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Here are the changes for Age 68. Thank you to everyone that gave feedback, we have made some changes based on your ideas to mechanics and races/personalities. We’ve also decided to not go with any change to science. When we looked at it in more detail we decided that a more drastic overhaul to science was required and that’s something we will address in a future age.
Schedule
Age 67 End: Saturday 16th April at 12PM GMT Age 68 Freeze Start: Saturday 16th April at 6PM GMT Age 68 Protection Start: Sunday 17th April at 6PM GMT Age 68 Protection End: Monday 18th April at 6PM GMT
Races Avian -25% Attack travel time Cannot be ambushed +30% Birth rates +1 General
Elite: 9/3, 725gc, 8.75 NW Spellbook: Fanaticism, Greater Protection
Dwarf Free Building Construction and Can Use Credits To Raze Buildings -50% Building Construction Time -50% food consumption
Can’t use Accelerated Construction
Spellbook: Mystic Aura, Clear Sight Elite: 7/7, 700gc, 10NW
Elf +2 defensive specialist strength +30% Spell Success - 30% defensive losses +100% land effect from Towers
Spellbook: Pitfalls, Invisibility, Fools Gold Elite: 7/6, 750gc, 8.5NW
Faery
+ 20% Combat Instant Spell Damage + 20% Sabotage Operation Damage + 20% Spell Duration +1 mana per tick in war +1 stealth per tick
Spellbook: All racial spells and Tree of Gold Elite: 5/9, 1200gc, 11NW
Halfling +50% Thievery Operation Success (TPA) -50% thief cost +12% population +2 offensive specialist strength
Spellbook: Aggression, Mages Fury Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW
Human + 30% income Immune to Income Penalties
-15% Spell Success
Spellbook: Fountain of Knowledge, Quick Feet Elite: 9/4, 750gc, 9.25NW
Orc +20% Battle Gains Free draft +25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic Elite: 12/2, 800gc, 10.5NW
Undead -75% Offensive losses on attacks you make Spreads and is Immune to The Plague No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead Elite: 11/3, 950gc, 10NW
Personality
The Cleric -30% Your Military Casualties (on attack or defense) Immune to The Plague Access to Pitfalls Starts with +800 soldiers and +800 specialist credits
The Heretic - new Wizards do not die on failed spells Thieves do not die on failed operations Successful spell casts get 50% of rune cost refunded Access to Nightmares Starts with +100 Wizards and +200 thieves
Merchant - removed
The Mystic All Guilds are twice as effective +50% Magic Science Effectiveness Access to Meteor Showers, Chastity Starts with +200 Wizards
The Rogue +1 Stealth recovery per tick + 100% land effect from Thieves Dens Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda +75% Thievery Science Effectiveness Access to Gluttony Starts with +400 thieves
The Sage Protect 75% of science on attacks Every 2 acres generates 1 book of science Access to Amnesia Starts with 40000 science books
The Tactician -15% Attack Time Accurate Espionage Access to Clear Sight Starts with +800 soldiers and +800 specialist credits
The Warrior +15% Offensive Military Efficiency Enhanced Conquest range Access to Bloodlust Starts with +800 soldiers and +800 specialist credits
The War Hero +100% Honor Effects Converts some Specialists into Elites on successful land attacks Immune to Dragon and Income penalty effects Access to War Spoils Starts with 400 elites
Mechanics
Unit Strength: Buffing unit strengths as below Specialists to 6 Mercs/prisoners to 5 Horses to 2 Soldiers to 2
The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
War win reward: Not granted if the kingdoms are out of range at war start.
War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.
Fortified: Reduced to 48 hours max duration.
End of War ceasefire: Maximum time reduced to 72 hours each. Double wizards removed.
Aggressive stance: Attack time buffed to -15%.
Draft locked and timer message: Will be displayed on the military page around age start.
Aid page: Will inform you that sending aid counts as an aggressive action.
In-game target finder: Additional filters and sorting added for stance and war status.
War room: Will default to the kingdom you are at war with, if any.
Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.
Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.
Vermin: Removed.
Gluttony: New - Increases food required by 25%.
Guilds: Unaffected by BE for the purposes of calculating spell duration.
War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.
Empty kingdoms: I’ll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.
Admin stuff: a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY.
Bugs: Mail: Fixed sent mail being read by sender marking it as read for receiver. Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don’t know why, so we removed and rewrote that entire section. (Original post) | [ Rate this article ] [ Add Comment ] |
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You best put seatbelts on your eyes, because i’m going to take them for the ride of their lives.
Seriously, a lot of changes here - yes, this will probably be fairly unbalanced (and may change a lot, including some things not happening at all) so please make your suggestions here.
Schedule
Age 67 End: Saturday 16th April at 12PM GMT Age 68 Freeze Start: Saturday 16th April at 6PM GMT Age 68 Protection Start: Sunday 17th April at 6PM GMT Age 68 Protection End: Monday 18th April at 6PM GMT
Races Avian -25% Attack travel time Cannot be ambushed +1 General
Elite: 9/3, 725gc, 8.75 NW Spellbook: Fanaticism, Greater Protection
Dwarf Free Building Construction and Can Use Credits To Raze Buildings -50% Building Construction Time
Can’t use Accelerated Construction -50%% food consumption
Spellbook: Mystic Aura, Pitfalls Elite: 7/7, 800gc, 10NW
Elf +1 defensive specialist strength -30% defensive losses +100% land effect from Towers
Spellbook: Pitfalls, Invisibility, Fools Gold Elite: 7/6, 750gc, 8.5NW
Faery
+ 20% Combat Instant Spell Damage + 20% Sabotage Operation Damage + 20% Spell Duration +1 mana per tick in war +1 stealth per tick
Spellbook: All racial spells and Tree of Gold Elite: 6/8, 1000gc, 10.5NW
Halfling +50% Thievery Operation Success (TPA) -50% thief cost +10% population +1 offensive specialist strength
Spellbook: Aggression, Mages Fury Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW
Human + 30% income Immune to Income Penalties
-20% Spell Success
Spellbook: Fountain of Knowledge, Quick Feet Elite: 9/4, 750gc, 9.25NW
Orc +20% Battle Gains Free draft +25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic, Clear Sight Elite: 12/2, 800gc, 10.5NW
Undead -75% Offensive losses on attacks you make Spreads and is Immune to The Plague No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead Elite: 11/3, 950gc, 10NW
Personality
The Cleric -30% Your Military Casualties (on attack or defense) Immune to The Plague Access to Pitfalls Starts with +800 soldiers and +800 specialist credits
The Heretic - new Wizards do not die on failed spells Thieves do not die on failed operations Successful spell casts get 50% of rune cost refunded Access to Nightmares Starts with +100 Wizards and +200 thieves
Merchant - removed
The Mystic All Guilds are twice as effective +30% Spell Success +50% Magic Science Effectiveness Access to Meteor Showers, Chastity, Nightmares Starts with +200 Wizards
The Rogue +1 Stealth recovery per tick + 100% land effect from Thieves Dens Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda +75% Thievery Science Effectiveness Access to Vermin Starts with +400 thieves
The Sage Protect 75% of science on attacks Every 2 acres generates 1 book of science Access to Amnesia Starts with 40000 science books
The Tactician -15% Attack Time Accurate Espionage Access to Clear Sight Starts with +800 soldiers and +800 specialist credits
The Warrior +15% Offensive Military Efficiency Enhanced Conquest range Access to Bloodlust Starts with +800 soldiers and +800 specialist credits
The War Hero +100% Honor Effects Converts some Specialists into Elites on successful land attacks Immune to Dragon and Income penalty effects Access to War Spoils Starts with 400 elites
Mechanics
Science: Extreme science removed. Buildings will generate science directly into specific categories based on building type.
Unit Strength: Buffing unit strenghts as below Specialists to 6 Mercs/prisoners to 4 Horses to 2 Soldiers to 2
The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
War win reward: Not granted if the kingdoms are out of range at war start.
War declaration: Requires 2 different people to have attacked.
Fortified and End of War ceasefire: maximum time reduced to 48 hours each. Double wizards removed.
Aggressive stance attack time buffed to -15%.
Draft locked and timer message: Will be displayed on the military page around age start.
Aid page: Will inform you that sending aid counts as an aggressive action.
Anonymity: This spell will case the target to lose honor, but the attack will not gain it.
Tree of Gold: Reduced amount gained form this spell by 30%.
Guilds: Unaffected by BE for the purposes of calculating spell duration.
Empty kingdoms: I’ll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.
Admin stuff: a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY.
Bugs: Mail: Fixed sent mail being read by sender marking it as read for receiver. Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don’t know why, so we removed and rewrote that entire section. (Original post) | [ Rate this article ] [ Add Comment ] |
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You best put seatbelts on your eyes, because i’m going to take them for the ride of their lives.
Seriously, a lot of changes here - yes, this will probably be fairly unbalanced (and may change a lot, including some things not happening at all) so please make your suggestions here.
Schedule
Age 67 End: Saturday 16th April at 12PM GMT Age 68 Freeze Start: Saturday 16th April at 6PM GMT Age 68 Protection Start: Sunday 17th April at 6PM GMT Age 68 Protection End: Monday 18th April at 6PM GMT
Races Avian -25% Attack travel time Cannot be ambushed +1 General
Elite: 9/3, 725gc, 8.75 NW Spellbook: Fanaticism, Greater Protection
Dwarf Free Building Construction and Can Use Credits To Raze Buildings -50% Building Construction Time
Can’t use Accelerated Construction -50%% food consumption
Spellbook: Mystic Aura, Pitfalls Elite: 7/7, 800gc, 10NW
Elf +1 defensive specialist strength -30% defensive losses +100% land effect from Towers
Spellbook: Pitfalls, Invisibility, Fools Gold Elite: 7/6, 750gc, 8.5NW
Faery
+ 20% Combat Instant Spell Damage + 20% Sabotage Operation Damage + 20% Spell Duration +1 mana per tick in war +1 stealth per tick
Spellbook: All racial spells and Tree of Gold Elite: 6/8, 1000gc, 10.5NW
Halfling +50% Thievery Operation Success (TPA) -50% thief cost +10% population +1 offensive specialist strength
Spellbook: Aggression, Mages Fury Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW
Human + 30% income Immune to Income Penalties
-20% Spell Success
Spellbook: Fountain of Knowledge, Quick Feet Elite: 9/4, 750gc, 9.25NW
Orc +20% Battle Gains Free draft +25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic, Clear Sight Elite: 12/2, 800gc, 10.5NW
Undead -75% Offensive losses on attacks you make Spreads and is Immune to The Plague No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead Elite: 11/3, 950gc, 10NW
Personality
The Cleric -30% Your Military Casualties (on attack or defense) Immune to The Plague Access to Pitfalls Starts with +800 soldiers and +800 specialist credits
The Heretic - new Wizards do not die on failed spells Thieves do not die on failed operations Successful spell casts get 50% of rune cost refunded Access to Nightmares Starts with +100 Wizards and +200 thieves
Merchant - removed
The Mystic All Guilds are twice as effective +30% Spell Success +50% Magic Science Effectiveness Access to Meteor Showers, Chastity, Nightmares Starts with +200 Wizards
The Rogue +1 Stealth recovery per tick + 100% land effect from Thieves Dens Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda +75% Thievery Science Effectiveness Access to Vermin Starts with +400 thieves
The Sage Protect 75% of science on attacks Every 2 acres generates 1 book of science Access to Amnesia Starts with 40000 science books
The Tactician -15% Attack Time Accurate Espionage Access to Clear Sight Starts with +800 soldiers and +800 specialist credits
The Warrior +15% Offensive Military Efficiency Enhanced Conquest range Access to Bloodlust Starts with +800 soldiers and +800 specialist credits
The War Hero +100% Honor Effects Converts some Specialists into Elites on successful land attacks Immune to Dragon and Income penalty effects Access to War Spoils Starts with 400 elites
Mechanics
Science: Extreme science removed. Buildings will generate science directly into specific categories based on building type.
Unit Strength: Buffing unit strenghts as below Specialists to 6 Mercs/prisoners to 4 Horses to 2 Soldiers to 2
The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
War win reward: Not granted if the kingdoms are out of range at war start.
War declaration: Requires 2 different people to have attacked.
Fortified and End of War ceasefire: maximum time reduced to 48 hours each. Double wizards removed.
Aggressive stance attack time buffed to -15%.
Draft locked and timer message: Will be displayed on the military page around age start.
Aid page: Will inform you that sending aid counts as an aggressive action.
Anonymity: This spell will case the target to lose honor, but the attack will not gain it.
Tree of Gold: Reduced amount gained form this spell by 30%.
Guilds: Unaffected by BE for the purposes of calculating spell duration.
Empty kingdoms: I’ll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.
Admin stuff: a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY.
Bugs: Mail: Fixed sent mail being read by sender marking it as read for receiver. Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don’t know why, so we removed and rewrote that entire section. (Original post) | [ Rate this article ] [ Add Comment ] |
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Hi all, below please find the final changes for Age 67, we’ve taken all
the feedback on board and made some adjustments as well some additional
mechanic changes.
Age 67 Schedule
Age 66 End: Saturday 2nd Jan at 6PM GMT
Age 67 Freeze Start: Saturday 2nd Jan at 7PM GMT
Age 67 Protection Start: Tuesday 5th Jan at 6PM GMT
Age 67 Protection End: Wednesday 6th Jan at 6PM GMT
Race Avian
-25% Attack Time
+66% Birth Rate
Ambush Immunity
+ 1 General
Cannot use Stables
Elite: 6/2, 650gc, 5.5 nw
Spellbook: Fanaticism, Greater Protection
Dwarf
+20% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
Can’t use Accelerated Construction
+ 100% food consumption
Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 600gc, 6.5NW
Elf
+ 40% Spell Success (WPA)
+1 defensive specialist strength
-30% defensive losses
Spellbook: Nightmares, Pitfalls, Invisibility
Elite: 5/4, 700gc, 6NW
Faery
+ 20% Combat Instant Spell Damage
+ 20% Sabotage Operation Damage
+ 20% Spell Duration
+1 mana per tick in war
+1 stealth per tick
Spellbook: All racial spells
Elite: 4/5, 800gc, 6NW
Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+10% population
+1 offensive specialist strength
Spellbook: Aggression, Mages Fury
Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW
Human
+ 20% Offensive Military Efficiency in War
Can train elites or specialists with Specialist credits
-10% battle gains
Spellbook: Fountain of Knowledge, Quick Feet
Elite: 6/3, 950, 6.5NW
Orc
+20% Battle Gains
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic, Clear Sight
Elite: 7/1, 750gc, 6NW
Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead
Elite: 7/2, 800gc, 6.5NW
Personality
The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits
The Merchant
Gain 20% more Specialist and Building Credits
Access to Tree of Gold
Starts with +1600 specialist credits
The Mystic
All Guilds are twice as effective
+1 mana per tick
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards
The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Vermin
Starts with +400 thieves
The Sage
Protect 75% of science on attacks
Every 2 acres generates 1 book of science
Access to Amnesia
Starts with 40000 science books
The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits
The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon and Income penalty effects
Access to War Spoils
Starts with 400 elites
Mechanics
Dragons: Ruby dragon buffed from 8% to 10%
Kingdom locations: If you’re in war, when you go to the thievery or
combat spells page we will automatically target the enemy kingdom you’re
at war with
Vacation mode: Cannot leave or enter VM while your kingdom is in war
Espionage tab: Added some additional info to the kingdom espionage page - personality, race runes, gold and food
Wars and wins:
50 books per acre of science (based on median province size) granted to both kingdoms
An additional 150 BPA added to the winner
Wizard training doubled in end of war ceasefire
Kingdom page: Provinces that are being sat show as online when they are being used.
Gold: You can now stack GC over 2.15 billion
FB: sharing the games URL on facebook no longer results in the message reporting text appearing
(Original post) | [ Rate this article ] [ Add Comment ] |
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