost (Not Ritual)
- +40% Channeling Science Efficiency
- Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile
- Starts with +400 Wizards +400 Specialist Credits
- Unique Passive – Dark Pact -
- After each successful attack, The Necromancer converts:
- 7.5% of the enemy's killed units into Wizards.
- 20% of the enemy's killed units into Soldiers.
- 10% of the enemy's killed units into Peasants.
- After each successful attack, The Necromancer converts:
The Rogue
- +75% Thieves' Dens Effectiveness
- +25% TPA
- +1 Stealth Recovery per Tick
- Access to All Thievery Operations
- +40% Crime Science Efficiency
- Starts with +800 Thieves
- Unique Passive - Shadow Persistence
- Rogue provinces may perform thievery operations while overpopulated.
The Sage
- +20% Book Generation
- +20% Scientist Generation
- +40% Learn Protection
- +15% Science Efficiency
- Access to Revelation, Fountain of Knowledge
- Starts with +2 Scientist
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive - Focused Resolve
- While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.
The Tactician
- -20% Attack Time
- +40% Specialist Credits Gains
- +40% Draft Speed
- No Thieves lost on Intel
- +40% Siege Science Efficiency
- Access to Clearsight
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive: Interdiction -
- Successful Attacks in War destroy resources as follows:
- 25% of gold
- 25% of runes
- 25% of food
- Successful Attacks in War destroy resources as follows:
The Warrior
- +15% Offensive Military Efficiency
- +5 Mercenary & Prisoner Strength
- Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
- +10% Enemy Defensive Casualties
- +40% Tactics Science Efficiency
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive: Battle Cry
- Upon successful attack, the attack will destroy 1.5% of the entire population.
The War Hero
- +10% Battle Gains (War Only)
- -25% Honor Loss
- +50% Honor Effects -25% Military Casualties
- Offensive specialist gets +2 strength (Affects NW)
- +50% Valor Science Efficiency
- Access to Quick Feet, Righteous Aggressor, Heroic Inspiration
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive - Heroes Culling
- Successful Massacres kill an additional +5% peons and kill an additional 2% thieves and wizards.